The Undead Avenger

by Anthony Gill

Vengeance has a name.
"My heart beats not for life but for love."

Not all victims of those with evil *hearts rest after their death. Uncommonly, there are some who return to life to seek vengeance upon the ones who did them wrong. Those few are left to wander the earth, in constant search of their murderers. Rest does not come easy for those who always have revenge on their mind, and nothing will stop them from seeking it. Avengers are typically care-free, knowing that their wounds repair themselves, and don't care much for wearing protection like armor. Nothing EVER scares them, for they are already dead. They enjoy toying with their enemies, taunting them before striking them down, or performing fancy tricks before executing a killer blow. The only true constant between all avengers, through all the insane laughter and disturbing actions, is that they are all pure at heart. They will always help the innocent and never give in to evil, for they were innocent themselves at one time, and wish to rest peacefully one day after their deed is done.

SPECIAL ABILITIES AND PENALTIES

Avengers start with the following abilities :

- At the start of each turn, if he is above zero wounds, an Avenger regenerates 1 wound per battle-level PLUS whatever the magic phase is per turn. This may not take him above his starting quota.

- Avengers ALWAYS automatically pass fear and terror checks, for they fear absolutely nothing.

- If an Avenger ever is completely dead (Zero wounds for beyond the end of the turn), he falls into a dream-like state of being. See Resurrection.

- Avengers can NOT be healed through the use of potions, spells, food, bandages, or any other types of magical or non-magical healing. Regeneration is the only way they can heal.

- Avengers may never wear armor other than magical rings, necklaces, etc. And at that, no more than 3 points of toughness may be gained.

- (RPG play) Avengers are weak in the day, and when exposed to sunlight, do not gain their battle-level bonus when regenerating,and must make a WP check on 1 or 2 on their Resurrection Chart.

WEAPONS AND ARMOUR

- Avengers don't care about their own life, and choose not to wear armor, as their wounds regenerate each round. Quick weapons are a favorite, and weapons such as swords, daggers, claws, etc. are the only weapon they'll use. Any gunpowder weapon may be used. Avengers can use items used by Elves or Barbarians.

RESURRECTION

- Upon officially "dying" again, Avengers fall into a dream-like mental state as their bodies lie upon the ground. Each turn while dead, match the number on the Magic Phase to the chart below.

1 Your soul grows very tired, and you feel you must give up your quest for vengeance and return to the other side empty handed. 
Make a WP test or retire. (Either WP+D6 => 7 OR Roll 1 die for each point of WP, and 1 must be a six.)
2 For a moment, you regain slight consciousness and watch the happenings in the room. However, you are so confused that nothing makes any sense.
3 Visions of your murder begin to flash through your head. You see your killer laughing at your pain, and his accomplices standing around smiling at you. Then another vision of your broken body appears in your mind.
Gain 1 Anger Point. You are still "dead"
4 Visions of your mourning family and sorrowful friends appear in your mind. You see how much pain your death has caused them, and you curse the name of the man who sent you to your death.
Gain 1 Anger Point. You are still "dead"
5 Visions of your lost love appear in your mind. Reenactments of joyful memories run through your mind, and you relive your happiest moments with her. Then visions of her crying at your grave flood your dreams, and nothing but rage fills your soul.
Gain 2 Anger Points. You are still "dead"
6 Suddenly, you open your eyes and stare at the ceiling for a moment. You have returned to the world of the living!
You are resurrected! For every turn you were dead, you regain BL+1D6 wounds. (EG Dead for 5 turns = 5D6+BLx5 wounds) This may go beyond your starting wounds until the end of combat. (If any combat is still going on)

- If the Avenger returns to life when there no monsters on the board, he just sits up and takes a huge gasp of air, as if just arising out of breath from a pool of water.

