Saturday, March 31, 2018

Light City - The Batman Who Laughs and the Crows

I've done several Joker related posts for Light City. I have stats for Titan Joker from Arkham City, a Joker based on Tommy Wiseau's audition.  I even statted out Joker's right hand man, Bob the Goon, from the original Burton flick. Today I'm going to stat out an alternate version of Joker that's actually Batman... well it's complicated, fucked up, and this video explains it better than I can.


The Batman Who Laughs
Real Name: Bruce Wayne
First Appearance: Dark Days: The Casting (September 2017)
AC 4 [15]      HD: 6 (35 HP)    Attacks: Martial Arts (1d6+1 dmg) Move: 12

The Batman Who Laughs has the skills and will of Bruce Wayne, combined with the madness and drive of Joker. He is a master strategist and when in hand to hand combat, can deflect attacks by making a successful saving throw. Also, do to his acrobatic talent, he can negate fall damage with a successful save. Being from the Dark Multiverse, he is weak against Nth and 10th Metal and takes double damage from them.

The Crows
Real Name: Various 
First Appearance: Dark Knights: Metal #1 (October 2017)
AC 6 [13]      HD: 2 (10 HP)    Attacks: Claws (1d6 dmg) Move: 12

These poor souls are children permanently changed by the Joker's toxin and trained by the Batman Who Laughs to be his servants and attack dogs. Do to their acrobatic training, they can negate fall damage with a successful save. Also, being from the Dark Multiverse, they are weak against Nth and 10th Metal and take double damage from weapons made of them.

The Roast of Batman (with Jeffrey Ross stats, because I can)


The Roast Master
Real Name: Jeffrey Ross
First Appearance: Batman: The Brave and the Bold - Crisis 22,300 Miles Above Earth
AC 9 [10]      HD: 1 (4 HP)    Attacks:Punch (1d2 dmg) Move: 12

Jeffrey can distract evil doers with his comedy. When he directs a joke at a target they must make a save or be unable to do anything for round due to uncontrollable laughter.


Friday, March 30, 2018

Light City - Titan Joker

Though he's ludicrous and not as frightening as the regular Joker, the monstrous Titan Joker from Arkham City is still interesting. I thought he'd be a fun Light City write-up.


Titan Joker
Real Name: Unknown
First Appearance: As Joker: Batman #1 (Spring 1940) As Joker Titan: Arkham City (2011)
AC 3 [16]      HD: Attacks: Claw (2d6)  or Thrown Object (2d6, medium range) Move: 15

This version of the Joker has been affected by a modified version of Bane's Venom known as Titan. Titan drives most subjects mad. Fortunately (?) for Joker, he's already quite insane and maintained his full intellect while on the drug. 

Thursday, March 29, 2018

Light City - Skrillex and Rick Ross

Don't try to justify it. Just go with it. This is a silly post that I came to my mind a few months back. I posted asking if Skrillex and Rick Ross were DC villains since they were working with Jared Leto Joker in this video. I decided to finally be goofy and make it a legit post.

It goes well with my Jaden Smith Batman and Tommy Wiseau Joker.


Skrillex
Real Name: Sonny John Moore
First Appearance: My Name Is Skrillex (2010)
AC 6 [13]      HD: 2   Attacks: "Dub Step" (1d6 + special, range 30')  Move: 12

Skrillex can create destructive vibrations. His dub step attack can only hit grounded targets. Anyone hit by it must make a saving throw or fall to the ground. Once per day he can "drop the bass" and deal 2d6 damage to all creatures within 30' (save to reduce damage by one half).

Rick Ross
Real Name: William Leonard Roberts II
First Appearance: Port of Miami (2006)
AC 5 [14]      HD: 3+1   Attacks: weapon (1d6+1) or pistol (1d6, medium range)  Move: 12

Ross doesn't have any special powers, but he's mean, smart, and knows how to fight. 

Wednesday, March 28, 2018

Light City - Ant Queen


Ant Queen
Real Name: Unknown
First Appearance: Slam-Bang Comics #6 (August 1940)
AC 8 [11]      HD: 1+1    Attacks: Weapon (1d6) Move: 12

Orphaned in Africa at a young age, the girl that would one day become the Ant Queen was a mutant with telepathic abilities that affected insects. She was raised by a colony of giant red driver ants (ranging from the size of cats to cars). She returned to civilization, but realized she didn't fit in, which made her loath humanity. She constructed a helmet with antennae that gave her complete control over the ants that raised her. She has vowed to be a menace and make mankind suffer.

