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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7582624" data-attributes="member: 2209"><p><strong>Other d20 Systems – Contagion to Two Worlds Tabletop RPG</strong></p><p></p><p>Other d20 Systems – Contagion to Two Worlds Tabletop RPG[spoiler]</p><p></p><p>Contagion[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/11944/Contagion?affiliate_id=17596" target="_blank">Contagion Revised Edition</a>[spoiler]</p><p><strong>Undead:</strong> A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind.</p><p><strong>Skeleton:</strong> A Skeleton is simply the animated bones of a creature, usually powered via necromancy, or infernal influence.</p><p>“Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Skin Feaster:</strong> Skin feasters tend to be created from those who were prideful and vain in life. As punishment, they walk the earth hideous and skinless, forced to indulge in cannibalism to try to regain their former beauty. Many skin feasters were actors, models, and Casanovas in life.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/99803/Hells-Henchmen-Chammadi?affiliate_id=17596" target="_blank">Hell's Henchmen Chammadi</a>[spoiler]</p><p><strong>Undead:</strong> Given charge over death, the Gregori spent much of their time on Earth, among humanity. Many of the angels of death grew to love mankind. The Gregori who fell, becoming Chammadi, were torn and overwhelmed by the horror of bringing an end to the humans they so loved. In failing to alter the curse, the Chammadi, now free of God’s will, began seeking ways to circumvent death itself. </p><p>Given their control over the very energies of death itself, the Chammadi soon discovered that with proper application of their knowledge, they could twist death to their own ends. Though the Chammadi were nearly powerless to extend true life, they were able to forge a new state. Humanity could once again experience eternity, though in a different fashion. This state of being was named undeath. </p><p><strong>Vampire:</strong> In seeking the perfect undead creature (and aspiring to defeat God’s empowerment of the Clergy), Archduke Azmodeus created the vampire. Six men were chosen for their cruelty and malice. Each of them was granted immortality, with the price that they must steal the very life and blood of humans. </p><p><strong>Anubian:</strong> Annubians are humans who have been mummified. The Chammadi consumes most of the Annubian’s Contagion Points, using those points to fuel the reanimation of the hapless, bandaged corpse. </p><p>The Annubian is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied. </p><p><strong>Anubian Bystander 1:</strong> ?</p><p><strong>Bilious Shambler:</strong> As Chammadi are masters of death, it comes as little surprise that they have learned to harness the process of decay to create a dangerous undead creature. Bilious Shamblers are walking corpses who have been mystically altered to take full advantage of their own rotting, using the bacteria that breaks down their own flesh as a weapon. </p><p><strong>Carrion Hound:</strong> A truly nightmarish creation, the Carrion Hound is made to track and hunt down the enemies of the infernal host.</p><p><strong>Forgotten:</strong> The Forgotten is the embodiment of the frustration and rage of those that have been left behind - the lost people of the world, such as abandoned children, homeless people, prostitutes, prisoners of war, and anyone else whose life has been marginalized and written off by society </p><p><strong>Hybrid Zombie:</strong> Hybrid Zombies are often created by bored Chammadi looking to gain prestige and test the boundaries of what they are allowed to create. </p><p><strong>Tomb Guardian 4-Armed Human Zombie:</strong> ?</p><p><strong>Patchwork Ghoul:</strong> Created from stitched together pieces of dozens of corpses, the Patchwork Ghoul is created as a mindless engine of destruction. </p><p><strong>Skeletal Plate:</strong> Skeletal Plate is created by taking the entire skeleton of a human who reveled in battle during life and forging a suit of unliving armor from the bones. </p><p><strong>Soul-Eater:</strong> Most Soul- Eaters are crafted from the souls of men and women who compromised their moral integrity and damned themselves in the pursuit of knowledge during life. </p><p><strong>Vengeful Zombie:</strong> This template represents a creature who has returned from the grave on a mission of vengeance. </p><p>The Vengeful Zombie is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied. </p><p><strong>Donald Crichton Vengeful Zombie Dhampir Casanova 1/Pagan 1:</strong> ?</p><p><strong>Zombie:</strong> Zombie is a template that can be added to any humanoid or monstrous humanoid creature other than an undead.</p><p>An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. </p><p></p><p>Fever (Su) </p><p>Disease—bite, Fortitude DC 12, incubation period 1 hour, damage 1d3 CON and 1d3 DEX per hour. </p><p>An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/108271/Inferno?affiliate_id=17596" target="_blank">Inferno</a>[spoiler]</p><p><strong>Undead:</strong> The Pit of Wasted Years is a place of bittersweet illusions.</p><p>Souls sent to this Pit find themselves waking up in their beds, as if their death and subsequent damnation was simply a nightmare. As far as these damned souls are concerned they are still alive, waking up the morning after their death. At first, life seems normal. Those who died suddenly return immediately to previous routines. Those who died of sickness or old age find themselves back in the hospital facing a miraculous recovery. In every case, the first few days in the Pit seem to be a blessing.</p><p>As soon as the soul relaxes back into a routine, things begin to turn strange. Reality takes a turn for the dark and creepy, with subtle manifestations at first (inexplicable sounds, flittering movement in the corner of one’s eyes) slowly working toward a full blown tortuous hellscape where the soul watches their loved ones tortured and killed, the dead walk and hunt them, monsters attack from the shadows and every horror imaginable takes its turn tormenting the soul, driving the damned one into madness.</p><p>Those few souls who embrace the madness are elevated to some form of undead Hellspawn and sent back to Earth on behalf of the Chammadi.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/101971/Purgatorio?affiliate_id=17596" target="_blank">Purgatorio</a>[spoiler]</p><p><strong>Ghost:</strong> Despite this grand design, this road map of the soul’s journey, some mortals deviate from the plan. Through force of will, or by decree of a higher being, these souls linger on beyond death itself. Shunning (or shunned by) Heaven and Hell, these ghosts continue their existence in a mockery of their former lives. </p><p>Ghosts are those spirits who refused true death. </p><p><strong>Lich:</strong> A lich is a violation of all accepted rules of magical theory. Magic is channeled through life force. The living essence of a Magus commands mystical energy to create spells. Foolish or greedy Magi who do not show this energy the respect it deserves suffer from Burn. </p><p>Because of the nature of magic, undead creatures are typically unable to harness its power. There simply isn’t any life essence to guide the mystical energy into spell form. Vampires, ghosts, and zombies are all incapable of harnessing the tools of the Magus. </p><p>It is rumored among some scholars that the Council of Tears has discovered a means of circumventing this magical truth, a way to cheat death by bestowing undeath and immortality onto a Magus without sacrificing access to his power and spells. Ancient and forbidden rituals are rumored to grant the ability to become an unholy and foul creature, known to the scholarly as a lich. </p><p>“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see the lich’s phylactery, below. </p><p>Trappings of unholy transformation </p><p>The following rituals and conditions are required for the transformation into a lich. Failure to meet any of the following conditions before attempting the change results in the slow, incredibly painful, and entirely irreversible death of the Magus. No magic can prevent the death from a botched ritual on the path to becoming a lich. It is also important to note that nothing short of the direct intervention of God can reverse a lich’s condition. </p><p>Requisite knowledge </p><p>The quest to become a lich is not