- If the avenger returns to life when there ARE monsters on the board, roll on the table below, adding any Anger Point gained while unconscious. (Be sure to also add the same Anger Points to your grand
total of Anger Points)

1 You stagger to your feet, arising disoriented from the experience.
You may do nothing this turn, and enemies are at +1 To Hit on you.
2 You manage to pull yourself to your feet and examine the area.
You may do nothing this turn.
3 You rise to your feet, stretch for a moment, and draw your weapon.
You may attack this turn as normal.
4 You leap to your feet, draw your weapon, and immediately attack.
Before the turn starts, you may do 1 attack against an adjacent monster, if any.
5 Hungry for revenge, you leap to your feet and begin shedding blood.
Before the round starts, you may immediately take a free Warriors Phase.
6+ You give an anger-filled war cry from the ground, and a supernatural force lifts you to your feet. Drawing your blade, you unleash undying rage on all those with evil hearts.
Before the round starts, you may immediately take a free Warriors Phase. In addition, you gain the following bonuses for the round : Roll + Anger :
6 +1 Attack
7 Previous Bonuses and +2 Strength
8 Previous Bonuses and +1 to Hit
9 Previous Bonuses and +1 Damage Dice
10+ Repeat from 6, treating 10 as 6, 11 as 7, 12 as 8, etc.
Example : 
Returning with 12 Anger Points gained and a roll of a 6 would give the Avenger +4 Attacks, +6 Strength, +3 To Hit, and +3 Damage Dice!!

ANGER POINTS

Even though Avengers may seem cheery and care-free on the outside, they are truly tormented souls. Some nights sorrow overwhelms them, and they must find ways to vent their anger over their own tragic death.

Each day while in a settlement, after visiting and doing settlement events, midnight comes around and Avengers reflect on their losses. At that time, the player must roll a D6. If the roll is over the grand total of Anger Points stored in the Avenger, he comes to terms with his problems and goes to sleep. If the roll is equal to or less than the number of Anger Points, the Avenger becomes overwhelmed with anger. If that happens, roll D66 to see what the Avenger has done. If the Avenger is in a village, just roll D3/D6 (D36)

After resolving any event (unless otherwise stated), discard 1 Anger Point. Only roll on this table once per day, unless stated otherwise.

11-13 The Avenger climbs to the inn window, three stories up. Hanging halfway outside, he sits there for a few moments with his eyes closed, thinking about his lost love. And with a swan dive he falls to the dirt below.
Roll 4D6. If the total is above the players starting wounds, the play is dead. Resurrect as normal, but any anger points gained must be taken
out immediately. Reroll if 11 is rolled again.
14-16 The Avenger becomes highly frustrated with his situation, and tosses the nearest object through a window.
Pay 1D6x30 gold for the broken window. Also, roll D6. On 1 or 2, you
cannot find the item you threw in the morning, and must discard 1 item.
21-23 The Avenger storms into "The Broken Skull Tavern" and demands trouble... 
Roll D6 and refer below :
1 The Avenger is killed by a bar full of barbarians. Resurrect as normal. Add any Anger gained to his grand total.
2 The Avenger takes a severe beating from the group. No Anger Points are lost this round.
3 The Avenger takes a round of bashing from the mob, but enjoys it very much. He leaves the tavern laughing insanely while the bar stands confused.
4 The Avenger kicks a little butt, and then gets thrown through a window by the tavern's bouncer. The Avenger may not visit the Alehouse for the rest of the stay in town.
5 The Avenger tosses a couple of challengers around, and flirts with their women. Lose 1 extra Anger Point.
6 The Avenger stylishly humiliates the twenty-odd barbarians who came to thrash "the little guy who wants trouble". Lose all Anger Points.
24-26 The Avenger wanders the street for hour, and falls asleep in an alley. 
When he awakens, 2D6x20 gold is missing from his pouch.
31-33 The Avenger trashes his room at the inn. 
Repairs cost 1D6x50 gold, selling equipment if needed.
34-36 The Avenger leaves town and finds a peaceful place to meditate.
(Uneventful)
41-43 The Avenger heads to the merchants guild and starts breaking stands
and ripping tents. Must pay 1D6x100 gold the next day or leave town.
44-46 The Avenger wanders the street, and is approached by the city guard. They insist on him returning home, and he insists on them making him.
Roll D6 :
1 The guards run him through with their halberds, taking no nonsense from anyone. Resurrect as normal, adding Anger gained to his grand total.
2 The guards hack the Avenger to a bloody mess with their halberds and take him to jail for D6 days. Bail : 50 gold per day. (Must be paid in full or not at all ) See Angry in jail otherwise.
3 The guards dogpile the Avenger, and drag him to jail. Must spend the next D3 days in jail. Bail : 20 gold. See 2 for more info.
4 The guards barely manage to get restraints on the Avenger. He goes to jail for 1 day. No bail possible. See 2.
5 The guards chase the Avenger through the street, but he escapes by diving into a well. Must spend 1 day climbing out.
6 The guards chase the Avenger through the streets, but lose track of him in the alleys.
51-53 The Avenger goes to the town cemetery and meditates on a large tomb. (Uneventful)
54-56 The Avenger wanders through the streets, and kicks the spokes of a wagon. Unfortunately, the wagon needed those spokes and fell over. Pay 1D6x50 in repairs, selling items if needed.
61-63 The Avenger wanders through the streets, and runs into a gang of thieves. After kicking them around, the battle concludes with one of them being thrown through a window. Play 1D6x30 gold for repairs.
64-66 The Avenger wanders the streets, and vents his anger on a pair of thugs robbing an old man. He gives the Avenger 1D6x50 gold as a "Thank you"