For most giant ants in Ant Queen's colony use the giant ant worker and soldier stats from The Tome of Horrors Light.

Giant Ant (car-sized)
AC 6 [13]      HD:4    Attacks: Bite (1d6+ poison) Move: 15

Anyone bitten by the ant must make a saving throw. If they fail they take an addition 1d6 points of poison damage.

Tuesday, March 27, 2018

Light City - Lunezons and Mooniacs

Lunezons
First Appearance: Planet Comics #1 (January 1940)
AC 6 [13]      HD: 2+1    Attacks: Weapon (1d6) Move: 12

The villainous Lunezons are an off-shoot of Earth's Amazon population. Though they have rocket technology and explosives, they use classic archaic Amazon weaponry. Were it not for their ongoing war with the Batmen of Luna, they would set their sights on conquering Earth and its people.
Mooniacs
First Appearance: Planet Comics #1 (January 1940)
AC 8 [11]      HD: 3    Attacks: Claws (1d6) Move: 12/12 (Climing)

These ferocious 4' tall beasts are bred as living weapons by the Lunezons. They are fiercely loyal to their mistresses and can be quite ravenous when unleashed.

Monday, March 26, 2018

Six-Shooters & Wagons - Dead in Tombstone (2013)



Synopsis: Outlaw Guerrero (Danny Trejo) saves his half-brother Red (Anthony Michael Hall) from execution and the pair lead their gang to a small mining town. Red betrays his brother and kills him. In Hell, Guerrero makes a deal with Satan (Mickey Rourke)  to deliver six souls of his former gang in 24 hours to escape eternal damnation.

The Good: Danny Trejo is one of my favourite character actors. I mean, he's not that great of an actor by any means, but for looking as rough as he does, he's really charismatic. Rourke chews his scenes a bit, but it's still quite entertaining. 

The Bad: The plot isn't original and the acting is B, at best. 

The Ugly: I could make a joke about Trejo not being a pretty man, but I'm better than that, right? Honestly, this film isn't good by any stretch of the reality. If you're a fan of Trejo and bad westerns though, it's entertaining. 

In Your Game:

The Devil's Riders
In a weird west game of Six-Shooters & Wagons, death doesn't have to be the end. If you don't want to go the Lingerin' Dead route, consider using the plot of this film. Characters that die can be make a deal with 'Ol Scratch to rejoin the realms of the living. However, this isn't just a get out of jail free card. They will be forced to hunt down other sinners and send them to Hell. 

Sunday, March 25, 2018

Succubus Sunday - Kirby Krackle Edition

This may seem like an odd thing to post for Succubus Sunday, but based on how the song ends, I think it's appropriate. 

Saturday, March 24, 2018

Six-Shooters & Wagons - Magic

How would you like to see magic in the weird west supplement of Six-Shooters & Wagons? 

Originally for simplicities sake I just thought about having one generic caster class. I still like that idea, but have contemplated different spell lists depending on the type of caster. These were the types of magic I'm considering (and yes, I've been inspired by Deadlands):

  • Holy
  • Shamanism
  • Black Magic
  • Eastern Magic
  • Voodoo
This is one option. I could also create a class  specifically for each type of magic. Which would you prefer?

I also want to have an optional arcane gunslinger based class that can do trick shots (such as ignore cover).




Goblumph 5E Monster Stats



As promised (or threatened) here are 5E monster stats for a Goblumphs.


Goblumph
Small humanoid (goblin), neutral
------------------------------
Armor Class 13 (dex)
Hit Points 7 (2d6)
Speed 30 ft.
------------------------------
    STR     DEX      CON     INT      WIS      CHA
8 (-1)  16 (+3)   10 (+0)  10 (+0)  14 (+2)  10 (+0)
------------------------------
Skills Insight +5, Perception +6, Persuasion +3, Stealth +7
Damage Vulnerabilities Psychic
Senses darkvision 60 ft., passive Perception 16
Languages Common, Deep Speech, Goblin, Undercommon
Challenge 1/4 (50 XP)
------------------------------
Aberrant Wisdom. Goblumphs gain advantage on Wisdom saves.

Elder Diplomacy. The Goblumph gains advantage on Persuasion and Insight checks involving Aberrations.

Gas Jets. Goblumphs gain advantage on Athletics and Acrobatics checks involving jumping, climbing, and/or falling. In addition when they take falling damage, they reduce the damage by an extra 1d6.

