Wight

When infected with verdigris either through necromantic intentions or accidental exposure, those who are recently dead and whose bodies are relatively intact become wights. Wights generally remember their lives and who they were before rising again, though they may have incomplete knowledge, especially in regard to how they died. If a wight is in a sheltered state, treated with the proper oils and salves to prevent decay, and kept in a mostly cool place, they can be preserved for months or even years. A wight must be kept from learning their true state, for if they realize they are dead, madness and swift degeneration occur, and they become a Ghoul. Wights have no heartbeat, do not breathe, slumber during the day, and only fresh, uncooked flesh is palatable to them. A wight justifies these things, usually believing themself to be ill. Those who interact with the wight must reinforce these justifications, or they may send the wight into crisis. Every day, the wight has horrible nightmares while sleeping that they remember only barely. These nightmares often include such elements as vengeance, Anhelios, violence, and death. Ghouls are naturally attracted to wights, and if a wight is exposed to the death fog that surrounds other children of Anhelios, they fall into a waking nightmare. If the wight is not removed from the death fog, they rapidly degenerate into a ghoul.

  • Attributes: +10 Combat, Brawn; -10 Agility
  • Skills: +10 Melee; +20 Toughness
  • Damage Threshold: +1
  • Melee Attack: Bite - Pummeling, Slow

Genetic Ancestor(s)

Combat
Brawn
Agility
Perception
Intelligence
Willpower
Fellowship
35 [3]
50 [7]
45 [4]
45 [4]
40 [4]
40 [4]
40 [4]
  • Melee: +20
  • Toughness: +20
  • Stealth: +10
  • Folklore: +10
  • Resolve: +10
  • Dodge: 45%
  • Damage Threshold: 8/14/20/26
  • Light leather +2: 10/16/22/28
  • Movement: 7
  • Initiative: 13
  • Size: Normal
  • Peril Threshold: 7/13/19/25
  • Type: Accursed
  • Risk: Basic
  • Bite: 55% - Distance (Melee Engaged) - Damage 1D6+7 - Pummeling, Slow
  • Improvised Weapon: 55% - Distance (Melee Engaged) - Damage 1D6+7 - Pummeling


 

DAYLIGHT BANE: If attempting to stay active during the day but out of sight of daylight, all this creature’s Skills are reduced by –30. In addition, an (Arduous –30%) Resolve test must be made for them every hour to remain active. When exposed to direct sunlight, this creature also becomes Defenseless.

DEATH FOG (WIGHT): When three or more children of Anhelios gather, they produce an obscuring aquamarine fog that seeks the lowest depth and surrounds them at a distance of 10 strides. Make a successful Peril-induced Resolve test for those exposed to it for the first time in a night. Make a successful Toughness test for those who begin their Turn Prone or submerged beneath it, or they take 1D6+1 Damage from poison. If ten or more children of Anhelios are present, the fog spreads 99 strides beyond the group’s edge, obscuring the sight of all but the children themselves and inflicting a –10 modifier to all Skills that rely on sight.

ENDLESS NIGHT: When this creature awakens for the first time at night, a (Standard +/–0%) Resolve test must be made for them. If it fails, they vaguely remember parts of their dreams and have a crisis. Every time they have a crisis, they subtract –10 from all future Resolve tests, which is cumulative and permanent, culminating in a –30. On a Critical Failure, this creature immediately becomes a ghoul. Ghouls created in this way almost always focus on the person who tricked them into thinking they were alive or on the person they love the most as objects of their revenge. If this creature is ever exposed to Death Fog, at the beginning of each Turn it’s as if the creature has awoken for the first time. This creature may have a crisis for other reasons if the Fateweaver deems it appropriate.

FIRE BANE: Bane dice (D10s that explode on ‘9’ or ‘10’) are rolled instead of Damage dice when fire is used against this creature. This Damage cannot be mitigated or healed by any of the Traits of this creature.

FLESH OF THE UNDEAD: This creature feels no pain and ignores all Injuries. They cannot Bleed. Severed limbs may move independently.

NO BREATH, NO LIFE: This creature is immune to Injuries, poisoning, and suffocation.

QUICKBRONZE CORRUPTION: Most metals that come into contact with this creature may be corrupted by verdigris, a magical rot that degrades weapons and armor. Roll for susceptible metal weapons whenever they successfully hit this creature, and for susceptible metal armor whenever this creature successfully hits someone wearing it. Roll 1D6 : the metal is corrupted on a roll of ‘6’ for vulnerable metals or ‘3’ through ‘6’ for items made from quickbronze. Corrupted weapons immediately gain 1 level of Degradation. A corruption roll is made every morning until the item can be successfully repaired, at which point the corruption is removed. Enchanted items are immune to this effect.


 

HORRID REVELATION (2 MISFORTUNE, NON-COMBAT ACTION): The wight has a crisis and comes to a full realization of what they truly are, immediately degenerating into a ghoul, a horrible thing to behold. Make a successful (Standard +/– 0%) Resolve test for those witnessing this, or they suffer 2D10+2 Peril and are taken off guard as the creature initiates a Surprise Round. The creature may choose to target anyone who failed their test and are Activated against them.