ANGRY IN JAIL

Being angry while in jail can be quite a problem, for there is nothing for the Avenger to take his hostilities out on. At night, if an Avenger fails his Control Check, roll on the table below :

1 The Avenger hits his head on the stone wall until losing consciousness. During the next adventure, if the power phase is ever a 1, the Avenger gets confused and may do nothing that turn but defend.
2 The Avenger yells at the top of his lungs all night, and the guards tack on an extra D3 days for keeping them awake.
3 The Avenger attempts to bend the bars... all night. Roll D6. On 1-5, he just strains his muscles and is at -1 strength for the next adventure. (Not cumulative) On a 6, he actually manages to bend them and may escape. If so, while free he must roll a D6 at the beginning of every day in town. On 1 or 2, he is caught and must serve double the original time at double the original bail.
4 The Avenger stares at the stars all night through the barred window.
5 The Avenger exercises out his anger, practicing combat maneuvers. Roll D6. On 6, the Avenger learns the skill of Parry 6, to be used Once per Turn.
6 The Avenger exercises out his anger, punching at the brick wall. Roll D6. On 6, he learns Power Blow 6+ (+2 Damage on a natural 6)

ADVANCING IN LEVELS

Avengers do not use their gold to gain training like the other characters. Instead, they use their gold to gain clues about his death from informants, witnesses, etc. Upon learning this information, the Avenger becomes even more determined to destroy his murderer, and thus gains the appropriate bonuses and skills. When information is purchased, roll below :

1 "The only way to kill him is..." (Lie)
2 "I think his name is..." (Clue # 1)
3 "I've heard he lives in some town called..." (Clue # 2)
4 "The murderers that aided in your death were..." (Clue # 3)
5 "The place you need to go is the..." (Clue # 4)
6 May ask any of the four questions.

