Undead Origins

Voadam

Legend
After Sunset: Vampires

After Sunset: Vampires
d20 Modern
Vampire: Characters that are transformed into vampires during the campaign rise from the dead three days after their death, transformed body and soul by the experience.
 
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Voadam

Legend
Gamma World Game Master's Guide (GW6e)

Gamma World Game Master's Guide (GW6e)
d20 Modern
Vampire: But the worst power of the vampire is that it makes others like itself, usually from among dear friends and family, who must likewise be destroyed by the ones who love them.
Emperor's Tower: ?
Wraith: ?
Zombie: ?
 
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Voadam

Legend
Love Witch

Love Witch
d20 Modern
Skeleton: Necromancy feat.
Zombie: Necromancy feat.

Necromancy
[Atlantean Magic]
You have mastered the art of bringing life
to dead matter.
Prerequisite: Int 13
Benefit: You may roll a successful Concentration skill check (DC12) to animate a number of skeletons equal to your caster level, or a number of zombies equal to one-half your caster level, or an earth elemental with a number of hit dice equal to your level.
 
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Voadam

Legend
Machines and Mutants (GW 6e)

Machines and Mutants (GW 6e)
d20 Modern
Necrophage: Immortality, eternal life and the conquering of death: There are no greater aims for science, and the genetic researchers of the pre-War era devoted fortunes to finding a “cure” for death. The necrophage virus is not that cure. It is a terrible, hideous mistake, the end result of a very wrong turn in someone’s research. And it has the potential to turn Earth into a charnel house.
The necrophage virus does not reawaken a body to full life. It stirs the body into a bizarre half-life, and the brain into an insane frenzy of hunger and rage.
Creatures killed by the necrophage’s bite will become necrophages themselves, and the cycle of infection and reanimation will continue until no life exists for the undead beasts to prey upon. Unfortunately, the virus remains in the tissues of the corpses and twice-dead necrophages, and can remain quiescent in living tissue for some time (such as the bodies of carrion-eaters). An outbreak of the necrophage virus can happen at any time, and an unlucky community might become a zombie-ridden slaughterhouse overnight — and a mausoleum of rotting meat a week later.
The saliva of the necrophage carries the necrophage virus; while the virus cannot turn a still-living creature into a necrophage, it can cause extensive cellular damage. Anyone bitten by a necrophage must make a Fortitude save (DC = 10 + 1/2 the necrophage’s Hit Dice) or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to avoid another 1d6 points of temporary Constitution damage. Creatures killed by this bite will rise as necrophages 2d6 hours later.
 
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Voadam

Legend
Iron Heroes Player's Companion

Iron Heroes Player's Companion
Iron Heroes
Skeleton: Rite of the Grave spell.
Zombie: Rite of the Grave spell.

RITE OF THE GRAVE
School: Necromancy
Saving Throw: None
Spell Resistance: No
EFFECT TYPES
Contacting the spirits with this ritual allows the Spiritualist to control undead creatures she encounters and to animate the corpses of deceased creatures as her minions.
Command Undead: The magical power of the spirits gives the Spiritualist the ability to command undead creatures she encounters.
Animate Dead: The Spiritualist can create undead minions, either as skeletons or zombies. Refer to pages 242–43 of the Iron Heroes rulebook for details of these creature types. These undead are completely under the control of the Spiritualist. The creatures rise to their feet as part of the spell, but get no other action in the round they are created.
EFFECT SEVERITY
The more tokens spent on Command Undead, the greater the chance of successfully controlling the creatures encountered.
The more tokens spent on Animate Dead, the more Hit Dice of undead that can be created.
RITE OF THE GRAVE EFFECT SEVERITY
Tokens Spent Command Undead Animate Dead
0 Command check +0 2 HD
1 Command check +2 4 HD
2 Command check +4 6 HD
3 Command check +6 8 HD
4 Command check +8 10 HD
5 Command check +10 12 HD
6 Command check +15 16 HD
7 Command check +20 20 HD
Command Check: The Spiritualist makes a single command check against each undead creature to be affected. The DC of the check is 10 + the target’s Hit Dice + the target’s turn resistance (if any).
The formula for the command check is 1d20 + the modifier listed on the table + the Spiritualist‘s Charisma modifier. Compare the results of the check to the table below:
COMMAND UNDEAD CHECK RESULTS
Check vs. DC Result
Check fails Creature is unaffected.
Check succeeds by 0-9 points Creature takes no action for duration of spell.
Check succeeds by 10 or more Creature is under complete control of Spiritualist for duration of spell.

