Skeleton
Undead Brute
When an undead has survived long enough for its flesh to rot, for its brains to be eaten by maggots, and for its eyes to jelly and fall out, it becomes a skeleton.
Their existence is a curious perversion. How do they gambol about? How are their bones held together? What motivates them? The answer is hate.
Skeletons hate the living. Living souls burn like torches in the blackness of the Underworld, and skeletons mindlessly seek to extinguish those bright lights.
Skeletons sometimes pick up old and rusted weapons to channel their hate, but will also just plunge their bony fingers into an adventurer's eye sockets. Sometimes, they wear rusted old armor. If so, give them 1 or 2 points of Defense.
Attributes: Swords 6 | Pentacles 1 | Cups 1 | Wands 4
Health/Defense: 6/0
Likes: Almost Nothing
Hates: Life, Sound, Light
Notes
- Breathless and Undreaming.
Skeletons ignore any effects related to living processes. They do not breathe. They do not sleep. They cannot be poisoned. They are immune to the Poison Blood of seablooded orcs.
- Empty Skulls.
Skeletons ignore any attempts to manipulate their minds. They are immune to the Inspire effect. They cannot see illusions.
- Fleshless.
Skeletons are immune to piercing weapons such as arrows and spears. Actions that target skeletons must exceed (not just match) their Initiative.
Lesser dooms
- Unearthly Fear.
Play a lesser doom card and compare its value to the Initiative of each character in the same zone. If the skeleton does this on its turn, it adds its Wands to the total value. Adventurers it succeeds against are Stunned.
Greater dooms
- Absorb Bones.
If there is a ready source of bones in the skeleton's zone (e.g., a defeated skeleton), play a greater doom to take those bones. This Heals the skeleton.