Nimble Escape. The goblumph can take a Disengage or Hide action as a bonus action on each of its turns.

Stench Spray (1/day): One creature within 10 foot of the Goblumph must succeed a DC10 Dexterity saving throw or be coated in a foul-smelling liquid. The coated creature exudes a horrid stench for 1d4 hours. They have the poisoned condition during this time. Creatures within 5 feet of the coated creature are poisoned while they remain within 5 feet of the creature. A coated creature can remove the stench on itself by taking a short rest to bathe in water, vinegar, or alcohol. 

Tentacles. Goblumphs can draw and stow things with their tentacles. By concentrating they can use all of their tentacles to hold an object, essentially giving the benefits of having an extra hand.

Actions
------------------------------
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Short Bow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.




Friday, March 23, 2018

Goblumphs... Yeah You Read That Right

Today I discovered Dungeonous Octopus and their very peculiar brand of fun. I was looking at 5E material and stumbled across their free Slugs book. I was wondering if it would be similar to another free giant mollusk book I love. It is not, but its still well written, entertaining, and could be useful if you want some weird. And that's when I found it. I saw the date it was released. I read the description. And despite that, I had to have it...  Exotic Races: Goblumphs

Here's the product description:


Have you ever wanted to play as an ungodly hybrid of goblin and flumph?
Of course you haven't, you’re a fine upstanding citizen. But now that you can, maybe you should, maybe it’s an experience you didn’t even know you wanted, until right now.

Exotic Races: Goblumphs presents the player race nobody asked for, and Octopus Apocalypse delivered. Learn the secrets of the lowly goblumph, plus new feats and spells.


If you buy only one roleplaying product this year, Exotic Races: Goblumphs technically meets that description.


This pdf presents a new race, that should not exist. It's entirely unnecessary. However, it's very well constructed and I have a soft spot for weird things. Seriously, I love flumphs and I've been a goblin fan boy since I started playing 2nd edition and Magic: The Gathering. Yeah, I'm a goblin hipster. I liked them before Paizo made them cool in Pathfinder. 


Statwise Goblumphs gets bonuses to Dex and Wis and a penalty to strength. They are humanoids and have the goblin subtype, but they are also considered aberrations. They honestly get some pretty cool features (that I don't want to spoil, because you should buy the pdf).


Do you need this pdf? No. Should you buy it? Well if you're a fan of the weird or a flumph aficionado like myself, then abso-fricken-lutely.

I've decided to do a few posts about these weird bastards. Come back tomorrow for Goblumph monster stats for 5e. 

A-Z Challenge 2018

Damn... it's almost April and I don't have a theme for my challenge yet. I have a few ideas.

  1. Portsmaw - Continue with last year's theme. I could work on fleshing it out or do 5E content.
  2. Six-Shooters & Wagons - It would be fun to do all sorts of tweaks and additions to my new western hack of Continual Light.
  3. Light City - While I don't want to straight copy +Jonathan Linneman's previous A-Z (which is the one that first drew me to his blog), an A-Z of public domain supers could be fun. I could also do Light City stats for non-public domain heroes, to be honest. You know the ones I want to stat and folks would use, but I can't officially publish stats for them.
Which would you like to see more? For those that read my blog, is there something else I've tackled in the past you'd like to see?

Thursday, March 22, 2018

These Monsters Are Filling My Mind With Thoughts of Mayhem


My print copy of +Mark Taormino's Monsters of Mayhem #1 arrived last night. You can pick up your copy here and read my review here.

Simple Settings: Savage Lands Review

Simple Settings: Savage Lands is the first in a new series of supplements from Fat Goblin Games. The purpose of this series is to expand the possibilities of 5e and explore new settings, without complicating the rules.

The pdf is 58 pages (counting covers and OGL) and is gorgeous. I love the borders and page layout. The artwork is fitting. Some is modern, but there's a lot of classic public domain artwork and in the context of this book it's appropriate and looks phenomenal.

To keep with the simplistic approach of the title, most of the book discusses how to using existing Player's Handbook content in the setting.  This doesn't mean there isn't new content. There's quite a bit actually.

Three new races emerge from the primordial stew: nature loving apefolk (with orange fur, strong back, and long limb subraces), slow adapting and nomadic Neanderthals, and ancient noble saurian (with big teeth, big stomper, and tough skin subraces). 