undertaken lightly. To even begin the proper research and rituals a character must meet the following prerequisites: </p><p>Class levels: Arcane spellcaster level 18 </p><p>Ability scores: Intelligence 20 </p><p>Skills: Concentration: 20 ranks, Knowledge (Arcana) 20 ranks, Research 20 ranks, Spellcraft 20 ranks </p><p>Feats: craft wondrous item, empower spell </p><p>Spells: animate dead, magic jar, permanency, Persephone’s voyage, prepare spell trigger, and steal contagion. </p><p>The First Step: Research </p><p>Becoming a lich requires access to hidden and forbidden knowledge. The necessary rituals are not a common part of any magical teachings, and are quite difficult to acquire. To learn the secrets of unholy transformation, the Archmage must do a massive amount of legwork. The first trick is to locate a library that might contain a glimpse of the rituals. This can take years to accomplish. It is suggested that the Gamemaster simply resolves this through roleplaying, but if a random system is required, the search should take a minimum of 10d10 months. A knowledge (arcana) check at DC 45 can cut this time in half (as the Archmage has a good idea of where to start looking.) Travel expenses mount up as the quest for information likely takes the character across the globe. Assume a minimum of $6000 dollars in travel expenses per month of research. Of course, the Archmage may reduce or negate this cost through means magical and mundane at gm discretion. </p><p>As this jet-setting info chasing proceeds, the Archmage must make monthly rolls to keep on the proper trail. Each month the Archmage must make a research check at DC 45. Success allows the character to move forward with his studies, having gained some new piece of the puzzle. Failure means that the Archmage has made no progress that month and must try again in a month. </p><p>Once the allotted time (and research checks) has been completed, the Archmage must compile his data and attempt to combine his gathered components into a working series of rituals. This is an extremely difficult process, requiring a Spellcraft check at dc 50 and 1d6 months of steady (six hours a day) work. Failing this roll indicates that the Archmage made a miscalculation somewhere and (unbeknownst to the Archmage) is doomed to a grisly demise upon attempting the final ritual. To avoid this fate, an Archmage may ask another character to double check his notes (effectively giving the assistant a chance to make the same Spellcraft check. If the assistant fails, the notes are simply beyond the assistant’s grasp and he can offer no insight. If the assistant succeeds, he can catch any mistakes in the research.) The Archmage (and the assistant) may also take 10 or 20 on this roll, adjusting the work time accordingly. The Archmage may also double check his own notes before finalizing the ritual formulas by adding 1d4 months to the work time. This extra step grants the Archmage a +10 bonus on the Spellcraft check to devise the rituals. </p><p>If this process is interrupted at any point, it freezes, with no progress made or lost while the Archmage attends to other affairs. At his convenience the Archmage may pick up where he left off. </p><p>The Archmage may skip this research if he can find a lich to instruct him, which is incredibly unlikely. Most liches are not the least bit interested in sharing their secrets, and would likely feel that anyone looking for a handout of such metaphysical magnitude scarcely deserves to be a lich. Liches have been known to kill Archmages foolish enough to make such requests. </p><p>In either case, the Archmage learns the rituals necessary for unholy transformation (the Ritual of Harvest, Trial by Fire, and the Ritual of Unholy Transformation) </p><p>The Second Step: The Ritual of Harvest. </p><p>Once the rituals have been discovered, the prospective lich needs to gather a whole lot of Contagion energy. The best and fastest method for doing so is through mass ritual sacrifice. Once the Archmage has learned the ritual of harvest, he must anoint himself in the lifeblood of a human newborn. The child must be less than twenty-eight days old. Once the Archmage has bathed in the infant’s blood, he may begin the harvest. </p><p>The harvest is the process of gathering energy to fuel the unholy transformation. This requires one hundred Contagion Points. Once the ritual of harvest has been performed, the Archmage must then acquire Contagion Points through the steal contagion spell. These Contagion Points are not added to the Archmage’s Contagion Point total, but tracked separately. It is important to note that every point of Contagion used to fuel the harvest must be stolen. The Archmage may not contribute any of his personal Contagion Points to this pool. </p><p>The Archmage may elect to take Contagion Points gained through steal contagion into his own pool, or to contribute them to the harvest at the time they are taken. Once this decision has been made, it cannot be changed. An Archmage may not tap into the reserve of Contagion Points dedicated to the harvest under any circumstances. </p><p>The Third Step: Trial by Fire </p><p>After the harvest is complete, the Archmage must begin preparations of the phylactery that shall hold his soul and enable the unholy transformation. </p><p>The first step of the Trial by Fire is to prepare an object using the spell magic jar, fortified with permanency. This allows the character to have an item designed to hold his soul indefinitely. The Archmage must then travel to Purgatory using the spell Persephone’s voyage. Carrying the magic jar, the Archmage must seek out a Rueda del Fuego and engage the creature in combat. </p><p>An Archmage carrying a magic jar through Purgatory is a beacon to the servants of the divine. While a Rueda del Fuego (or two) is very likely to find the character almost immediately, it is also quite likely that the Archmage will have to fight his way trough Soulflayers, Confessors and Lashers as well. Keep in mind that the Archmage will have no access to his magic while in Purgatory, so planning ahead is vital. </p><p>Once the Archmage is able to locate a Rueda del Fuego, he must find a way to wound the creature (likely through the use of other remnant weaponry or the like). Even a single hit point of damage will suffice. At the time of wounding, the Archmage may then spend his harvested Contagion to bind the Rueda del Fuego into the magic jar. The Rueda del Fuego may resist the attempt by making a will save (DC= the Archmages arcane caster level + Spellcraft ranks). If the Rueda del Fuego succeeds in resisting the attempt, the Contagion Points are held in reserve, and the Archmage may try again upon inflicting a new wound to the Rueda del Fuego. </p><p>Once the Rueda del Fuego is captured, the Archmage may exit Purgatory with his magic jar, now one step closer to completing the unholy transformation. </p><p>The Fourth Step: Unholy Transformation </p><p>Once the phylactery has been prepared, the Archmage must perform the ritual of unholy transformation. This ritual requires the use of prepare spell trigger in conjunction with animate dead and permanency. The Archmage then commits suicide while in physical contact with his phylactery. At the last possible moment, the Archmage releases the animate dead (with permanency) spell trigger as well as bonding his soul into the magic jar with the same trigger word. As the magic jar is also host to a Rueda del Fuego, the Archmage must succeed at a will save (DC 35) in order to force his soul to co-habitate with the entity. It is this co-habitation that allows the Archmage to continue existence as a lich. Should the will save fail, the Archmage dies slowly and painfully, his soul consumed by the Rueda del Fuego. In this case the phylactery is destroyed. </p><p>If the will save succeeds, the Archmage rises as a lich. He is now static and immortal. He is in constant pain from the perpetual torture of his soul by the Rueda del Fuego, a small price to pay for immortality and unspeakable power. </p><p>The Lich’s Phylactery </p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores his life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reforms 1d10 days after its apparent death. </p><p>Each lich must make its own phylactery, as detailed above. </p><p>The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, PDAs or similar items. A phylactery typically has the same stats as its mundane counterpart unless augmented magically by the lich. </p><p><strong>Undead:</strong> Saddened by the curse laid upon mankind, the Chammadi sought a way to reverse mortality no matter the cost. It was this defiance that birthed the many species of undead. </p><p><strong>Confessor:</strong> Confessors are ghosts who have abandoned their own personal goals and aspirations in favor of assisting other ghosts in their chosen quests. </p><p>Confessor is an acquired template that can be added to any ghost.