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
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
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.
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.
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.
- 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.
- While the Undead has any one resource remaining, they can potentially continue to exist by moving into the corresponding state.
- 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.
- When all resources are depleted, the Undead is finally turned to Ash (this is ‘True Death’).
Primary State: Physical
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
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.