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Land Of the Dead

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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