Becoming Undead

In the world that I have created for my campaign, when a character dies and somebody casts the Revival spell on them, they do not come back as they once were. This Undead template is put over the character, along with the additional powers, focuses, and the loss of current focuses. This should be treated as a curse. Becoming undead is not easy and playing an undead character shouldn't be easy either. If the numbers don't add up, have the GM change them to what feels comfortable, but do so knowing that this character should not be easy to keep alive. If the player can keep from dying (for a second time) and reaches the Master level of the Undead Talent, surviving becomes much easier, but it is still a struggle. This is intentional.

Becoming Undead

 * Add 2 to your Constitution or Strength ability, or add 1 to both.
 * Subtract 1 from your Communication and Intelligence.
 * Lose all focuses but one (of your choice) of the following abilities: Communication, Dexterity, Intelligence, and Strength. This does not mean you only have one focus total, it means you have one focus in each of those abilities.
 * Add the focuses Constitution (Stamina), Fighting (Claws), and Strength (Intimidation)
 * You unarmed attack is now a Claw attack which deals 1d6+2 base damage.
 * You gain Lesser Regeneration: You can spend 2 SP to attempt a TN 13 Constitution (Stamina) test. If you pass, you gain Health equal to your Constitution plus the number on the Stunt Die rolled on the Constitution (Stamina) test. This stunt can only be used once per attack roll.

General Rules and Guidelines

 * Take a -2 penalty to Perception tests when in daylight.
 * Take a -2 penalty to Communication tests when the target can see that you are undead. Always take this when performing Communication (Animal Handling) tests.
 * You no longer need to sleep or breathe.
 * You can no longer be healed by magical means. Attempts to consume a healing potion or receive healing through spells will instead damage you for the amount it would normally heal.
 * You must consume living flesh at least one meal per day or you will become feral. Once feral, you have no control over your actions and you are treated as a Walking Dead. This does not have to be humanoid flesh, like that of a human, as long as it is living.