Undead Classes

Take on the role of the undead, which changes many of the common tropes of typical role-playing games, and in some cases, turns them on their head.

Death as the Undead

The death system in Deadhaus Sonata was designed to be consistent and philosophically aligned with occult literature. One cannot simply kill a spirit without going through the proper rituals of exorcising that spirit. Examples of this philosophy can be seen in excellent shows like Supernatural, where the remains of a ghost need to be burned or destroyed to completely remove the entity from the realm of the living, or in Dungeons and Dragons, where the phylactery of a Liche needs to be destroyed before it can truly be put to rest, and echoed throughout occult literature.

A long tradition of necromancy (the magick for raising and communicating with the dead) posits that death and life are not binary states, but rather a smooth and permeable continuum along which many beings can wander. A recent revival of interest in the magick of St. Cyprian, patron Saint of Necromancers, as well as a long-standing preoccupation with the family of the dead in vodoun tradition (such as the Ghuede loa, like Baron Samedi) confirms a continuing occult fascination with the liminal states in between life and death. These principles are applied consistently for all classes of undead in Deadhaus Sonata.

That is not dead which can eternal lie,
And with strange aeons
even death may die.

― Howard Phillips Lovecraft, The Nameless City

Trinary Archetype System

The Sacred Trinity

Of the Necroliberatas

The Material Realm

The Realm of the Physical.  Metal, Stone, Flesh, and Bone. Master these and you will become a monster among men.

The Magickal Realm

The Realm of Magick focusing on the power of True Names.  The closer to the truth you get the more powerful you become.

The Essential Realm

The Realm of Spirit focusing on the power of essence and cognitive sentience.  This realm is the home of the soul and Elder Gods where ancient artifacts exposed to extreme traumatic event nexuses forge into sentient beings.

Trinary State System

Physical

The Undead can walk the earth as they once did as living creatures and can be injured by common means, such as steel weapons. When in this state, they are largely limited to the natural laws of the physical realm; defying these laws will have a hefty cost. Non-magickal creatures, such as simple beasts and common humans, exist solely in this state.

Vitality

Ethereal

The Undead can appear ephemeral and translucent, existing in a magickal plane. When Ethereal, the Undead can move through obstacles and defy gravity. During combat, Ethereal beings can only be hit with magickal spells, unique weapons, critical hits, or by extremely powerful enemies.

Mana

Contained

The undead spirit, or essence, can be contained within an artifact. Movement, combat, and other character properties are defined by the artifact itself. There are many different types of artifacts that players may use. These can be things which the character once carried with them, such as a mirror, a doll, or a sword. Artifacts can also be nearby objects with the ability to contain an essence, such as a desecrated tombstone.

Essence

Rules Overview

  1. When in a particular state, the Undead takes damage to the corresponding resource bar. When the corresponding resource bar is depleted, the Undead cannot exist in that state any longer.
  2. While the Undead has any one resource remaining, they can potentially continue to exist by moving into the corresponding state.
  3. Each Undead class has unique rules about when they can change states. Some exist perpetually in one state, some can move between several states freely.
  4. When all resources are depleted, the Undead is finally turned to Ash (this is ‘True Death’).

The Liche

The Liche assumes the role of the “spell caster” in relation to the other playable classes. Unlike most traditional caster classes the magick the Liche wields is as much of a threat to himself as it is to his enemies. The decades of casting dark magick have taken a great toll on the Liche, requiring them to constantly possess a living vessel that can be used as a conduit for their dark arts. If the Liche does not have a living vessel under their control and attempts to cast any of the various dark magick spells available to them, then it is likely that they will suffer significant damage in the process.

Primary State: Physical

Vessels

The Liche consumes energy through the use of dark magick and as a result, they must have a conduit to mitigate the damage when casting various spells. Over the course of a battle, the Liche is able to entrap living beings and use them as a vessel for dark magick casting. Depending on the strength of the spells cast by the Liche, their vessel will be drained of their life essence (Vitality + Mana + Essence) before ultimately becoming a husk of their former self.

The Revenant

The Revenant assumes the role of the “tank” in relation to the other playable classes. Fueled by rage and defined by perpetual suffering and a lust for revenge, the revenant specializes in close combat. Employing a wide variety of skills that focus on the classes physicality the Revenant cleaves his way through the battlefield with ease. As the Revenant continues to both deal and takes damage he continuously builds up his rage meter, which, when full, causes him to erupt in an explosion of violence.

Primary State: Physical

Rage

The Revenant acquires Rage as it is engaged by and as it engages the enemy.  Rage is represented in Essence meter as it is the main thing animating the Revenant.  Rage diminishes over time when the player is not actively engaging in combat and is also spent to perform class skills.  Rage increases by the following means: Damage Taken, Damage Given, Allied Player Damage Taken, Forced Allied Player State Change, Allied Player True Death, Being Taunted, Being Targetted.

More Classes Coming Soon!

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