After discussing how the classic classes fit (or don't in the case of monks and wizards) in the setting, we're presented with new archetypes. The Bard College of Primal Rhythm is combat oriented. Clerics can take the Oracular Domain to draw from nature and see signs for divination. Since the monk isn't appropriate, the fighter gains The Fist, a primal brawler and force of nature. Finally Warlock's of the savage lands sometimes make deals with personifications of primal nature. Thus we are given the Volcano Warlock Patron.


The Arcana and History skills aren't appropriate in this setting. They are replaced with the Intelligence based Lore skill. In addition, there's a background for being raised by wolves, apes, and other animals. It's known as the Abandoned.

Since industry and such doesn't exist, there's a large section of new equipment, including vehicles and pre-historic trinkets. There are new magic items, such as daggers created from meteor shards and healing fruit (which are more potent than healing potions, but take longer to be consumed).

One of the most important sections (in my opinion) discusses actually using this in your game (with pros and cons). Are the savage lands a new continent that's not been settled? Or is it a hollow earth style scenario? Perhaps there's a primal plane of existence. After discussing the where, the pdf goes into the what. This section is a primer to the cultural aspects of this setting (including a side bar for the gods of the savage lands).

There are a few new optional rules. Detailed foraging and hunting rules (with DC's are presented).

Finally there's a bestiary section. A lot of space is given to discuss how to use traditional Monster Manual (SRD) monsters in the setting. However, there are a few new beasts and foes presented. My favourite is the powerful chaotic fey, known as the Mountain Queen. She used elementals, monsters, and other creatures to impose her will. In addition there are new dinos, such as the headbutting pachycephalosarus, the fearsome looking therizinosaurus, and the undead skeletal pterodactyl. Finally, killer plants are a staple of lost world stories, we're presented with the vine abductor. This malevolent plant can pull an Invasion of the Body Snatchers and sprout clones.

I'm glad I picked up this pdf. While I don't know that I would run a full pre-historic game, this would be an excellent resource to do a Hollow World style game. I think this is 6.95 well spent. I'm really looking forward to seeing what the future holds for this series.

Honestly the setting reminds me of Far Cry Primal and that alone makes me want to play it.


Wednesday, March 21, 2018

Spell Effects Miniatures

While entirely unnecessary, these are really cool and I'm definitely getting them!


These have been created by Wizkids and will retail for 25. They've also produced Wall of Fire/Wall of Ice sets that will come with six wall pieces of each type and be the same price. I'm not as excited about the wall, but the spell effects are sweet! Both of these are supposed to drop in July.


The Mermaid's Blessing Kickstarter

The Mermaid's Blessing is a new 5th edition adventure for a party of 5 to 6 5th to 6th level characters. The party is summoned to a poor island nation (that has a pirate connection so you know I'm sold), by an old friend that's unwittingly unleashed an aquatic evil onto the island. The party has to find a way to defeat it and save the day.

The adventure is designed to be played in 5-6 sessions and sounds pretty cool to me (especially as someone that loves pirates and ocean adventures). It will include many interesting NPC's and monsters (including some new monsters), new magic items, eight full-color maps. A new Warlock patron for NPC's and villainous religion is also a part of the adventure, which has definitely piqued my interest.

From what I picked up from the adventure's description there are many ways to add this to existing settings.  Of course the first place my mind goes is to the world of Freeport. The island could be between Freeport and the mainland. Zaltara could be a part of  the Nelanther  Isle. It could just as easily be an isolated island in the Trackless Sea. In Greyhawk, I'd say its somewhere in the Azure Sea.

The adventure is written and edited. The modest $500 dollar goal (which is 70% funded at the time of the post)  is to pay for additional art, maps, layout, and design. The adventure is already written and fully edited. There are 23 days (again as of the time of this post) for it to be funded. I'd love to see it hit its various stretch goals so that the city and island could be expanded. Even if it's not though, this one sounds like a lot of fun to me. This project is definitely getting my gold pieces and I think you should check it out too.




Tuesday, March 20, 2018

Arena of the Planeswalker

Yesterday I stopped by a Five Below that's not too far from my house and found an amazing deal. They had copies of Magic: The Gathering Arena of the Planeswalkers for 5 dollars. While I've heard the game is fun, I don't even care about that. Check out all the minis that come with it! Each set comes with 30 unpainted "squad" minis and five painted planeswalkers. The scale doesn't quite match standard D&D minis, but it's really damn close. If you ever played Heroscape, the minis are on scale with that (as are the terrain pieces).

If you'd like to add these nice minis to your collection check out this link to see if there's a Five Below near you.




