Reanimator

Fold-tech thrall-master.

The Reanimator is not a necromancer. There is no necromancy -- no soul, no afterlife, no dark god granting dominion over the dead. There is only biology that has stopped, and the Reanimator is the person who knows how to restart it. The tool varies: tailored plague strains that hijack neural tissue, gene-resequencing serums that reboot autonomic function, nanotech colonies that puppet a corpse from the inside, or direct Fold manipulation that pulls the fold's energy through dead cells. The result is the same. The dead get up.

Asset Realisation books the Reanimator under "biological asset recovery." The fine print on every corp indenture contract includes a post-mortem clause: the signatory's corpse remains corporate property. The Reanimator division recovers deceased personnel and returns them to operational status -- slower, dumber, obedient. The corps call this "workforce continuity." Everyone else calls it what it is.

The Reanimator operates on the Fold chassis (d6 HD, half BAB, Fort/Ref poor, Will good, 4 SP). Light armour -- the Reanimator needs clean access to corpses and cannot afford restricted movement during extraction. The Reanimation Pool (WIS score) replaces Fold Points as the resource system: each thrall raised depletes the Pool, and recovery is slow. A Reanimator with an empty Pool is a d6 HD character with a pistol and a knife, standing next to corpses that will not get up. Prime requisites: WIS (the diagnostic instinct that reads dead tissue) and CON (the body must survive prolonged exposure to what killed the corpses).

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierhalf
Base Skill Points4
Hdd6
Hd Sides6
Max Level20
Primary AbilitiesWIS, CON
Prime RequisitesWIS, CON
Save Tiers / Fortitudepoor
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife, Injector (delivers reanimation serum)

Notes

Archetype Niche: Thrall-master and corpse-commander. The Reanimator turns fallen enemies into frontline combatants, drains life to sustain themselves, and seizes control of rogue husks. Their niche is the action economy: each thrall is an extra set of attacks the enemy must chew through. In derelict hulks and husk-infested zones, the Reanimator turns the environment from threat to resource -- every corpse is a potential recruit. The Reanimator is also the corp's asset recovery specialist: the person who ensures 'workforce continuity' after a failed operation.

Multiclass Notes: Reanimators rarely multiclass due to the singular focus their craft demands. When they do, it is typically with Psion or Sawbones archetypes. Non-human reanimators use simultaneous multiclassing rules.

Level Table

Corpse-Touched

FieldValue
bab0
fortitude0
level1
reflex0
skillPoints16
titleCorpse-Touched
will2
xp0

Flesh Student

FieldValue
bab1
fortitude0
level2
reflex0
skillPoints4
titleFlesh Student
will3
xp2500

Reanimator

FieldValue
bab1
fortitude1
level3
reflex1
skillPoints4
titleReanimator
will3
xp5000

Thrall-Master

FieldValue
bab2
fortitude1
level4
reflex1
skillPoints4
titleThrall-Master
will4
xp10000

Death-Speaker

FieldValue
bab2
fortitude1
level5
reflex1
skillPoints4
titleDeath-Speaker
will4
xp20000

Flesh Master

FieldValue
bab3
fortitude2
level6
reflex2
skillPoints4
titleFlesh Master
will5
xp40000

Necro-Tech Savant

FieldValue
bab3
fortitude2
level7
reflex2
skillPoints4
titleNecro-Tech Savant
will5
xp70000

Plague Architect

FieldValue
bab4
fortitude2
level8
reflex2
skillPoints4
titlePlague Architect
will6
xp110000

Thrall Master

FieldValue
bab4
fortitude3
level9
reflex3
skillPoints4
titleThrall Master
will6
xp160000

Supreme Reanimator

FieldValue
bab5
fortitude3
level10
reflex3
skillPoints4
titleSupreme Reanimator
will7
xp220000

Legendary Animator

FieldValue
bab5
fortitude3
level11
reflex3
skillPoints4
titleLegendary Animator
will7
xp280000

Master of Flesh

FieldValue
bab6
fortitude4
level12
reflex4
skillPoints4
titleMaster of Flesh
will8
xp340000

Reanimation Supreme

FieldValue
bab6
fortitude4
level13
reflex4
skillPoints4
titleReanimation Supreme
will8
xp400000

Death Sovereign

FieldValue
bab7
fortitude4
level14
reflex4
skillPoints4
titleDeath Sovereign
will9
xp460000

Flesh Master

FieldValue
bab7
fortitude5
level15
reflex5
skillPoints4
titleFlesh Master
will9
xp520000

Chief Reanimator

FieldValue
bab8
fortitude5
level16
reflex5
skillPoints4
titleChief Reanimator
will10
xp580000

Thrall Captain

FieldValue
bab8
fortitude5
level17
reflex5
skillPoints4
titleThrall Captain
will10
xp640000

High Animator

FieldValue
bab9
fortitude6
level18
reflex6
skillPoints4
titleHigh Animator
will11
xp700000

Lord Reanimator

FieldValue
bab9
fortitude6
level19
reflex6
skillPoints4
titleLord Reanimator
will11
xp760000

Reanimation Overlord

FieldValue
bab10
fortitude6
level20
reflex6
skillPoints4
titleReanimation Overlord
will12
xp820000

Special Abilities

Raise Thrall

FieldValue
level1
nameRaise Thrall

description: The Reanimator deploys the reanimation agent into a corpse dead less than 1 hour (Threat Rating less than or equal to Reanimator level). One full round for the agent to saturate dead tissue and reboot autonomic function. The thrall rises with half its original max HP, acts on the Reanimator's initiative, and follows simple verbal commands -- attack, defend, fetch, carry, stand guard. The thrall does not speak. The thrall does not remember. Raise Thrall costs 1 Reanimation Point. Maximum active thralls: 1 at level 1, 2 at level 4, 3 at level 8, 4 at level 12. A thrall persists for 24 hours before the agent degrades and the corpse collapses. Reanimation Pool = WIS score. Pool recovers 1 + WIS modifier per 8 hours of rest -- the Reanimator's own biology produces more agent, slowly.

Life Siphon

FieldValue
level3
nameLife Siphon

description: The Reanimator's body has been modified to metabolise the reanimation agent directly. As a standard action, the Reanimator drains life force from a thrall or living target within 30 feet. The target suffers 1d6 damage (Will save for half; thralls get no save -- they are already dead). The Reanimator heals half the damage dealt. Using Life Siphon on a thrall accelerates the agent's degradation: the thrall's remaining duration drops by 1 hour per use. Usable once per encounter per 3 levels. Corps call this 'biological resource reclamation.' The crew calls it what it looks like.

Command Husk

FieldValue
level5
nameCommand Husk

description: The Reanimator's mastery over dead tissue extends to husks, hungerers, and similar reanimated creatures (see bestiary) -- the victims of old outbreaks, failed reanimation experiments, the Day One plague's lingering aftermath. Husks within 60 feet must succeed on a Will save (DC = 10 + WIS modifier + half Reanimator level) or fall under the Reanimator's control for 1d4 rounds. The reanimation agent already in the husk recognises a superior strain. Controlled husks follow commands as thralls do. Intelligent reanimate gain +4 to this save -- their nervous systems retain enough complexity to resist. Usable once per encounter.