</p><p><strong>Confessor Rake 3 Spook 3:</strong> ?</p><p><strong>Ingrid Voshevik Orc Lich Arcane Student 5/Archmage 3/Infernalist 5/Magus 10:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Deadlands d20[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1135/Deadlands-D20?affiliate_id=17596" target="_blank">Deadlands d20</a>[spoiler]</p><p><strong>Harrowed:</strong> In Deadlands, death isn’t always the last stop on the line. Strong-willed hombres occasionally claw their way back from the grave. As the Agency and Texas Rangers have learned, these individuals are actually possessed by manitous—the same evil spirits that hucksters manipulate to work their hexes.</p><p>When your character dies in Deadlands, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The cowpoke’s coming back from the grave. </p><p>Most Harrowed stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Harrowed come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape. The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back Harrowed.</p><p><strong>Abraham Lincoln:</strong> After his assassination in 1865, Lincoln returned from the dead Harrowed.</p><p><strong>Bill Quantrill Harrowed Gunslinger 8:</strong> Bill Quantrill returned from the dead Harrowed.</p><p><strong>Xitlan Lich Sorcerer 3:</strong> </p><p><strong>Hangin' Judge:</strong> From 1863–69, five Confederate circuit judges formed a secret alliance to steal land, ruin their rivals, and eliminate anyone who stood in the way of their wealth and fame. Those who opposed them were framed for “hangin’ offenses” and hauled to the nearest tree for a lynching.</p><p>But after six years of tyranny, the locals, mostly hot-blooded Texans, fought back. They rounded up each of the judges and hung them from trees all along the Chisholm Trail as a warning to other authorities who would abuse their power.</p><p>The Reckoners seized the opportunity to infuse their spirits with unholy energy and send them back to earth as abominations.</p><p><strong>Walkin' Dead:</strong> Walking dead are clever killers, raised by the Reckoners (or evil humans) to wreak havoc and destruction. The manitous which animate these dead shells have their own personalities.</p><p><strong>Walkin' Dead Veteran:</strong> Bill Quantrill's unholy host power.</p><p>Brought back to unlife by Xitlan.</p><p>A few days before Halloween, a Bayou Vermillion train sped through Texas carrying vats of a special brew. This experimental formula was devised by Baron Simone LaCroix to create the walking dead. Unfortunately, the bridge over the Angelina River near Nacogdoches was out, and the train plummeted into the water. The formula eventually made its way down to the Nacogdoches cemetery.</p><p>Veteran walking dead are raised from better stock than the average undead creep. Most often, these are soldiers raised straight from the battlefield on which they fell.</p><p>Any Black Magician with animate dead and the proper…inventory…can raise half as many veteran walking dead instead of regular walking dead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1142/Deadlands-D20-Horrors-of-the-Weird-West?affiliate_id=17596" target="_blank">Horrors of the Weird West</a>[spoiler]</p><p><strong>Black Regiment:</strong> The Black Regiment consists of reanimated soldiers slain on both sides of the War Between the States, whose uniforms have turned black by their own shed blood.</p><p><strong>Bone Fiend:</strong> Bone fiends are created when a manitou finds a human skull with at least a little bit of brain matter left and sets up shop. It starts in whatever bits of gray matter are still left, then the creature spreads its essence throughout the skull itself. (This is what turns the skull black.) It then sets about assembling a bony body for itself and waits for its first hapless victims to arrive</p><p><strong>Dracula:</strong> Dracula, the most powerful vampire in existence, was once known as Vlad Drakul, ruler of a small country in what is now Romania. Vlad, while a military genius, had a few unsavory practices—among them a habit for sticking folks on huge sharpened posts, which gained him the nickname “the Impaler.” So brutal was he that his actions resulted in his curse of vampirism back in the 15th century— when the manitous were still chained in the Hunting Grounds. That’s a powerful lot of evil!</p><p><strong>Flesh Jacket:</strong> Flesh jackets are fashioned by certain very powerful, very evil cults around the world. To create one, a black magician with the proper knowledge removes the skin from a willing cultist, and imbues the shorn hide with a weird sort of life. The spell also gives the flesh jacket limited mobility, and it can attempt to assume control of any victim it can envelop.</p><p><strong>Frankenstein's Monster:</strong> Victor is a Swiss-born mad scientist specializing in the study of life and death. He’s one of the few researchers to successfully bring a corpse back to life, although, as most everyone nowadays knows, not with the results he’d hoped for. Using parts purloined from local graveyards, Victor fulfilled his scientific dream. He created a man and gave his creation life.</p><p>But something went wrong. Rather than the perfect specimen he had aimed for, his creation was twisted and freakish, a parody of humanity.</p><p>Frankenstein chose the “best” parts for his creation, hoping to build a beautiful artificial specimen.</p><p>Unfortunately, the sum of the parts turned out to be greater than the whole. Stitching scars mar much of the creature’s body. Its eyes are glazed and yellowish, while its skin has a pasty pallor. Once beautiful features are contorted into a rictus of death by faulty facial muscles.</p><p>The monster itself is an odd amalgam of mad science and undeath. Although Victor’s experiments brought the creature to life, it is sustained by an unholy tie to its maker.</p><p><strong>Ghost:</strong> Haunts, spectres, phantasms, poltergeists—all of these are disembodied souls that haven’t moved on to the afterlife and remain to plague the folks of the Weird West.</p><p><strong>Banshee:</strong> Banshees are the restless spirits of folks who died as a result of non-requited love. Often, they committed suicide after realizing their heart’s desire was denied them. Occasionally, the banshee was actually murdered by the object of its affection. In either case, the banshee’s death occurred in a remote spot and the body was unburied.</p><p><strong>Haunt:</strong> Haunts are the most common form of ghost. They are created when a person died while experiencing an extreme—usually unpleasant—emotion and is doomed to relive it or inflict it on others. The most common motivator for a haunt is revenge for a violent or treacherous death.</p><p><strong>Phantom:</strong> Phantoms—also called spooks, wraiths and phantasms—are merely spirits who’ve yet to realize their time has come. They remain tied to the site of their death until someone releases them from the limbo of undeath they are trapped in.</p><p><strong>Poltergeist:</strong> Like simple phantasms, poltergeists result from a soul’s refusal to accept the death of its corporeal body. However, poltergeists are fully aware they’re undead—they’re just mean-spirited about it!</p><p><strong>Shade:</strong> A shades is an apparition that maintains some tie to a living person—or group of people—responsible for the shade’s death.</p><p><strong>Spectre:</strong> Most apparitions are linked to the material world by the nature or cause of their death—not so spectres. These abominations are the black hats of the ghostly dimension. Spectres are the spirits of particularly evil people who’ve been cursed to continue their existence in a state of undeath. The Reckoners aren’t about to let a little thing like death cut short a good (if unwitting) servant’s service.</p><p><strong>Hangin' Judge:</strong> As you no doubt remember, the hangin’ judges started out as five corrupt Confederate judges who hatched a scheme to make a land grab and ruin their enemies along the Chisolm Trail back in the 1860s. The judges’ schemes were uncovered and they were each hunted down and lynched by angry mobs of Texans. They rose as horrific abominations.