Monday, March 19, 2018

Six-Shooters & Wagons - Clockwork Gunslinger

Quaterman
AC 7 [12]     HD: Attacks:  2X Pistol (1d6, range 60')   Special: see below    Move: 12

These mechanical wonders (or horrors depending on who's talking) roam the west doing the bidding of their mad scientist creators. They are extremely dangerous and will explode when they reach 0 HP, doing 2d6 damage to all creatures within 20 ft (save for half damage).

Sunday, March 18, 2018

Succubus Sunday - Fall-From-Grace

Here's some nice fan art of once of the party members from Planescape: Torment.

Source

Saturday, March 17, 2018

My Friends Are Awesome

I've said it before, but my gaming brother +David Coppoletti is a fantastic artist. You can read the interview I did with him a few years ago here. He recently posted this on Facebook and I wanted to share it with everyone.

His art has been featured in a few releases, including Umerican Survival Guide and Theorems & Thaumaturgy Revised. If you're an rpg writer, you should talk to him about his commission rate.







Friday, March 16, 2018

Joker vs. Negan Alternate Ending (Walking Dead Zombies)

The original ending is better, but I thought I'd share this anyway.


I created Negan and Lucille stats in the original video post, so I thought I'd just go with a walker for this one.

Walker
AC 9 [10]   HD: 2    Attacks: Bite (1d3) Move: 9' Special: Anyone bitten by a walker becomes one when they die or in 1d3 days (whichever happens first).

Thursday, March 15, 2018

The Witch Hunter Class

Talking with friends and working on Portsmaw has inspired me to make a new class for Continual Light, the Witch Hunter. It's definitely inspired by +MonkeyBlood Design (Glynn Seal)'s Witchfinder and if you're playing a more rules heavy version of Swords & Wizardry then I highly recommend using that class instead.

My version is also an appropriate class for a weird west game of Six-Shooters & Wagons. To use the class there, just give them knowledge of the use of pistols, hold outs, and shotguns.




Like pretty  much everything I do, it's pay what you want. You can snag it, here.

Wednesday, March 14, 2018

Six-Shooters & Wagons - Festus Haggen

While I know that there were folks that hated him, Festus was my favourite character on Gunsmoke (other than Quint the Blacksmith). Heck, he's one of my favourite fictional hillbillies. While I don't think Festus was a bad man at all, when you look at the Six-Shooter classes, he's got the most in common with the Swindler.

Doc Adams: I'll tell you why the Haggens live so long.
Festus: Why?
Doc: 'Cause they're too dumb to know they're dead.

Festus Haggen
Level 7 Swindler

Str 14           Int 11
Dex 14         Wis 13
Con 13         Cha 15 (+1)
5 HD (24 HP) Save: 9 Movement: 12
AC 9 [10]
Attacks: Pistol (+7 to hit, 1d6 dmg, 60' range)
Other: Backstab (+4 to attack and double damage vs surprised foes), 1-5 chance on a 1d6 to climb walls and cliffs without tools,hear noise behind closed doors, and forge documents*, Feign Injury/Play Possum, Open Locks, Hide in Shadows, or Move Silently,  1 chance on a 1d6 to track foes in wilderness, 1-2 chance to hunt/forage for food in the wilderness, 1-2 chance on 1d6 to administer first aid
Equipment: Pistol, canteen, Ruth the mule (male mule but named for a mule that Festus loved)

*Festus can only read his last name, but is clever and could still copy something he sees.


Six-Shooters & Wagons - The Proposition (2005)

I watched this movie on the recommendation of +Red Flanagan. I'm glad I did, too.  

Synopsis: Set in Australia in the 1880's this film tells the story of a law man who sets one outlaw brother against another seeking justice. In a plot that's reminiscent of Red Dead Redemption, Charlie Burns (played by Guy Pearce) must track down the leader of his former gang (his brother Arthur, played by Danny Huston) in order to save his family (his other brother Mikey, played by Richard Wilson)

The Good: This film has great atmosphere and sets. Nick Cave's vocal performance of The Rider throughout the film is haunting and gives the flick an uneasiness that really adds to the it. Guy Pearce and Danny Huston are phenomenal as the Burns brothers and each gives a memorable portrayal. Though it's set in Australia, this is one of the better (though I wouldn't say best) western films of the 21st century. 

The Bad: The pacing of the film is a little odd at times, but not in an awful way. I really don't have much negative to say about this one.