There is no limit to the number or Hit Dice of undead creatures the Spiritualist can control through this effect, other than the Spiritualist‘s ability to keep restoring her contro
by casting this spell.
Hit Dice: This is the maximum number of Hit Dice of creatures that the Spiritualist can animate as part of this spell. The listed Hit Die value applies to the creatures’ Hit Dice after they become undead. These Hit Dice can be spread over as many or as few creatures as the Spiritualist wishes to animate. The maximum value of animated minions the Spiritualist can have at any one time is 5 Hit Dice per Spiritualist class level. This limit applies without regard to the duration for which the undead creatures have been created.
RANGE
The Rite of the Grave uses the standard attack spell ranges.
AREA OF EFFECT
Both Rite of the Grave effect type uses the following areas.
RITE OF THE GRAVE AREAS OF EFFECT
Tokens Spent Area of Effect
0 –
1 1 creature
2 2 creatures
3 3 creatures
4 4 creatures
5 5 creatures
6 6 creatures
7 10 creatures
DURATION
The duration of Command Undead and Animate Dead effects vary as listed below:
RITE OF THE GRAVE DURATION
Tokens Spent Command Undead Animate Dead
0 Concentration (max. 5 rounds) Concentration
1 Concentration 10 rounds
2 Concentration + 5 rounds –
3 10 minutes Permanent
4 30 minutes –
5 1 day Instantaneous
6 1 week –
7 – –
RITE OF THE GRAVE EXAMPLE
Ashandra and her companions are engaged in a pitched battle with a large number of enemy soldiers. Wanting to sow some confusion in the enemy ranks, she conducts a pact with a 3rd-Order spirit. A full-round action and a lucky roll allow her to gather 10 tokens.
• Effect Type: Ashandra chooses Animate Dead as her effect type (there are several enemy corpses nearby that she can use). This costs 3 tokens.
• Effect Severity: Animating the human bodies as skeletons will only require 1 Hit Die per body. That’s probably best, especially as her enemies are mainly using slashing weapons. She spends 1 token to get a limit of 4 HD.
• Range: Two tokens are enough to get a 30-foot range, which is plenty to cover the three bodies she can animate.
• Area of Effect: This was Ashandra’s biggest limiting factor: A 3rd-Order pact limits her to three skeletons, at a cost of 3 tokens.
• Duration: Ashandra spends her last token on duration: The skeletons will remain animated for 10 rounds.
Summary of Effects: Three skeletons rise to their feet. In the next round, they will attack Ashandra’s enemies.
CHOOSING THE RIGHT RITE
Using Rite of the Grave in the manner described in the example on this page is not the most effective use of that ritual. Had Ashandra been casting the spell in a non-combat situation, she could have stood next to the bodies she wished to animate. This would have saved the 2 tokens she spent on extending the spell’s range, allowing her to increase her expenditure on duration to 3 tokens. As a result, the skeletons would have been permanently animated (until dispelled or destroyed) rather than merely lasting 10 rounds. The Rite of Summoning would be a better choice in a combat situation, assuming Ashandra could use it. See page 89 for an example of what Ashandra could have done if she had used that ritual in this situation.
 