</p><p>Once a month, Hiram Jackson can create a lesser hangin’ judge if he gets his hands on a dishonest (Marshal’s call) attorney, judge or lawman. This takes a night—and a hanging—to accomplish, but not consent.</p><p><strong>Hiram Jackson:</strong> ?</p><p><strong>Cyrus Call:</strong> ?</p><p><strong>Walkin' Dead:</strong> Cyrus Call can also raise those killed by himself or his “mob” as walkin’ dead, although this takes one round per zombie raised.</p><p><strong>Luther Kirby:</strong> ?</p><p><strong>Moses Moore:</strong> ?</p><p><strong>Marcus Lafeyette:</strong> ?</p><p><strong>Headless Horseman:</strong> This creature is an abomination created when someone dies from decapitation. Chances are increased if the person was riding at the time of death or was a professional rider such as a Pony Express rider or a cavalry soldier.</p><p><strong>Joaquin Murieta:</strong> Captain Harry Love led a band of California lawmen against Joaquin and his band. They surprised the bandit leader away from camp one day with only a few men and quickly dispatched the group. To prove he’d bagged Joaquin—and to claim the $1000 reward offered by the California governor—Love chopped off the bandit’s head and returned it to the governor.</p><p>Unfortunately for folks in the Maze and the rest of the Southwest, Joaquin’s come back looking for his missing head.</p><p><strong>Mummy:</strong> Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living.</p><p>Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies.</p><p><strong>Aztec Mummy:</strong> The Aztec culture relied on two methods to prepare their dead for the afterworld. The first, cremation, left little to later reanimate and plague ancestors. However, during certain periods of their history, the Aztecs practiced a form of mummification, particularly for those who were consider specially blessed or important.</p><p>Occasionally, one of these mummies—usually that of a mighty king or priest—returns to the world of the living.</p><p><strong>Egyptian Mummy:</strong> This undead horror only arises from the embalmed corpse of an ancient Egyptian high priest or sorcerer.</p><p><strong>Patchwork Men:</strong> Most mad scientists drawn to this unsavory practice focus their endeavors on the human body. Patchwork men are largely human in design and function, with a few “extras” thrown in every now and then to make them interesting.</p><p><strong>Patchwork Wasp:</strong> Although it uses mostly human parts for its construction, this little horror is about as alien as you can get. The core of the body is a human head and torso. Attached to the torso like an insect’s legs are six arms, complete with hands. A small, hollowed-out cow’s horn on the backside is the stinger, with extra, external human stomachs serving as poison sacs. The wings are a disgusting marvel of bio-construction, made from hollow human forearm bones and thinly stretched human skin.</p><p><strong>Poison Woman:</strong> An old Sioux legend claims that once upon a time, women could pull their brains out of their heads and use the old gray matter to brew poisons. While some might simply dismiss this as a misogynistic tale, there is a bit of truth to it—at least since the Reckoning.</p><p>Whenever a woman kills a man with poison within the borders of the Sioux Nations (including Deadwood), there is a chance she becomes a poison woman. (Any female guilty of such a deed returns to life as a poison woman rather than becoming Harrowed.) If she does in fact attract the attention of the Reckoners, they imbue her corpse with a seed of supernatural energy, blowing the top of her head off. Men, by the way, are not subject to this particular curse.</p><p><strong>Pox Walker:</strong> When a particularly angry brave or shaman dies of smallpox or some other disease brought by the white man, there is a chance the Reckoners take notice of this fact and give the body new life as an abomination so it can spread the pestilence.</p><p>Ultimately, a victim killed by the pox walker's disease is wracked by a final, great spasm as they die. After death, instead of potentially becoming Harrowed, the victim must check to see if they become a pox walker.</p><p><strong>Tarnished Phantasy:</strong> This abomination is created when a woman of questionable virtue (like your typical saloon gal) dies while trying to save a man she truly loves. While a noble death such as this would hardly seem likely to generate an abomination, the powers of the Reckoners can twist good deeds to evil ends.</p><p>If the conditions are right, such a fallen woman returns to the world of the living as a tarnished phantasy.</p><p><strong>Union Pride Ghost Train & Ornery Will:</strong> The origin of the Ghost Train goes back to the early days of the Great Rail Wars, when a band of Confederate guerillas led by one “Ornery” Will Jenkins found a line of track laid by the Union Blue railroad across his native Missouri. Angered, Jenkins followed the track until he and his men came upon a train led by the ghost-rock powered Union Pride locomotive.</p><p>Jenkins and his men boarded the moving train, and in their rage killed everyone aboard, including all but one of the engineers. The lone survivor refused to obey Jenkins’ orders, and threw the throttle wide upon, knowing in advance he’d likely die as a result.</p><p>As the train hit the end of the tracks, it smacked the dirt so hard Jenkins was thrown against the boiler, which burst from the impact. The ghost rock inside exploded, immolating Jenkins.</p><p><strong>Vampire:</strong> Vampires of all sorts are a form of undead pestilence. After all, vampirism itself is a contagious, fatal disease that spreads even after death!</p><p><strong>Cinematic Vampire:</strong> ?</p><p><strong>Lesser Vampire:</strong> Anyone slain by a vampire’s bite rises as a lesser vampire (use the statistics for a nosferatu).</p><p><strong>Nachtzehrer:</strong> A person killed by a nachtzehrer rises again as one of the abominations herself after three days, unless they’re removed from their funeral clothing before burial.</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Penanggalen:</strong> ?</p><p><strong>Upir:</strong> An upir usually begins as a restless spirit or ghost, similar to a poltergeist, except that it attempts to smother folks or even domesticated animals. After a short period of plaguing the area, the spirit returns to its dead body and animates it as an undead vampire.</p><p><strong>Ustrel:</strong> These foul little monsters rise from the corpses of very young children (two years or younger) that have died due to abandonment or neglect.</p><p><strong>Wampyr:</strong> Wampyrs are actually little more than undead plague carriers, spreading the disease of their form of vampirism among their former loved ones.</p><p>Due to the highly infectious nature of the wampyr’s bite, this sort of vampirism often spreads very quickly through a community.</p><p><strong>Walkin' Fossil:</strong> Whether animated by determined manitous that manage to find a trace of brain matter, or simply created as entirely new beings by the Reckoners, walkin’ fossils are extremely dangerous predators. Fortunately, these creatures seem pretty difficult for the dark forces to animate. While other forms of fossilized dinosaurs may be animated, the Reckoners and their agents typically prefer large predators.</p><p><strong>Weeping Widow:</strong> This abomination is the grief-stricken spirit of a woman who has witnessed the violent death of at least one member of her immediate family, and then died herself soon after. These women never had time to mourn their loss, so the unfinished business of their grief and rage binds them to the physical world.</p><p><strong>Zombie:</strong> ?</p><p><strong>Bloat:</strong> To become a bloat, a zombie has to have been submerged at the time it was reanimated and remained submerged for at least a few months.</p><p><strong>Desiccated Dead:</strong> Usually manitous try to pick corpses that are fairly fresh. They pack a better punch and tend to hold up a little better in a fight. However, evil spirits from another dimension can’t always be choosers, so sometimes they have to make due with bodies that have been out in the sun a while.