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About Characters
Any existing character class from the main DungeonWorld
Module or Frontier can join the Land of the Dead. The
trouble is, they have to be dead.
Characters who have died in the past cannot be used
in this module. Their spirits have already passed beyond
the stage where they can exert any influence on events
in the Land of the Dead. However, any character who
dies in the main module may transfer to the Land of
The Dead, as long as you clearly state that you wish
them to do so on the turn that they die.
Any of the normal unrestricted classes can be created
specifically for the Land of the Dead module, these
being considered 'recently dead'. Characters begin with
no equipment whatsoever. Mortal objects cannot pass
beyond the veil in any way we understand. However, depending
on which of the special options you choose, you will
have a number of entropy points to spend preparing your
characters for the new realm.
The Land Of The Dead follows none of the physical rules
of the real world. When spirits first arrive, they find
that their experiences and abilities in life are less
valuable, but that these are replaced by a bizarre phenomenon
called 'Shifts', which is an abbreviation of the original
term 'Shifts of Physical State'. These shifts vary from
spirit to spirit, but essentially grant many powers
and strange abilities to the dead. Each new character
must spend 100 entropic points on Shifts when they are
first set up. There are many different shifts, each
with their own cost in entropic points.
Shifts are more important than character class in the
Land of the Dead. Here, mortal skills become useless
or obsolete, while survivors must learn new ways to
retain their consciousness. Death constantly seeks to
draw the spirits into a permanent state of unawareness.
To take each person to their final rest.
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