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Voadam

Legend
Atlas of Earth Prime

Atlas of Earth Prime
Mutants & Masterminds 3e
Zombie: Duval is not averse to creating zombies, but he finds them distasteful. Baron Samedi also has various magical powers. He can animate the dead, exert some control over the minds of the living, command reptiles, and create clouds of smoke or pitch darkness. These are innate abilities for him, not just mortal sorcery. He’s never without some zombie henchmen at hand, and is always creating more.
La Cathédrale de la Douleur, The Cathedral of Pain: Throughout Quebec, particularly in times of struggle and strife, a ghostly cathedral has appeared on a hill outside various communities. Its melancholy bell strikes a note of doom, drawing visitors against their better judgment, and many who enter its beautiful stained glass doors do not return. This is la Cathédrale de la Douleur, “the Cathedral of Pain”, built in the 18th century in Quebec City. Originally just a beautiful church, it became infamous as a center of cruelty by the infamous Soeur Madeleine in the early 19th century, who used it as the center of a brutal cult. Destroyed by champions in the service of the Church in 1808, Soeur Madeleine vowed that even death would not halt her campaign to purify Upper Canada (the former name for the southern portion of what is now Ontario) of its sins, and she’s made good on that vow ever since.
La Llorona: The legend of the Weeping Woman has many versions throughout Mexico and even extending into the Latino communities in the United States. The basics of the legend speak of a woman who killed her own children, sometimes to protect them, other times out of jealousy, eventually killing herself to then haunt the streets of whatever city the tale is told, crying out for her dead children.
In Ciudad Juarez, the urban legend came true. One week after the body of Lydia Vasquez, a local factory worker, was found next to the bodies of her two young daughters, an American tourist was also found dead together with a couple of local thugs. The coroner declared that the three of them had died of cardiac arrest and severe tissue damage resembling frostbite. The rumors of La Llorona’s return spread quickly, as well as sightings and the terrifying echoes of her cry of “Ay, mis hijos!”(translation, “Oh, my children!”)
La Llorona is the ghost of Lydia Vasquez and is a very, very angry spirit. She is attracted to sites where innocents have been murdered and seeks retribution.
Count Karol Duval, Vampire: ?
Vampire Thrall: ?
Tepalcatli: A few years ago, an aging shaman went to the ruins, seeking a way to protect Palo Santo from the encroaching forces that threatened to engulf it. The rite he enacted was supposed to bring forth a champion, but he made a mistake during the ritual, and instead what he brought was a new age of darkness.
The shaman brought back from death a lowly member of one of the warring cartels as an undead creature. With one foot in the land of the living and the other on the road to Mictlan, the Nahua underworld, this man had an uncanny understanding of the power of Death.
Once named Mauricio Villa, this small time crook was accidentally brought back to life with the knowledge and power of Death magic.
Undead: It is very possible the Santa Muerte cult could create powerful undead minions or sorcerers at some point.
Chiloé seems to also be the focal point of the Caleuche, a ghost ship who sails the nearby waters and is crewed by the souls of the drowned.
Captain Blood: Jonathan “Bloody Jack” Carter was one of the most infamous pirates of the 17th century Caribbean, crossing swords with the legendary Crimson Corsair himself. The success of “Captain Blood” came to an end when he crossed a Voodoo priestess, who cursed him to know darkness, death, servitude, and to never know rest. It wasn’t long thereafter that the Black Plunder went down with all hands on board to a dark and watery grave.
It didn’t remain so, however. Baron Samedi, seeking to plague his foe Siren, used the power of the curse upon Captain Blood and his ship to raise both the vessel and its crew from the briny depths. Now a ghost ship with a ghostly crew, the Plunder was initially bound to Baron Samedi’s service, but Captain Blood eventually wormed his way free with Siren’s less-than-willing aid.
Zombie Master: Unlike his immortal foe, however, Maitre Carrefour has begun to feel the effects of his age. Although he remains healthy, time has taken its toll: his hair has gone white, his once-tall form bent. Some of the sorcerer’s more recent schemes have concerned ways to restore his lost youth or, perhaps, if left with no other means to stave off death, how to become a true “zombie master” by joining the ranks of the undead.
Ghost Pirate: Jonathan “Bloody Jack” Carter was one of the most infamous pirates of the 17th century Caribbean, crossing swords with the legendary Crimson Corsair himself. The success of “Captain Blood” came to an end when he crossed a Voodoo priestess, who cursed him to know darkness, death, servitude, and to never know rest. It wasn’t long thereafter that the Black Plunder went down with all hands on board to a dark and watery grave.
It didn’t remain so, however. Baron Samedi, seeking to plague his foe Siren, used the power of the curse upon Captain Blood and his ship to raise both the vessel and its crew from the briny depths. Now a ghost ship with a ghostly crew, the Plunder was initially bound to Baron Samedi’s service, but Captain Blood eventually wormed his way free with Siren’s less-than-willing aid.
Ernesto Che Guevara, Ghost: Three years later, Ernesto “Che” Guevara, one of the two major figures in the Cuban revolution, who had gone to Bolivia to mount a guerrilla movement, was killed with help from America’s C.I.A. It’s said his ghost still wanders the place where he was executed, and time-traveling heroes identify his death as a focal point in history from which many alternate timelines branch away.
Ghost: In the windswept wastes of Iceland stands the Helka Volcano, active since the 1100s and even as recently as 2000, it is again on the verge of eruption. If the fear of this imminent disaster wasn’t already enough for the people of Iceland to contemplate, folklore has long said that the volcano is guarded by a coven of witches and somewhere in its fiery depths lies a gateway to hell. The tales refer to an original group of witches, long since dead, that guarded the volcano and its gateway for fear of what was on the other side. All of them had been brought to the volcano by visions that had plagued their dreams for years before. They lived in that desolate wasteland until old age and illness took them. With every eruption, they feared the arrival of something dark and evil, but it never came to pass while they lived.
After they passed, the site lay unguarded for centuries, it’s hidden dangers long forgotten, but recently the secret of the volcano was finally rediscovered by cultists of the Eightfold Web and they’ve moved to Helka. The portal wasn’t a gateway to hell, it took travellers anywhere they wished if they knew the way. The cultists used it to open a way to Verecia, the parallel Earth containing Freedoms Reach so they could unite two aspects of the spider god, Raknis, from Earth, and Rakna, from Verecia). With its mind on both sides of the dimensional divide working towards the same goal it was easy for spider god to send agents to Helka volcano and Hell’s Forge in anticipation of the next eruption—which is when the link between the two worlds was weakest. That time is imminent and Raknis’ scheme to swarm first Earth-prime with his monstrous followers, and then Freedom Reach with technologically superior ones is on the verge of fruition. Unfortunately for Raknis, something it didn’t prepare for may disrupt the plan. Ghostly apparitions have been spotted in the area, described by all who have seen them to be the witches of legend, each one calling for help to combat a foe they can no longer overcome in their weakened state.