If, upon reaching level 10, the Avenger knows all 4 parts of his destiny, he retires by going off and killing the murderer, allowing him to rest in peace. If by level 10 he does not know, he retires unfulfilled, wandering the plains in search of more clues to someday find his murderer. After gaining information (true or false), the Avenger goes off into the forest for about 6 days to think, reflect on his past life, vent anger, and to prepare for the upcoming battles. All Anger Points are cleared, and the player rolls 2D6 gaining the skill below :

2

Regeneration Mastery
This allows the Avenger to regenerate an extra amount of wounds if nothing else (including moving) has been done this turn.
Novice : 1D6 wounds per turn
Champion : 1D6 wounds per turnHero : 2D6 wounds per turn
Lord : 3D6 wounds per turn

3

Ignore Blow
This allows the Avenger to ignore a blow on 6+

4

Play Dead
The allows the Avenger to play dead, and may never be proved otherwise. (Because he has no pulse or heat to begin with) Monsters will not attack after all the other players are killed.

5

Supernatural Effects 
This is not a fully explainable skill. It allows the Avenger to do minor supernatural effects that have NO SIGNIFICANT IMPACT on the game. 
Examples would be having ones clothing repair itself before the eyes of the enemy, making tiny flames appear in the Avenger's eyes, etc. This skill is just for show, and may be used once per turn.

6

Dodge
This allows the Avenger to dodge each attack on him on a 6+

7

Calm
At the end of the adventure, 1 Anger Point may be erased.

8

Frenzy
May be rolled once per turn. On 5 or 6, the Avenger gains double attacks. On 1, he attacks any adjacent warrior once at random.

9

Ignore pain
This allows the Avenger to ignore the first point of damage caused by each attack, spell, or trap.

10

Undying Rage
Once per adventure, for every point of anger erased, the Avenger gains 1 extra damage dice. However, while enraged, he may not regenerate nor do any type of defense such as dodging. (Ignore pain and ignore blows still work)

11

Mental Anguish 
Once per adventure, the Avenger may transfer his suffering to another target. Choose an adjacent target, declare how much Anger is going to be spent, and roll below :

1 - 2  The target enjoys your suffering, and laughs in your face. Gain 1D6 points of Anger, plus the original amount spent.
3 - 5 The target begins to convulse in pain from the images being transferred. It takes 1D6 wounds per point of anger spent, no modifiers for anything. The Avenger loses the anger spent.
6 The target falls to it's knees, and it's heart gives out. The target is killed instantly and the Avenger loses all Anger Points.

12

Insane Laughter
This skill makes the Avenger enjoy combat a little too much, laughing as he delivers blows and as he takes them. Any time a monster's To Hit roll is a natural 1, he loses the rest of his attacks for the turn as he is backing off a bit from the disturbed warrior.

All skills except Supernatural Effects are cumulative, and either increases effectiveness (6+ to a 5+, etc) or allows the skill to be used more than once per adventure.

DARMIKA'S SHOP OF ODDITIES

In every town, there is a small shop tucked away from the eyes of the common traveler. Inside this creepy, candle-lit shop are long lost items and rejected objects. To those in overwhelming pain, such as Avengers, Darmika will offer her finer goods.
- Darmika will usually sell only to those of strange and unnatural paths. For any non avenger to enter, a 6 must be rolled upon finding the shop. Otherwise, Darmika will not answer the door. Witch-hunters, Trollslayers, Chaos Warriors, Thunderboys and similar characters gain +2 to their roll. Once in, players may freely look around and buy. If a player fails to convince Darmika to let him enter, he cannot try again for the rest of the settlement visit.
- If an item is dubbed "Unique", this means another player may NEVER buy the same item, even from another store. Unique, means there is only one in existence.

Items for Sale :
D6 Throwing Cards 
Cost 100
Stock : 6 Unique : No
- May be thrown at no penalties To Hit. Strength 3 weapon.

D6 Rose Darts 
Cost : 150
Stock : 7 Unique : No
- May be thrown at -1 To Hit. Str 4 weapon.

Dust of Disappearance 
Cost : 300
Stock : 8 Unique : No
- User disappears, and may reappear anywhere in the room next turn.

Warpaints 
Cost : 500
Stock : 7 Unique : No
- Creatures worth BLx100 gold or less are afraid and are at -1 To Hit wearer. Lasts for 1 adventure.