</p><p>Desiccated dead are created from bodies that have dried up and decomposed to the point there is little left to them but a leathery skin over a skeleton. Cowpokes who’ve been bleaching in the desert and bodies from Indian above ground burial sites all fall into this category when reanimated by a manitou.</p><p>Feel free to use this type of walkin’ dead for mummies from Southwestern or Mexican Indian tombs. The desiccated dead are also representative of lesser mummies from Egyptian tombs—servants buried with the head honcho.</p><p>Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living.</p><p>Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies.</p><p><strong>Feral Walkin' Dead:</strong> These zombies are created by a weak or watered-down version of Baron LaCroix’s reanimation fluid. These are similar to the abominations spawned in Nacogdoches, Texas, after one of LaCroix’s trains derailed nearby.</p><p><strong>Frozen Dead:</strong> Sometimes the temperature in the northern plains or high mountain passes drops low enough to freeze a body solid. When a manitou decides to wreak a little havoc with a corpse that’s been out in freezing weather like that, the end result is a walkin’ dead with ice in its veins—literally.</p><p>The frozen dead are reanimated corpsicles—bodies frozen solid by incredible cold. They’re only created when the air temperature is below –30° Fahrenheit.</p><p>Note that it’s not necessary for the original body to have actually frozen to death to make one of these icy revenants. Any sort of corpse can become a frozen dead under the right circumstances.</p><p><strong>Glom:</strong> A ’glom (short for conglomerate) is a group of corpses joined together into a horrifying mass and animated by an especially strong manitou.</p><p>Most manitous are strong enough to animate only a single corpse, creating a Harrowed or walkin’ dead. Some manitous, though, have grown strong enough to animate several bodies at once.</p><p>The creation of a ’glom requires a very high Fear Level, and vast quantities of corpses; at least two. One corpse, in which the manitou houses its primary essence, must be relatively intact, but the others need not be so tidy. Most ’gloms are formed from considerably more than two corpses, and are commonly found arisen from the piles of dead on battlefields.</p><p><strong>Glom Colony:</strong> While regular ‘gloms are inhabited by a single, very powerful manitou, colony ‘gloms are host to a horde of lesser, but closely allied, manitous—a group sometimes called a “Legion.”</p><p>Like regular ‘gloms, colony ‘gloms are usually only found in areas where a large number of fresh corpses are available and the Fear Level is fairly high. A bad train wreck could spawn one if it occurred in an area with a Fear Level 5 or greater.</p><p><strong>Orphaned Head:</strong> Occasionally, a manitou gets a stubborn streak and refuses to let go of a ruined walkin’ dead. As long as the original head remains intact, the spirit continues to keep house in it—even when it’s nothing but a severed head. Usually, the noggin was removed by an edged weapon, but a rare few are chewed loose by the head itself.</p><p><strong>Headless Dead:</strong> An orphaned head can animate and control any corpse to which it has previously been grafted.</p><p><strong>Severed Hand:</strong> This abomination comes into existence after a hand has been severed by some means, preferably one that makes it worthwhile for the hand to seek vengeance. The Reckoners then provide it a disgusting life of its own.</p><p><strong>Skeleton:</strong> On very rare occasions, manitous may choose to reanimate bodies so old that nothing remains of them except bones. Evil black magicians also sometimes create these abominations as special servants.</p><p><strong>Undead Animal:</strong> What kind of twisted creature brings good old Spot back from the pet cemetery to hound his beloved master? Some abominations may reanimate animal corpse, particularly ones closely associated with the wilderness or nature. Occasionally a human cultist may do so as well, just to unnerve an interloper. This sort of tactic is perfect for Appalachian witches.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1141/Deadlands-D20-Way-of-the-Dead?affiliate_id=17596" target="_blank">Way of the Dead</a>[spoiler]</p><p><strong>Walkin' Dead:</strong> The Harrowed can add one member to his host for every two character levels he possesses. These zombies don’t just appear, they have to be raised. Just how most Harrowed raise their host seems to vary. Some give them a kiss of life. Others simply open a coffin and say “get up.” Regardless, it takes about 5 minutes to get the corpse up and moving.</p><p>Hell Beast power.</p><p>Unholy Host power.</p><p><strong>Possessed Undead:</strong> Possessed undead are created in many ways. Maybe a voodoo shaman poured some magical elixir in a cemetery, or an evil cultist said a dark prayer over a graveyard. The Reckoners hear the request, and if they feel it suits their purpose, sends a number of damned souls down to inhabit the corpses.</p><p>There doesn’t have to be a summoner involved. Sometimes the Reckoners just create a horde of walkin’ dead for their own reasons.</p><p><strong>Guardians of the Pool:</strong> These are the animated corpses of hundreds who were sacrificed to this tainted cenote in ages past.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1137/Deadlands-D20-Way-of-the-Huckster?affiliate_id=17596" target="_blank">Way of the Huckster</a>[spoiler]</p><p><strong>Walkin' Dead:</strong> Zharkov’s Saw</p><p>This large saw once belonged to Zharkov the Magnificent, a Russian-born magician of some repute. He used it nightly in his act. Each night he would “saw” his lovely assistant—who also happened to be his wife—completely in half with it.</p><p>One night, the trick went tragically wrong. Instead of cutting through an empty box, the saw’s razor sharp teeth cut into flesh and blood. Zharkov, believing his wife’s screams were part of the act, continued cutting. It wasn’t until her screams stopped that he realized his mistake.</p><p>Overcome with grief, the magician—who in addition to his sleight of hand skills possessed some true occult knowledge—made a pact with a manitou to restore his wife to him. That very night, his wife’s hastily stitched body rose as one of the living dead.</p><p>His joy at her resurrection blinded him at first to the differences between this walking corpse and his wife. Once he admitted to himself that the thing he lived with was not his beloved Antonia, he destroyed her body and took his own life.</p><p>Since that time, the saw has belonged to a number of lesser magicians—many of whom have met tragic ends.</p><p>Power: This saw’s bloody past gives its wielder the power to create living dead. To do this, the zombie-to-be must be killed with the saw. Once the victim’s death wounds have been stitched closed, the corpse arises as a walkin’ dead completely under the sadistic saw owner’s control.</p><p>The undead created by this saw are pure evil and always interpret their master’s command literally in a way most likely to cause problems. The Marshal’s sure to have fun with this.</p><p>The walkin’ dead created by the saw can be killed by a headshot, but the saw can also destroy them. However, walkin’ dead killed by the saw can be “revived” by stitching the wound which “killed” them.</p><p>A revived zombie may rebel if pushed to do something that it would have refused to do in life. If it wins an opposed Wisdom check against its master, it becomes free of his control. Its first action is usually to dispose of its former master in some grisly fashion.</p><p>Taint: The saw’s owner develops a yearnin’ to be recognized as the best at what he does. Gunslingers and hexslingers continually challenge others of their type to duels, magicians constantly try riskier and more spectacular tricks, and so on.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1177/Hell-on-Earth-D20?affiliate_id=17596" target="_blank">Hell on Earth d20</a>[spoiler]</p><p><strong>Harrowed:</strong> Strong-willed brainers still occasionally claw their way back from the grave possessed by manitous—the same evil spirits that hucksters manipulated to work their hexes.</p><p>Being Harrowed isn’t actually a prestige class—you can’t just decide to be one of these creepy creatures. It’s just something that might happen to particularly lucky characters when they catch a bullet with their name on it.</p><p>When your character dies in Hell on Earth, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The brainer’s coming back from the grave.