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Zombie Daile


d4 (+1 PP)
American Gothic
Fatalistic Fascination
Secrets of Reanimation



Plot Points










Industrial Makeup Kit: d8

Movie SFX Quality

Infectious Zombies: d8

'Movie Extras; Mob(5)'

Ability Sets


Durability: d8
Senses: d6
Warding: d8
Willpower: d8

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.


Intangibility: d8
Necromancy: d12

SFX: Ethereal Whip: You may step down this Ability Set's Necromancy trait and use it to make a magical attack against a living creature in your zone or an adjacent zone and within line of sight. If you get an extraordinary success, you may choose to apply the effect die as both Body and Ego Stress instead of stepping up the effect die. As this is a mystical attack that potentially affects both mind and body, traits that defend against mystical, physical, and mental effects are all applicable for purposes of assembling the target's reaction dice pool.

SFX: Cloak of Normalcy: You maintain a constant spell that mystically cloaks the true nature of your zombies from prying senses as long as they are in your zone or an adjacent zone. Those attempting to perceive your zombies as anything other than actors in make up while in your area of effect must select their two lowest rolling dice to determine their result (additional dice included in the result are unaffected by this restriction, however). Characters automatically overcome this ability if they are attacked by you or the zombies. If a character overcomes this ability they remain unaffected by it for the remainder of the current Scene.

SFX: Infectious Zombies: Your zombies are infectious; those who die to the zombies will rise as a zombie under your control within a few minutes if their corpse's brain is intact.

Limit: Ethereal Jaunt: While using Intangibility you may only take move actions, and must resume physical form at the end of your Panel.

Limit: Zombies Only: Zombies are the only kind of Undead that you can call, create, or command using this Ability Set's Necromancy trait.

Limit: Self Taught: You are a natural prodigy, entirely self taught. On the one hand your understanding of magic is intuitive and pragmatic, based entirely on your instincts and personal experience, which can be advantageous. However there are many things you simply do not know, and pitfalls lurk within the gaps in your knowledge. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.


Cosmetologist [  ][  ]

The Cosmetologist Vocation allows the following special Exploits:

  • Exploit: Recall useful information regarding a subject relevant to your profession (GM's discretion applies).
  • Exploit: You may add both Finesse and Smarts to an action or reaction related to your profession; if you do you may keep an additional die for your total.
  • Exploit: During a Transition Scene you may conduct business related to your profession 'off screen' with a favorable outcome (GM's discretion applies).
  • Signature Exploit: You have a particular talent for applying your cosmetology skills to make your zombies look more normal and cover up their smell a bit when you need to.

Necromancer [  ]

The Necromancer Vocation allows the following special Exploits:

  • Exploit: You may clear your Physical Stress or step down your Physical Trauma.
  • Exploit: You may step up or step down the Physical Trauma of a living, undead, or spiritual entity in your zone.
  • Exploit: You may reroll the entire dice pool of an action or reaction that includes your Necromancy Ability Trait; the second outcome must be accepted even if it is worse than the first.

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.


Stand-offish and Self Oriented

You've never really taken to people in general, and the one person you ever allowed yourself to love was eventually alienated by your darkness and tried to break up with you. After killing and resurrecting him in a fit of rage, you hardened your black heart further and eshewed the living and trappings of normalcy to pursue your macabre interests ever deeper.


The first time in a session when your limited social skills become a Complication for you.

+1 Plot Point

When your true nature is revealed by a supernaturally aware opponent and you must use your abilities to protect yourself.

gain one (1) Advance

When you become aware of the rest of the Supernatural World and give up the cover of a mundane existence.

gain two (2) Advances, then retire this Milestone Set and choose another one

Brad aka 'Corpsey'

Brad was a popular jock, but for some unknown reason he was drawn to your dark allure. Though his normie friends didn't get it, you became an item and even moved in together when you followed him to his college and started working on your cosmetology license. But your increasing preoccupation with learning more about the occult and general prickliness eroded the relationship to the point that Brad tried to break up with you. In a fit of bitter despair you instinctively tapped into black magical forces and ripped Brad's soul from his body, and in the ensuing refusal to accept what you had done, stuffed some remnants of his life force back in to the husk left behind. Brad's animated corpse remains as an undead servant bound to your power. Grotesquely you still dote upon your 'boyfriend'; the beginning frays of an unraveling mind perhaps.


The first time in a session when you show special affection for Corpsey, making it obvious that he is different from your other zombies.

+1 Plot Point

When Corpsey is in danger and you put yourself at risk in an attempt to protect him.

gain one (1) Advance

When Corpsey is destroyed and you must accept that he's gone, or decide to gain even more knowledge of Necromancy to bring him back once again.

gain two (2) Advances, then retire this Milestone Set and choose another one


Daile is in fact a budding Necromancer. She does know a little bit about movie makeup and special effects, but that is largely because experimenting with zombies is really easy to cover up when making a zombie movie. She has a lot of innate power when it comes to her necromantic experimentation, greater than her age and experience would suggest.

Daile is self-taught, learning by trial and error (the details of which are best unknown), and has an entirely pragmatic vs theoretical understanding of the manipulation of life and death. She can create and command zombies, go ethereal, lash out with an ethereal whip that strikes at a living creatures very life force, and in addition to a small horde of 'normal' zombies she has an unusually durable zombie minion (an ex-boyfriend). And despite her young age Daile has the conviction of sociopathy, with nearly superhuman willpower.

If she survives, Daile will doubtlessly become a force to be reckoned with. Unfortunately for all of her power, she does not have quite the degree of control she thinks she does. Should her control slip an infectious outbreak of zombies will surely follow. Also, being self taught, she doesn't know much of anything about the Supernatural World, the Accords, or the existence of organizations and independent hunters determined to elimitate threats to the illusion of mundanity...threats like her and her foul creations.