Lorenwood Lute 
Cost : 1000
Stock : 9 Unique : No
For Avengers Only
- May be used once per day instead of visiting a location. On 5 or 6,
lose 1 Anger Point (May go below 0 into negative)

Fate Cards 
Cost : 2,000
Stock : 10 Unique : No
- Allows 1 reroll of the Magic Phase per adventure.

Jervis' Sparkling Dice 
Cost : 1,000
Stock : 9 Unique : Yes
- Roll 2 Dice. On an odd total, all players heal that amount. On an even total (except if the roll is a double), all monsters heal that amount. On doubles, all monsters take that much damage with no modifiers. Once per adventure.

Dimu's Spiffy Coat 
Cost : 2,000
Stock : 9 Unique : Yes
Avengers Only
- This coat produces the illusion of any kind of clothing the player wants, including armor or robes. No Toughness change is given though.

Dimu's Strange Mask 
Cost : 2,500
Stock : 10 Unique : Yes
Avengers Only
- This mask may give the illusion of any face seen by the wearer once taken off.

Malikyte's Blue Candle 
Cost : 3,500
Stock : 8 Unique : Yes
- All adjacent monsters are paralyzed from the fumes until the candle is blown out or the Magic Phase is a 1. While paralyzed, monsters are at +2 to be hit. Once Per Adventure.

The Book of Lies 
Cost : 6,000
Stock : 10 Unique : YES
Avenger Only
- The book may be opened towards any evil target who has double-crossed the owner. (For RPG games only) Stars of light fly out and strike the target, causing 10D6 wounds with no modifiers for anything. Once per adventure.

Jack's Box 
Cost : 3,000
Stock : 9 Unique : Yes
Avenger Only
- Winding this box causes the area to become eerie, and leads monsters to believe some great evil is going to pop out. Roll for each monster on the board. O a 4-6, the monster runs away and is taken off the board. However, the remaining monsters will be so enraged at the trick that for the next round they will try to only attack the winder. Once per adventure.

Zatana's Horrible Doll
 Cost : 5,000
Stock : 10 Unique : Yes
Avengers Only
- The doll levitates in the air, and scares the living daylights out of those who view it. Choose an adjacent target. The target must make a Terror 10 check or die of fright instantly. Once per adventure.

Level Gold Move Ws Bs Str Tgh Wound Init DD At Luck W Skill Pin
1 0 4 4 5+ 3 3 1d6+6 4 1 1 0 3 1 5+
2 2,000 4 4 5+ 3 3 2d6+6 4 1 2 0 4 2 5+
3 4,000 4 4 5+ 3 3 3d6+6 5 1 2 1 4 3 5+
4 8,000 4 5 4+ 3 4 4d6+6 5 2 2 1 4 4 4+
5 12,000 4 5 4+ 4 4 5d6+6 6 2 3 1 5 5 4+
6 18,000 4 5 3+ 4 4 6d6+6 6 2 3 2 5 6 4+
7 24,000 4 5 3+ 4 4 7d6+6 6 2 4 2 5 7 3+
8 32,000 4 6 3+ 4 4 8d6+6 7 3 4 3 5 8 3+
9 45,000 4 6 2+ 4 4 9d6+6 7 3 5 3 5 9 3+
10 50,000 4 6 2+ 4 4 10d6+6 7 3 5 3 6 10 2+

 