</p><p>Most Deaders stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Deaders come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape.</p><p>The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back as a Deader.</p><p>One side effect of all this Reckoning crap is that folks don’t always stay dead. I’m not talking about plain, old zombies. I’m talking about the Harrowed. We Templars call ’em “deaders.” See, when really tough hombres die, they are occasionally brought back to life by those same manitous I’ve been yapping about.</p><p><strong>Automaton:</strong> Dr. Darius Hellstromme created the first automatons way back in 1870 or so. Most believed they were “clockwork” men, propelled by an extremely complex</p><p>combination of steam and gears. What no one could figure out was how the automatons could think.</p><p>It took Hellstromme’s rivals many years to finally crack the “secret of the automatons.” It was actually dirt simple: the body was made of steam and gears, but the brain was that of the walkin’ dead.</p><p>Where Hellstromme might be now is a mystery to all, but his automated factories in Denver continue to churn out automatons.</p><p>They have the brain of a zombie, wired straight into a high-tech, heavily armed and armored chassis.</p><p>Hellstromme seems to have made most of his money back during the Great Rail Wars. That was definitely when he created the automatons: robots with human brains wired up inside, controlling the whole works.</p><p><strong>Doombringer:</strong> the Doombringers, ugly, mutated creatures more monster than human. They retain a feral human intelligence but are twisted and consumed by their hatred for norms, disloyal mutants, and especially heretics.</p><p>Even Silas doesn’t want many of these wackos around, so he sends the worst of them off into the wastes to hunt down heretics. Even he doesn’t know that the Doombringers have transcended their humanity and become undead abominations.</p><p><strong>Toxic Zombie:</strong> It’s amazing how much illegal dumping took place in the years before the Last War. After the Apocalypse, with no one around to put fresh loads of earth over the megacorporations’ dirty secrets, many of these toxic dumps leaked into nearby ponds or created their own cesspools of deadly ooze.</p><p>Sometimes, desperate travelers in need of water give these ponds a try. Most of them drop dead within minutes of inhaling, touching, or drinking the sludge. Occasionally, they actually fall into the stuff and become toxic zombies.</p><p><strong>Walkin' Dead:</strong> Walkin’ dead are animated corpses temporarily inhabited by manitous. They’re very common in ruined cities, creepy old graveyards, mausoleums, battlefields, or any other large concentration of bodies.</p><p>The first listing is for “civilian” undead.</p><p>What Jo doesn’t know is that anyone killed by a walkin’ dead, who doesn’t come back a Deader, has a 1 in 10 chance of coming back as a walkin’ dead herself.</p><p>If a hero is killed by a walkin’s dead and does not come back Harrowed, secretly roll 1d10. If you roll a 1, the poor brainer rises as one of Death’s walkin’ dead.</p><p>Death’s passage through Phoenix marked it in a way that even the Last War couldn’t. Anyone killed by walkin’ dead in the area of the city rises from the grave on a result 1–5 on a d10.</p><p><strong>Walkin' Dead Veteran:</strong> This one here is for better stock, such as zombies raised from a battlefield, a military cemetery, or the like.</p><p>War rode about the war-torn state on his red charger, and every battlefield he crossed gave up its dead to join his merciless army. Thousands of dead soldiers most still with their arms and armor, spread out from Kansas to devastate the West in their master’s name.</p><p><strong>Faminite:</strong> Famine rode her black steed right on top of the waters of Prosperity Bay. An army of those cursed by her touch followed behind, walking out of Purgatory, the part of the Maze set on fire by the ghost-rock bombs.</p><p>Famine’s most common troops are called “faminites.” I understand these things were encountered many years ago, but they weren’t undead. I don’t know what changed, or if the old legends were just wrong. The way it works—and I’ve seen it plenty now—is that these unfortunate souls get infected with a disease that literally starves them to death. As they’re dying, they become wild and ravenous, but don’t usually try to eat their friends if they can get other food instead. Once they come back as undead, it’s a different story. They aren’t satisfied by anything but human flesh.</p><p>Unfortunately, faminite outbreaks still occur from time to time. Sometimes you can save those infected before it’s too late, but most times the victims die less than a week after being infected, then come back as little more than a voracious monster that only looks like your Aunt Minnie.</p><p>Famine’s undead are hideous faminites. A human infected by their touch wastes slowly, maddeningly, away. He is not under any other creature’s control, nor is he undead, but he is ravenously hungry, and no amount of food can sate him. If no other food presents itself, the victim turns to living flesh.</p><p>When the person eventually dies (about 24 hours later), he rises again as a faminite. Note that these are different from the ones that appear in Deadlands: The Weird West. Those didn’t automatically arise as undead. In Hell on Earth, they do.</p><p><strong>Plague Zombie:</strong> It took a few weeks for anyone to figure out where Pestilence was. (He’s sometimes called the “Conqueror” in the Bible.) I guess “he” had to let some folks waste away before he could raise them as his new army. The bastard finally appeared in Texas on a stark-white horse. I’m told his first “harvest” of dead came from a cemetery outside of Houston, where they’d buried the victims of a recent “tummy twister” outbreak.</p><p>The Horseman known as Pestilence raises those who died from horrid diseases into horrors</p><p><strong>Warbot:</strong> Warbots are a lot like automatons. The factory techs take an undead brain and wire it into the go-box of some massive vehicle or gun.</p><p><strong>Cyborg:</strong> Remember I told you about deaders earlier? Good. Some of them, those who got snagged by the military, became something even more than Harrowed.</p><p>One of the last things to come out of the Last War were cyborgs. Both of the NA and SA had them at about the same time, so the militaries must have been working on them for a while. I don’t know exactly what happens, but they implant bionic parts into the deader’s corpse to make some sort of cross between a Harrowed and an automaton.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1178/Hell-on-Earth-D20-Horrors-of-the-Wasted-West?affiliate_id=17596" target="_blank">Hell on Earth d20 Horrors of the Wasted West</a>[spoiler]</p><p><strong>Alexander 9000:</strong> Originally, this vehicle was a one-of-a-kind prototype built as part of the US Army’s cyborg program. The Army had been experimenting with using the same technology used to make cyborgs to make cyborg combat vehicles.</p><p>Most of these attempts failed because the Harrowed human brains implanted in the vehicles simply couldn’t adjust to their new “bodies,” quickly went insane, and were destroyed. The brain of Samuel Wilkins, however, was another matter; his grey matter took to the tank like a duck to water.</p><p>Wilkins was a college professor of Greek history at the University of Pennsylvania who had checked the organ donor box on his driver’s license. When he was killed in a car accident his internal organs went to waiting patients; his brain went to the US Army’s testing facility in Montana.</p><p>Wilkin’s brain was able to adapt to its alien body and he found that he rather liked being a nearly unstoppable killing machine.</p><p><strong>Battle Hound:</strong> Some experimentation showed that the same technology that was used to make Harrowed cyborgs could be used in animals. This led to the development of a new line of cybernetic patrol animals.</p><p><strong>Fate Eater:</strong> Fate Eaters are ghosts of people who died on Judgment Day with unfinished business to complete.</p><p><strong>Ghostrock Wraith:</strong> Ghost rock consists of damned souls, trapped and sentenced to eternal agony within the mineral they inhabit. When the bombs fell, they unleashed millions of such tortured beings, scattered in radioactive ash. Sometimes, however, a condemned soul has enough will, enough strength, or just enough plumb meanness to escape its material prison. It coalesces from nearby ghost-rock dust, and stalks the night, seeking to share the pain of their existence.