Near the meeting of the Tsavo and Athi Rivers in western Kenya, there is a site in the Tsavo region the history of which is drenched in blood. Once along the old slave trade pathways, it eventually became the site of British efforts to build a railroad across Africa. In 1898, a pair of man-eating lions attacked and killed over a hundred workers and other victims in the region before they were killed by Col. John Paterson, the Irish engineer tasked with building a bridge for the railroad. Some locals believed these two lions, unmated males who hunted in pairs and often didn’t even bother to eat their kills, were evil spirits or demons. Paterson and his fellow Europeans laughed off these claims. They really should have listened too the legends.
The Tsavo man-eaters were physically lions, but the beasts were spirits driven to madness and murder. They were instilled with a love of endless slaughter by the violence and suffering of the people suffering due to slavery, imperialism, inter-tribal conflicts, and other tragedies. Whether the spirits were once ghosts of mortals, animal, nature spirits, or something else entirely, is unknown. However, by the time they began their reign of terror in 19th century Kenya, they were powerful and relentlessly malevolent ghosts.
New Knight of Malta: In truth, the Knight is not any one person, but a kind of supernatural energy or presence that occupies different Maltese citizens as hosts, granting them particular powers and an innate sense of what needs to be done with them. Thus far, the Knight has always chosen well (assuming it is a choice at all): Everyone who has wielded its power has proven worthy, and it has been a lifechanging experience for many of them.
Esmeralda: An intelligent robot created by Lemurian science and powered by alchemical magic,
Crimson Mask, Vampire: Eventually Báthory was betrayed and killed by Alexandru Movila, a minor sorcerer who served Báthory. Dracula rewarded Movila as a traitor deserves, but using his mystical powers and sheer willpower, Movila managed to stave off death, and now roams the world as a vile magician called Crimson Mask.
Dracula, Vampire Lord: Dracula was transformed not by a mere Romani, but by an Urma (a “gypsy fairy,” one obsessed with power and night). Vlad, betrayed by his own brother and corrupt Hungarians, willingly rejected all that is good and holy for dominion over blood and darkness. He became not just a vampire, but a vampire lord.
Nosferatu: ?
Hansel, Hannes Hendrik, Vampire: In retaliation, the vampire turned Hendrik’s young siblings Hannes and Gerda into the undead monsters later known as Hansel and Gretel of the Fable Gang.
Gretel, Gerda Hendrik, Vampire: In retaliation, the vampire turned Hendrik’s young siblings Hannes and Gerda into the undead monsters later known as Hansel and Gretel of the Fable Gang.
Erszebet Báthory: Dracula was later impressed by the sadism and cruelty of young Erszebet Báthory, eventually transforming her into a vampiric queen.
Lenore, Raven's Flame, Vampire: ?
Aswang: ?
Tlaciques: ?
Upir: An upir is a regular person who wasn’t properly buried (or couldn’t have been—suicides, heretics, murderers, unbaptized children, for example), and as such was a good target for demonic possession. A dark spirit replaced the weak and frayed soul of the possessed, and it came back to life hungering for blood.
Nosferatu, literally “plague carrier,” are creepy, deformed monstrosities. They retain most of their human intellect, but few ambitions beside survival. Apart from a Weakening attack they have also an Affliction that spreads contagious disease. Some of a nosferatu’s victims might become upirs or nosferatu even without being bitten.
Ghul: An upir is a regular person who wasn’t properly buried (or couldn’t have been—suicides, heretics, murderers, unbaptized children, for example), and as such was a good target for demonic possession. A dark spirit replaced the weak and frayed soul of the possessed, and it came back to life hungering for blood. In the Middle East they’re called ghuls.
Lilim: Lilims are supposedly descendants of Lilith, the queen of demons.
Nosferatu: Nosferatu, literally “plague carrier,” are creepy, deformed monstrosities. They retain most of their human intellect, but few ambitions beside survival. Apart from a Weakening attack they have also an Affliction that spreads contagious disease. Some of a nosferatu’s victims might become upirs or nosferatu even without being bitten.
Vampire: A mortal infused with vampiric blood or a dark curse can also become a dhampir—or even a full-fledged vampire!
Hellscreamer: Murdered by a rival, death-metal musician Kgosi “King Screamer” Bamalete was offered a second chance at life by agreeing to become an agent of supernatural retribution, punishing the wicked for their crimes.
The identity of the entity that resurrected Hellscreamer and gave him superhuman abilities is currently a mystery. It could be a demon, forgotten god, or powerful mystical hero or villain.
Light Ghost: One of the mystics that owed their knowledge to Emperor Rudolf’s curiosity was Honza (John) Krisov, professor at the University of Prague, student of the occult, one of the last members of ancient Order of Light, and a minor talent in his own right. When the Nazis rose to power in Germany, Honza was visiting his close friend Helmut Shaal to inquire about the unusual talents of his children. And on the fateful Kristallnacht, the Nazi’s attacked him and his family. Their powers weren’t enough to protect them, but he gave his life in a ritual that awakened the powers of the Light-bearers within his family. Krisov still exists… in a way. Sophie sometimes claimed that she heard his wise advice. In fact, Krisov was transformed into some kind of “light ghost.” He still exists, but he needs a strong purpose to latch onto in order to grant his host powers.
Tsavo: Near the meeting of the Tsavo and Athi Rivers in western Kenya, there is a site in the Tsavo region the history of which is drenched in blood. Once along the old slave trade pathways, it eventually became the site of British efforts to build a railroad across Africa. In 1898, a pair of man-eating lions attacked and killed over a hundred workers and other victims in the region before they were killed by Col. John Paterson, the Irish engineer tasked with building a bridge for the railroad. Some locals believed these two lions, unmated males who hunted in pairs and often didn’t even bother to eat their kills, were evil spirits or demons. Paterson and his fellow Europeans laughed off these claims. They really should have listened too the legends.
The Tsavo man-eaters were physically lions, but the beasts were spirits driven to madness and murder. They were instilled with a love of endless slaughter by the violence and suffering of the people suffering due to slavery, imperialism, inter-tribal conflicts, and other tragedies. Whether the spirits were once ghosts of mortals, animal, nature spirits, or something else entirely, is unknown. However, by the time they began their reign of terror in 19th century Kenya, they were powerful and relentlessly malevolent ghosts.
When Paterson killed the lions the spirits bound to them were dispersed, but not destroyed. At times over the next century, the spirits returned to possess the living in various places, each time taking over humans whose souls were weakened by madness, greed, sin, or evil. The spirits grow in power with each possession; all the blood they spill on their rampages makes them ever stronger and shortens the time needed before they can once again possess the living. As they’ve become more powerful, they’ve learned to twist, warp, and transform their hosts into a terrifying mix of man and beast. These monsters are now known simply as the Tsavo, which means “slaughter” in the Kamba language. They don’t always appear in Kenya, or even Africa, but they are tied to the place of their “birth,” and it is likely they cannot be truly destroyed unless someone can discover a way to purify the part of the region where they first began their murderous existence.
Pizrak Smekh: ?
Maemd Hiw: The spirit known as Maemd Hiw used to live life as a teenaged girl, but she was murdered by human traffickers and her soul remained on Earth–Prime.
Aquatic Skeleton: ?
Aquatic Zombie: ?
 