The Ugly: This movie features a lot of racism towards aboriginal folk that was prevalent of the time. There are a few scenes that are brutal and hard to watch, but they are essential to the plot.

In Your Game:


Adventure Hook - The players have run afoul of the law (or some other person/organization in power) and are surrounded. They are captured and given a proposition. Bring in a former ally or someone close to them will pay with their life.



Hot Diggity, You Should Check out Wirtydiggety




My brother (not biologically, but in pretty much all other aspects), Wirty, has a Twitch channel. I know I don't talk about video games too much and tend to focus on tabletop, but I wanted to give a shout out to his page and lets folks know about it. Here are the links to his stuff

Twitch
YouTube
Facebook

He is now a Twitch affiliate so if you have Amazon Prime you can subscribe to him with Twitch Prime and help him out.

Wirty and I have been best friends for about 20 years now. He's a really cool cat and one of (if not the best) DM I've ever played under. We're actually getting ready to start recording a project with +Stew Perkins called Against the Module. We'll be talking about rpg adventure paths and modules.

Tuesday, March 13, 2018

Six-Shooters & Wagons - The Lingerin' Dead

For my Weird West Companion for Six-Shooters & Wagons, I want cursed undead gunslingers, which more or may not fill a similar role to Deadlands harrowed. Here's my rough draft/preview of this character option. This is definitely a work in progress and more complex than other stuff for Six-Shooters. Feedback would be appreciated.

-----------------

Truly tough cusses don't really die. Well they do, but they don't stay dead. Player characters that die can choose to become one of the lingerin' dead, or Lingered as they are known. These undead cowpokes are corpses possessed and powered by demons (looking to escape hell and maybe cause a bit of it while they're at it).

There are some definite drawbacks to being one of the Lingered. If the Lingered commits an evil or particularly bloodthirsty act, they must make a save or lose control to the demon for 1d6 hours (or more if the act is truly heinous). Lingered cannot enter holy ground. In addition, while the demon slows decomposition, they're still dead and rotting. Finally animals are always hostile (at best) or frightened (at worst) by their presence.

There are some benefits though. Being undead makes them tougher than normal folks. They take half damage (rounded up) from non magical sources (other than elemental effects). If reduced to 0 HP they become inert for 1d6 hours, at which point they will regain 1d6 hit points. The only way to kill a lingered is to completely destroy the body (via burning) or destroy the brains specifically.

The lingered don't heal the same way normal folks do. They don't have to sleep as such and gain no HP from doing so. In addition they gain no benefit from doctorin'. These undead cowpokes can only be healed by eatin' raw flesh (human or animal). They regain 1d6 HP for every Hit Dice of raw flesh they consume.

The demons that inhabit the bodies are quite greedy and absorb the arcane essence of other slain monsters. They gain various abilities from killin' unnatural critters. These abilities will be mentioned in the monster's stats.

Though they keep their former abilities, the lingered no longer gain levels. Instead they can improve in a system similar to the perk/credit system. For each successful adventure the lingered completes they gain a Dead Point. Dead points can be spent as follows.
  • 3 Dead Points - Lower Saving Throw by 1 point. This can be bought a maximum of 5 times.
  • 5 Dead Points - +1 to BHB. This can be taken a maximum of 5 times.
  • 5 Dead Points - Add 1 HP to their HP total. Note, these are not HD and a Constitution bonus does not apply. This can be purchased any number of times.
  • 10 Dead Points - Add 1 HD to their total. This can only be bought twice.
In addition to these abilities, the Lingered can use Dead Points to buy abilities. Here are a few previews:

Idle Hands (5 Dead Points) - By taking a round the lingered can detach its hand (which temporarily grows an eye), gaining the following stats:

Idle Hand
AC 7 [12]     HD: Attacks:  Scratch (1+Strength Bonus)  Move: 9

The Lingered must concentrate to control its hand (losing its attack that round). They can see through the eye and always know roughly in the direction the eye is. Any damage done to the hand is also taken by the Lingered. Should the hand be destroyed the hand will regrow, but the process is taxing and caused the Lingered to take 1d6 damage.

Lesser Hellfire (5 Dead Points) - Once per day, the Lingered can use the demon powering it to spit a gout of flame. Target creature within 10' make a save or take 1d6 fire damage.

Freshen Up (10 Dead Points) - In addition to healing by eating raw flesh, the Lingered can reverse decomposition, appearing almost life-like. However, no matter how much flesh they eat they will still show signs of their death wound, be cold to the touch, and smell of slight decay.