</p><p>Any being slain by a ghostrock wraith becomes a wraith in 1d4 rounds.</p><p><strong>Hands of Hell:</strong> Some research lab somewhere in the northwest cooked up this unholy contraption. A hands of Hell is basically a Harrowed human brain in an enclosed protective shell with ten mechanical arms jutting out from all angles. Since the construct frame is very inhuman shaped, all hands of Hell are quite insane.</p><p><strong>Head Case:</strong> Contrary to legend, head cases are not the monstrous revenants of people who think too much; they weren’t created by demons either.</p><p>In the second half of the 20th century, a subculture sprang up around cryogenic freezing technology, which offered its mostly tech-head clients the promise of second life. The clients’ dead body would be frozen and kept on ice in anticipation of a utopian future where benevolent future scientists would cure the victim’s original cause of death. Cryo-enthusiasts on a budget could pay to have only their heads frozen, in hopes that future medical technology could also cure the lack of a body.</p><p>Surprise! When the ghost bombs fell, those cryogenic facilities that survived (mostly in strip malls, oddly enough) became cradles of undead. The frozen bodies got up and walked off—without paying their bill!</p><p>The frozen heads came to life, too, but couldn’t leave. Their intense frustration combined with the supernatural to give them brain-popping psi powers. When adventurers tried to loot the cryo-labs, the heads used these powers to cow them into servitude. They ordered captive junkers to build them armored helmets with built-in jet-packs for mobility.</p><p><strong>Last Man Standing:</strong> At abandoned fuel stations along broken stretches of the western highways, or in desolate towns destroyed by Rad Storms and Muties, there was always one man or woman who hunkered down, and refused to give up their land. He or she fought to the last bullet, screaming bloody curses all the way. Eventually they all went down. Some, a rare few, got back up.</p><p>Angry spirits of vengeance merged with the last echoes of defiance and created the last man standing; a creature that still defends these way stations and dead towns from anything and everything.</p><p><strong>Mojave Hunter Mark 7 King Slayer:</strong> That agency was really only one man with a monstrous budget whose mission was to kill off a species of monster. Professor Nathaniel Daniels was contracted by the South to create the last, best hope against the Rattlers. Professor Daniels ran twin experiments to find a solution. Genetically altered snakes to track the beasts were grown to monstrous sizes. DNA was enhanced to increase the snake’s brainpower as well; the goal was canine-like intelligence. Experiment number two was a giant tunnel tank that could carry the firepower to take on the Rattlers on their turf. Each plan had its success and failures, but true success seemed decades away.</p><p>That’s when Nathaniel received manitou-influenced inspiration to combine the projects. The biological brains were accustomed to enormous bodies, and the muscle that could be put on a construct’s body could handle the experimental Ghostrock plasma guns needed to blast through miles of granite. Also, a deader brain could heal itself and refuel the gun by devouring Rattler corpses, iron ore, and Ghost-rock deposits, effectively never having to stop. The frame was built to take on the new “King” Mojave Rattlers that had been sighted in the badlands.</p><p><strong>Tin Man:</strong> Professor Hellstromme created many cyborgs, using corpses for raw materials and brains. Many of his creations became exactly what he had planned, mindless zombie-cyborgs at his complete command. But some of his soldiers regained a shred of sentience over time as bits of memory and consciousness surfaced and formed a loose personality.</p><p><strong>Toymaker:</strong> Rosanna Marie Wulfe was a mad scientist before the manitou stopped talking. She was a member of the Sons of Sitgreaves (the SOS), one of the few who continued to invent her own ideas and plans without any help. When Velmer developed his G-ray collector, Wulfe already had several devices she wanted to build, and used that to power them. Then the bombs dropped. Wulfe died and came back Harrowed.</p><p></p><p><strong>Walkin' Dead:</strong> A willow wight can animate any corpses buried within reach of its roots. These creatures are considered walking dead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1362/Weird-War-Two-D20-Blood-on-the-Rhine?affiliate_id=17596" target="_blank">Weird War Two d20 Blood on the Rhine</a>[spoiler]</p><p><strong>Reanimant:</strong>Reanimants are the dead brought back to a semblance of life through alchemy and harmonic magic.</p><p></p><p>REVIVIFICATION</p><p>This is the ultimate power available to a haunted vehicle—it can bring the dead back to life (or at least a semblance thereof). Because this ability is so powerful, the WM may ban it if he doesn’t want to see characters coming back from the dead in his campaign.</p><p>A spirit with this power can hunt down the deceased’s soul and force it back into his body. There’s a catch, though. Unless the vehicle also has Regeneration at level 3, the revived person is going to die again—but this time his soul is trapped in the corpse. Characters revived in this way return as reanimants—a form of undead—and are NPCs under the WM’s control. Sometimes dead is better.</p><p>Reviving a character requires the corpse to be left in the vehicle alone overnight. The character remains dead throughout the night as the spirit hunts for his soul and revives with the first light of dawn.</p><p>Even if the vehicle has Regeneration at level 3, a revivification attempt is never a sure thing. The character being revived must make a Will save (DC25). If the save is successful, the hero is returned to life as good as new. If the save is failed, he takes 1d4 points of permanent ability damage. This damage is distributed at random, 1 point at a time, among his attributes. A roll of a natural 1 means something went wrong. The exact nature of this is up to the WM. The hero may be a reanimant, he may have someone else’s soul, or anything else the WM wants to have fun with.</p><p>The maximum length of time a character can be dead and still be revived depends on the level of Revivification possessed by the vehicle. As long as the corpse is placed in the vehicle within this time frame, it is preserved until the revivification attempt takes place that night.</p><p>REVIVIFICATION</p><p>Level Revival Limit</p><p>1 1 minute per vehicle level</p><p>2 1 hour per vehicle level</p><p>3 1 day per vehicle level[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1194/Weird-War-Two-D20-Horrors-of-Weird-War-II?affiliate_id=17596" target="_blank">Weird War Two d20 Horrors of Weird War Two</a>[spoiler]</p><p><strong>Acheri:</strong> The acheri is the undead form of a young girl in India who died from disease or illness.</p><p>Youngsters killed by acheri-induced disease may rise after 1d4 days as acheri, but they are not under the sire’s control. The acheri makes a Charisma roll (DC 17); on a success, the victim becomes undead itself.</p><p><strong>Alraune:</strong> Two decades ago, Professor Ten Brinken created her in a foul experiment that even he now freely admits was both repulsive and misguided. Guided by medieval German folklore, Brinken scraped the ground beneath a freshly hanged convict and used his “seed” to impregnate a prostitute. Nine months later, Alraune, named for the mythic mandrake root that grows where a hanged man’s “seed” falls, was born into an unsuspecting world.</p><p><strong>Animated Dead:</strong> Appearing as strange clockwork and flesh composites, the animated dead represent a high point of Nazi biomechanical engineering. Inspired by run-ins with zombies across the globe, Nazi scientists realized that the human body could be reanimated to function at a basic level. Through electrical and mechanical means, these scientists sought to create a similar creation to what magic had accomplished. The animated dead are the result.