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Voadam

Legend
Freedom City (Third Edition)

Freedom City (Third Edition)
Mutants & Masterminds 3e
Lantern Jack: There were tales of Lantern Jack, who haunted the nighttime streets of Lantern Hill carrying a ghostly, glowing lamp with him. The stories said he was the ghost of a patriot hanged by the British, his lantern shining with the light of vengeance and liberty. Others claimed he was a traitor to the Revolution, cursed to wander the Earth.
Fortunately, Lantern Hill also has a guardian in the form of the ghostly avenger known as Lantern Jack, who has haunted its streets for more than two centuries, paying for his sins by serving as an instrument of justice and, on occasion, righteous vengeance.
The ghostly guardian of Lantern Hill dates back to the Revolutionary War in Freedom City. Stories claim Lantern Jack is the restless spirit of a colonial patriot slain by a British officer when he attempted to warn the people of the city of an attack.
The truth is John Halloran betrayed the rebels secretly meeting in the Emerald Dragon tavern to the British. He regretted his actions when he found they planned to murder, not imprison, the rebels and anyone else in the tavern. John tried to warn them and stop the redcoats, but was killed for his trouble. The fate of his soul hanging in the balance, John Halloran’s final good deed did not outweigh his sins. Given a chance to redeem himself and prove himself worthy, John accepted the charge of meting out vengeance, justice, and truth against the evils of the world.
Jack-a-Knives: The being known as Jack-a-Knives is a Murder Spirit, the soul of a vicious killer from the ancient world pledged to Hades, Lord of the Underworld. Upon the killer’s death, Hades stripped the spirit of its memories and personality, leaving behind nothing except the desire to kill and the knowledge of how to do it. Some believe Jack is actually an amalgamation or distillation of such dark spirits, gathered over the centuries and fused together in the fires of Tartarus into a single malevolent entity.
Dracula, Vampire Lord: ?
Zombie: Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets.
The morgue increased on-site security after an incident in which followers of Baron Samedi caused a series of deaths using “zombie powder,” which caused the victims to rise as walking corpses three days later.
Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control.
Siren didn’t have long to wait before the Baron struck with his first ploy, transforming the criminals she captured into his zombie minions and sending them against her.
Ghost: Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets.
Potential adventures include vengeful ghosts of Happanuk natives; executed witches or suspected witches; or British or Colonial soldiers or sympathizers from the Revolutionary War; any of which might be disturbed by things like archeological digs, reenactments, or just the right conjunction of mystical forces at a particular time—say, Halloween or All Souls’ Day, for example. Malador: 78 ?
Vampire: ?
Burning Ghost: ?
Ghost of Mary James: ?
Skeleton: Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets.
Ghost of Wilhelmina Phillips: Mina can be an active presence in stories set in and around the asylum, as well. Unable to rest, her spirit may have become a ghost. Depending on the circumstances of her demise, she may be vengeful, or still filled with despair and inflicting it upon anyone sensitive to her presence—including some patients of the asylum!
Undead: ?
Conqueror Worm, Michael Reeves: Stunned by the revelation the homicidal Reeves knew of his secret love for Jasmine Sin, Duncan Summers unintentionally caused the Conqueror Worm to fall to his death. Reeves’ soul remained in well-earned torment for 40 earthly years.
Then, as part of a malefic scheme, Malador the Mystic sought a spirit as evil and corrupting as his own, and Michael Reeves’ shone out even in the darkest realms. Using his great and ancient sorcery, Malador restored Reeves to undead life and imbued him with power over the mystic forces of death itself.
Knightfire: As an adult, Dan ended up working in Freedom City as a security guard for a department store until his boss fired him for rousting and threatening a black patron. Dan proceeded to go out and get drunk, ignorant of what was going on around him. It was clear to him that Freedom City was just like everywhere else—run by the mongrel races and with no place for a real man. That’s when the stranger approached Dan and offered him his card. He had an offer, one Dan didn’t believe, so why refuse? He said Daniel Foreman could become the true hero he’d always wanted, if he really wanted it. Dan isn’t sure what happened, only that he found his way home and passed out.
He woke up to find his bedroom in flames! He panicked for a moment, but realized the fire didn’t hurt him or the new clothes he was wearing; in fact, the flames made him feel stronger—purer—than ever. He realized the vision he had was real. He had the power, and then he knew: the purifying fire of God had touched him, and made him into the hero the world needed. He was the chosen one who would purify the Earth with fire—the White Knight!
The White Knight became infamous in Freedom City as a hate-monger and a vicious terrorist, unswayable from his mission to purify the world. The more he fought—and lost—the hotter the flames of his hatred grew, until, one day, they consumed him. While fighting members of the Freedom League, White Knight set an office building in Southside ablaze. The heroes managed to save the innocent people trapped inside, but couldn’t get White Knight out before the entire building caved in on him. His body was later recovered from the burned-out rubble. But that was not the end of him. Daniel Foreman made a deal, and the terms of that deal delivered his soul into realms beyond mortal ken. Torment distilled his essence—until only the purest hate remained— before the spirit that was once Daniel Foreman was dispatched back into the world, no longer the White Knight, but the infernal being calling itself “Knightfire”.
Ghost of Stefan Bathory: Fifteenth Century Eastern European occultist Alexandru Movilâ made many enemies in his day, not the least of whom was Stefan Báthory, the lord of Transylvania, whom Alexandru betrayed to the Turks. For his treachery, he was cursed, haunted by Stefan’s ghost and unable to die, but most certainly able to suffer.
The Silver Scream, Lauren Hammond: Faced with the end of her career and obscurity, Lauren gave what she considered her final performance when she overdosed on medication. Her landlady found her body, and the curtain fell on Hammond’s life.
She would have been relegated to historical retrospectives on the horror film industry and “Whatever happened to...?” documentaries, but Lauren Hammond’s spirit would not rest. The despair that claimed her life also gnawed at her soul, keeping her from whatever afterlife awaited. Instead, Lauren Hammond returned as a vengeful ghost in the 1950s to haunt the theatres she associated with her downfall, striking back against the producers, directors, and actors who spurned her.
The Silver Scream is a ghost, the spiritual and emotional essence of the woman who was once Lauren Hammond, if not her actual soul.