Alone he sat on the limbs of a leafless moonlit tree, overlooking the keep of the one he has been seeking since the dawn of rebirth. He sat staring, without blinking, at the domain. Deep in thought, he was busy trying to recall what he could of his past life. Images of his lady love, the enchanting Elf maiden Mya, rode through his mind. Recalled were those times of greatest joy spent with her, as like the time they both spent a night alone on the river, and the royal joust they attended where she accidentaally spilled her wine. Unfortunately, there was an angry barbarian in the seat before her, who chased them half way through the city. He sat for a while, viewing pleasant memories,until they were shattered by disturbing pictures. His weeping family. Mya, who to the day has never fully recovered from the loss. Lost friends placing a rose on his grave every Sunday. Those images broke his mindless stare, and sent Arkain into a vengeance filled frenzy. With the grace of a royal acrobat, the Avenger stood on the single limb, tossed himself into a forward flip, and landed on the ground firmly. In a spread stance and arms reaching for his two short swords, Arkain let out a call at the top of his inactive lungs; "Medikar!!! I'm coming for you!!!! Hahahahaha!!!!!" And with that, he darted towards the old Dwarven castle.

Four cheaply armed Dark Elf guards stood protecting the entry, all of them half asleep and not paying attention to the madman running towards them. Arkain charged foward and with both feet in the air, leapt on to the standing chest of one of the guards, smashing him into the wall and filling the air with the sound of breaking ribs. Still in the air, he bent his knees and performed a perfect backflip springing off the guard's crushed breastplate. Landing softly, he turns to the other three, and draws three cards from his waste pouch. Smiling evilly, he coined an ancient phrase..."Pick a card, any card..." The lunatic smiled widely as they hesitated to do anything. "Do it, NOW!" His smile vanished for a moment, but then instantly reappeared.

The guards slowly edged forward and drew one card each, quickly grabbing it and backing off. The clanging of their armor could be heard from possibly miles away, as they were shaking in fear... "Ok, now here's the rules. Whatever one of you has the jester gets to live. Simple enough, eh?" He smiled a bit more and cocked his head a bit more to the right. The first guard obviously didn't care for games, as he threw the card into the air and reached for his cheaply made sword. But as the blade was being unsheathed, the card took gravity's ride down to the grassy plain, landing face up in front of the warrior. The image of a wraith with a bloody sythe was detailed on the face, and it began to glow unnaturally. The other two guards backed away as the card began to rise off the ground, rotating on opposite corners in the air. Doing as frightened men do, the armed guard took off running as fast as his legs could take him. He was getting pretty far too, until the card flew after him at lightning speed and pierced through his screaming skull. His half-brainless body tumbled to the ground, and the card re-materialized in Arkain's hand.

"For the record, that wasn't the jester. Your turn elf boy." he said as he looked at another guard. His eyes opened wide as he acknowledged that Arkain meant him. Taking a deep breath, the guard grit his teeth and flipped the card face towards his praying eyes. And as the image came into focus, the picture of a jester was being held before him. Letting out a huge sigh of relief and donning a huge smile, he handed the card back to Arkain and smiled at the madman. While taking the card Arkain suddenly stopped smiling, and the guard jumped back in defense of some horrible attack. He then resumed smiling and rolled his head over to the direction of the other guard. "Guess your the other winner, lucky boy!" The Avenger gave a wink to the trembling man, and began to laugh insanely.

To the ground fell a dead man, who more likely fainted. His slight breathing was evidence to that. "I guess that's one way to get out of it." Arkain rotated his head back towards the other guard. "You, come'ere" The guard shook his head "no" and stood in his place shaking. "COME HERE!!" A convincing enough argument for the man, and he quickly moved forward. Tossing the returned playing cards over his shoulder, Arkain grabbed the hand of the guard and raised it to eye level. Then with his free hand, took a pouch from his side and placed it in the elves' quivering palm. "Open it." The guard again shook his head "no", more frantically than the first time. "OPEN IT, I said..." yells the Avenger, smiling. The nearly crying man reaches up with his other hand and loosens the string on the pouch. Peering in, he catches a quick glimpse of what is inside, and squeezes his eyes closed. Then realizing what was in the bag, reopens them. "Take it, and split it up with your little sissy friend laying over there. Got it?" The guard nearly gave himself whiplash nodding yes. "Good. And look for a new job. In a couple of hours your going to need to find a new master..."