ZOMBIE POWDER
Enhanced Fortitude 5 (Limited to Resisting Fatigue and Pain), Enhanced Will 5.
While the drug’s effects last, users have Will 0 against magical forms of mind control. Make a Fortitude check (DC 10) when a character ingests zombie powder. Failure means the user falls into a coma and must make another Fortitude check (DC 15) to avoid immediate death. The DC increases by +1 with each additional dose (+4 with each additional dose in the same 24 hour period), ensuring the eventual death of an addict. Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control. Use the Zombie stat block in Chapter 7 of the Hero’s Handbook.
 
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Voadam

Legend
Hero High (Revised Edition)

Hero High (Revised Edition)
Mutants & Masterminds 3e
Jack-a-Knives: ?
Ghost Pirate: ?
Undead Pimp: ?
Ghost of Murdered Camper: ?
Ghost of the Bard: ?
Ghost: ?
Burning Ghost: The Burning Ghost is the soul of someone whose thirst for vengeance twisted and completely blinded them. The vengeance spirit gave this power to Strype and, later, to William Warner.
Governor Strype's Ghost: ?
 
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Voadam

Legend
Rogues Gallery

Rogues Gallery
Mutants & Masterminds 3e
Lantern Jack: ?
Mummy: ?
Kathryn the Red, Kathryn van Houten, Dullahan: Kathryn van Houten lived in Mystery, New Hampshire (see The United States of America in Atlas of Earth-Prime) in the days leading up to the American Revolution. Her husband, Rudolf van Houten, was a tax collector for King George III. Rudolf’s job afforded a life of domestic bliss for the pair. They moved into a large manor house in the hills overlooking Mystery, threw lavish parties, and mingled with local high society. Their wealth only grew as the English crown tightened its grip on the colonies.
Rudolf’s work kept him away from home for months at a time, leaving Kathryn to entertain herself. She was fascinated with her German heritage, particularly the stories of Hessian mercenaries. Kathryn used her considerable leisure time to practice swordplay, horseback riding, and marksmanship. Her interest even led her to have a specially-fitted suit of armor made. She was a popular woman about town and hosted banquets whenever she could. She would demonstrate her martial prowess to the delight of her guests, and word of her peculiar interests spread across the New Hampshire colony.
Unfortunately, Kathryn’s world came crashing down as the New World buckled beneath the weight of the Old. When war broke out between England and the colonies, an angry mob of revolutionaries attacked her husband. They tarred and feathered Rudolf, before parading him through the streets of Mystery and hanging him as a traitor. The trauma broke Kathryn and she abandoned the manor, taking only her equipment and horse with her. She met a group of Hessian mercenaries and demanded to join their company. The men were skeptical at first, but agreed to let her fight with them after hearing of her husband’s fate.
Kathryn earned the nickname “the Red” during the opening battles of the war due to her savagery. She led cavalry charges on the ranks of rebel riflemen, scattering her enemies before her. Her ferocity became a thing of legend and minutemen huddled around their fires prayed not to run into Kathryn the Red and her screaming Hessian butchers. Kathryn’s luck eventually ran out; before the close of the war she was captured and beheaded by rebels.
That wasn’t the end of Kathryn’s story, however. In the moments before her death, she vowed revenge on all who had wronged her. A crack of thunder split the
air as her head left her shoulders and Kathryn’s spirit departed this realm, her soul taken before the court of the Unseelie Fey. Kathryn’s shade was given a choice: bury her rage and pass on in peace, or haunt the Earth as a dullahan, collecting spirits for the Unseelie and punishing those who’d wronged her. Kathryn chose the latter and returned to the land of the living as one of the Unseelie’s headless riders. Kathryn the Red has plagued Mystery ever since.
Indomitable: Indomitable was Kathryn van Houten’s mount during the Revolutionary War, and even then he was a massive, ill-tempered beast. Now Indomitable is a terrifying spectral horse that serves as Kathryn’s loyal steed
Kid Grimm, Bo Carlson: Bo Carlson was never a particularly successful outlaw. His crimes never made the newspapers, and his profits were barely enough to keep him in whiskey. As the Civil War raged across the States, Carlson began to make his way north in an attempt to avoid the conflict. He began to hear tales about Fort Emerald, a burgeoning town where he decided he may be able to make a name for himself.
A new start needed a new name, and after half a bottle mulling it over, he finally settled on Kid Grimm.
For days he travelled across the wilderness before stopping off at White Peaks, a small town on the other side of the Atlas Mountains from Fort Emerald. As he slowly rode towards town, a small wagon with a man and woman huddled against the cold passed by. Initially, he dismissed them as just another poor family making their way west, but for some reason he glanced back as it rolled by. Through the open back he saw two children playing with what appeared to be gold coins—more money than Grimm had seen in a long while. Grimm knew he couldn’t pass up such easy pickings.
He drew a pistol from his belt, pulled his scarf across his face, rode up, and threatened the weather-worn, elderly driver. Grimm demanded he turn over the coins the children were playing with in the back. Frightened, the driver pulled back on the reins and the wagon slowed. Then Grimm noticed the woman sitting next to the driver had pulled a shotgun from beneath her blankets and pointed it towards him. She fired the gun, narrowly missing Grimm, and he responded with a blast from his own pistol, which caught the woman in the chest. Screams came from inside the wagon, but Grimm wasn’t done. He sent a second shot into the man and then three more through the covering of the wagon until everything was quiet. Then he reached into the wagon and gathered his spoils, thirteen gold coins larger and brighter than any he had seen before. As he admired them in the morning light, he heard a murmur from the driver’s seat. The woman was still alive and her eyes were fixed upon him as she said something in a language Grimm couldn’t understand. As she finished, the winds kicked up and he felt ... something become part of him—almost like it had invaded his soul. Then the woman was dead, so Grimm shrugged, and rode off.
He continued on to White Peaks, the strange words echoing in his mind. Little did he know that a marshal heading to White Peaks stumbled across the wagon and discovered the children inside were still alive. With their description, the marshal found and arrested Grimm as he sat, drunk, in a White Peaks bar. Shortly thereafter, he was sentenced to die by hanging. As the trapdoor opened beneath his feet, the words of the woman thundered through his mind, and this time he understood their meaning. “The cost of our lives was thirteen coins; you shall not rest until the coins are returned.”
Grimm’s body was buried unmarked outside of town, but thirteen nights later his spirit returned, his black heart reforged into two obsidian black six-guns.
Brimstone, Ghostly Steed: ?
Mother Moonlight, Anna-Marie Delgado: Her children’s deaths finally opened Anna-Marie’s eyes to the truth: that the so-called superheroes had once again killed those most important to her, stealing her hope and joy for their moment of careless glory. Consumed with anger and despair, she wandered into the Chihuahua desert alone on a moonless night and screamed to the old gods she had abandoned so long ago, cursing them for their powerlessness and begging them for her children’s souls. Anna-Marie opened her veins while chanting to Cihuacoatl, begging the fertility goddess to take her as a cihuateto—a sacred spirit-mother, pledging eternal service in return.
But she had been faithless for too long, and not died honorably in birth as was Cihuacoatl’s will. Only Coatlicue—the ancient, two-headed mother of the gods, insatiable mistress of death and rebirth—answered Anna’s bloody call. The Devouring Mother again wanted a presence in the world, challenging Anna-Marie that if she felt the gods of old were so useless, then it would be her burden to make them relevant once more. And so rose up an unliving servant: Mother Moonlight. Anna-Marie returned not as an elegant night-warrior but an abomination, with serpents and mud in her veins and a cold, reptilian hunger to remake the world, beginning with the “children” of those who had wronged her.
Mother Moonlight is maternal grief twisted into hatred, self-loathing, and gross purpose. She blames all costumed champions for her children’s deaths, and by extension the wrongs of society, and they are the lens through which she will remake a just world for the old gods of Central America to rule once more.
Vampire: ?
Spirit of Achilles, Ghost: ?
Zombie: The Orphean’s newfound knowledge of black magic also allows his songs to raise scores of mindless undead minions.
Pandemic, Dr. Josh Harrington, Plague-Ridden Zombie: Dr. Josh Harrington was an Emerald City research pathologist tasked with eliminating the threat posed to humanity by super bugs. Dr. Harrington believed that a disease-free future could be found by studying extraterrestrial DNA harvested from super-powered volunteers. Confident that he was on the verge of a breakthrough and threatened with the closure of his project, he injected an array of dangerous bacteria into alien cells and the results were catastrophic. The bacteria absorbed the alien DNA and began to replicate itself at an astonishing rate. Dr. Harrington’s protective gear was overwhelmed by the microbes, and before he could decontaminate himself, he succumbed to the disease. Unfortunately, that wasn’t the end for Dr. Harrington. The alien DNA granted a malevolent sentience to the bacteria; the augmented cells latched onto his nervous system, reanimating the doctor’s body and dragging it out of the research facility.
Using the doctor’s corpse, the bacteria escaped into the city and entered the sewers where it explored and learned about its environment and existence. It warped Dr. Harrington’s body, bloating and scarring it beyond recognition to create a home for itself. The bacteria reproduced at an unprecedented rate, filling its new home to the brim with all manner of contaminants. In a matter of days, the creature that would become known as Pandemic was ready to spread its pathogens.
Lodi Hare-Foot, Ghost: ?
 
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Voadam

Legend
Super Powered Bestiary

Super Powered Bestiary
Mutants & Masterminds 3e
Devourer: The origins of the devourers are shrouded in mystery. Some claim that devourers are the undead forms of fiendish creatures, such as demons and devils. Others say they are the result of ancient, giant necromancers from a bygone era; or perhaps even another dimension.
Allip: Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity.
Bodak: This foul creature is the result of a humanoid being utterly destroyed by necromantic energy. The surge of negative energy combined with the pain and anguish of the victim sometimes reform into a fearsome undead monstrosity.
Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves.
Bodak's Create Spawn ability.
Ghost Banshee: A banshee is the ghost of an evil fey creature.
Ghoul: People rightfully fear ghouls and their corpse-eating ways. The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward.
Diseased Bite power.
Ghost: Ghosts are the undead spirits of creatures that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done; this often results in the ghost returning into existence even if it has been destroyed over and over again.
Ghast: ?
Lacedon: ?
Lich: Liches are spellcasters that use their magical ability to extend their existence after they should have naturally died. This results in a powerful necromantic transformation that turns the once-living mage into a monstrous undead creature. The process allows that spellcaster to retain his intelligence and magical powers, while gaining a large number of new necromantic powers.
To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery.
The Broken King: ?
Mohrg: Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes.
Mummy: The creation of a mummy is a long and gruesome process, involving separating the internal organs of the prepared body. The body is then wrapped in expensive linens and anointed with sacred oils. When the tomb is finally sealed, the mummy awakens in an undead state.
Shadow: Any living creature slain by a shadow rises as a shadow soon afterwards.
Skeleton: Skeletons are the animated bones of once-living creatures. Their forms are kept together and ambulatory by means of necromantic energy – often a spell or some other outside magical source.
Vampire: ?
Vampire Spawn: ?
Fast Vampire: ?
Flying Vampire: ?
Wight: The wight is kept in its undead state through sheer willpower driven by violence and hatred. The decaying soul of the creature remains within its body, seeking to sustain its existence by feeding off the life force of living creatures. Those slain by a wight will soon afterwards arise as a wight themselves.
Wraith: This monstrosity feeds on the life force of living creatures, draining their very souls and transforming those slain by its touch into other hate-filled wraiths.
Zombie: A zombie is a mindless animated corpse that continues to move through necromantic energy. Most zombies are animated constructs created by a necromancer to serve as basic guards or soldiers.
Those slain by a Mohrg arise soon afterwards as a zombie.
Mohrg's Zombie Plague power.
Plague Zombie: These creatures, like normal zombies, travel in large packs and seek to eat the flesh of living creatures. Worse yet, their bite transfers a deadly necromantic infection that transforms anyone affected into a plague zombie when they die.
Plague Zombie's Necromantic Infection power.

Create Spawn: Burst Area Affliction 5 (Dazed, Compelled, Transformed [corpse into bodak]); Resisted by Fortitude; Affects Objects (corpses only), Linked to Death Gaze, Reaction (when living being is slain by Death Gaze) – 25 points

Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued, Exhausted, Transformed [corpse slain by ghoul bite into ghoul]); Resisted and Overcome by Fortitude; Affects Objects Only, Progressive – 13 points

Create Spawn: Burst Area Affliction 5 (Dazed, Compelled, Transformed [corpse into bodak]); Resisted by Fortitude; Affects Objects (corpses only), Linked to Death Gaze, Reaction (when living being is slain by Death Gaze) – 25 points

Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued, Exhausted, Transformed [corpse slain by ghoul bite into ghoul]); Resisted and Overcome by Fortitude; Affects Objects Only, Progressive – 13 points

Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Limited to those slain by the mohrg, Permanent, Uncontrolled) – 4 points

Necromantic Infection: Affliction 5 (Fatigued, Exhausted, Transformed [into plague zombie]); Resisted and Overcome by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive – 6 points
 
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