</p><p>Animated dead are simply human remains that have been filled with a wide assortment of mechanical and hydraulic equipment that allow the body to move as if it were alive. The bodily fluids have been replaced by a bright blue, ionized fluid that pumps though the body via a set of two pumps encased in steel in the abdomen. This fluid is then supercharged with electrical currents that allow the decaying brain matter to operate the embedded machinery.</p><p><strong>Asphyxiation Zombie:</strong> These unfortunate souls had the non-privilege of participating in one of the Nazi’s most horrific and diabolical experiments. In lesser known concentration camps, the people exterminated by gas were not only killed, but also used as guinea pigs for Hitler’s occult research. Psychoactive gasses were poured in with the normal doses of Zyklon-B to see the results on the human mind. The recipients went rabidly mad shortly before asphyxiating to death in the massive chambers. For fear of the odd mix of chemicals doing damage to other Nazi soldiers and citizens, these corpses were not burned, but buried in mass graves under the former barracks and living spaces that the corpses once occupied. After death, the psychoactive gasses continued to stimulate the muscles in the corpses’ bodies and give them basic drives such as hunger. Their minds are completely wiped of all memory. They only live to satiate their horrendous hunger.</p><p><strong>Battle Spirit:</strong> The battle spirit is a collection of the restless spirits of those slain on the battlefield, reborn as a giant poltergeist that attacks anyone involved in combat on the battlefield of its birth.</p><p>Comprised of the restless spirits of soldiers on both sides of the war, the battle spirit remains dormant until fighting starts nearby and attacks both sides equally.</p><p><strong>Carrion Vulture:</strong> ?</p><p><strong>Dead Man's Helmet:</strong> Dead man’s helmets are invisible spirits that occasionally form in helmets worn by soldiers who died traumatically. The dead soldier’s spirit manifests in the helmet, although it fades over time (generally within 4 to 6 weeks after death).</p><p><strong>Deserter:</strong> Shame and dishonor bind the spirits of deserters who died in the act of running away to the earth. They are forever doomed to flee in fear from both friends and enemies alike.</p><p><strong>Der Einzelgaenger The Lone Wolf:</strong> The U-90 was one of eight U-boats assigned in 1942 from the 9th Unterseebootsflottille to the Rudeltaktik (better know by the British term “wolf pack”) designated “Wolf.” On July 24, 1942, during an attack on convoy ON-113, the U-90 was destroyed off the coast of Newfoundland. Four solo depth charges from an old four-stacker Canadian destroyer, the HMCS St Croix, ignominiously ended the U-90’s first and only patrol. Those crew members who escaped the initial explosion and the ensuing hull implosions drowned in icy water scant minutes later. All of U-90’s 44 hands were lost. The U-90 had been in active duty on the Atlantic front for only 24 days…and 24 days later the submarine once known as U-90 returned to the service of the Third Reich. Enraged by the prospect of early and inglorious death, Kapitaenleutnant Hans-Juergen Oldoerp and his crew wished for more time in their dying moments. More time in battle. More time to prove themselves. More time for success and the glory of the Fatherland—something, somewhere, heard them.</p><p><strong>Explosive Zombie:</strong> Explosive zombies are corpses reanimated through dark and sinister magic. Their twisted creator has taken this a step further and filled them with explosives, turning them into mindless walking time bombs.</p><p><strong>Finn Haunt:</strong> During the dark ages, a race of people, actually small giants called Greater Frisians, inhabited much of present day Holland. In the 5th century, one of the Frisian chieftains, Finn, established a coastal village named Finnsburgh, but was betrayed by the Angle warlord Hengist. Hengist and his retinue were enjoying Finn’s hospitality when they barred the door to the great hall and set fire to it, murdering the entire population of Finnsburgh.</p><p>The spirits of Finn and his people have not found rest in the 15 centuries that have since passed since the act of treachery.</p><p><strong>Flagellant:</strong> Flagellants are a type of reanimant raised by blood mages through dark magic. Far more powerful and intelligent than most zombies, flagellants are created with a single purpose in mind—to drive the German soldier to perform his duty, regardless of the obstacles before him and heedless of the personal cost. In many respects, they are akin to Russian Commissars in the duties they perform. Flagellants have all perished from grievous wounds to their stomachs, the type of wound that left the medic nothing to do but hold the entrails in until the soldier succumbed to loss of blood. Reanimated from their graves, the flagellants now make no attempt to hold back their entrails, allowing them to spew out and trail behind, almost proud that they had suffered such grievous wounds in service of the Reich.</p><p><strong>Gangrene:</strong> One of the most disgusting and putrid forms of undead in existence; gangrenes are the evil animated remains of those who died from infection. Like a virus themselves, their only purpose is to spread and propagate by attacking the living and infecting them with their disease.</p><p>Any humanoid</p><p>killed by a gangrene rises as one itself in 1d4 days. The only way to prevent the transformation is to cast protection from evil followed by remove disease on the corpse before the end of that time.</p><p><strong>Ghost of the Red Baron:</strong> As the war progressed, it became clear that the newly-trained German pilots did not have the same dogfighting capabilities as the Allied pilots. This inability allow the Allied bombers to penetrate farther and farther into Nazi territory. The blood mages had an idea that they believed would “enhance” the air combat abilities of the German pilots. They located the body of Manfred von Richthofen, the late Red Baron. The blood mages sought to create talismans from the Baron’s bones that would transfer some of his piloting skill to the bearer of the talisman. Almost every pilot who bore a talisman was shot down and killed. The project was a complete failure.</p><p>Or was it? One pilot, Gregor Itlistien, still possessed his talisman. Itlistien was transferred back to German soil and was promptly shot down by a daring Allied raid. As his FW 190A-8 burned, the distinctive red and black plane of the Red Baron emerged and eradicated the all the Allied planes remaining. The Germans were ecstatic. They had a devastating new weapon.</p><p><strong>H.M.S. Sapphire The Dreadnaught:</strong> In 1909, an arms race on the ocean led the world’s greatest sea powers to mindlessly produce the immense Dreadnoughts. England secretly sought to advance in the race by covertly producing several ships outside her ports. While the ports of Bristol and Newcastle-on-Tyne were setting the HMS Hercules, Orion, and the Princess Royal to sea, a secret port in South Africa was home to the HMS Sapphire. Her maiden voyage was to England itself so that she and her crew of 160 could join with the rest of the Royal fleet, but her voyage was cut short. On her way to a scheduled stopover in Gibraltar, the hull began to mysteriously creak and buckle. Within seconds, the steam engines that powered the ship shrieked and exploded sending her crew into the dark waters wounded, burned, and near death. As the steam cloud built up around the wailing sailors, the ship and her crew vanished into the Atlantic. Because of her secret nature, the Sapphire and her crew were left to rot in the sea by her nation.</p><p>With the Atlantic now saturated with the dead of war, the Sapphire has returned to the waves to claim the lost souls of her countrymen.</p><p><strong>Kamikaze Spirit:</strong> The ghostly kamikaze spirit has been created by the Kuromaku quite by accident. In the rituals of preparing a living soul of a kamikaze pilot for one final dark-magic enhanced battle against the United States’ fleets, sometimes the soul desires to remain.</p><p>The Japanese kamikaze spirit rises from the burning sinking wreckage of the now-deceased kamikaze’s aircraft to seek another plane to crash into those who oppose the Empire of the Sun.</p><p><strong>Kill-Roy:</strong> Kill-Roy began its existence when Private Roy Sharpes was killed at Pearl Harbor. His spirit longed for vengeance no matter what the cost, and he got it.</p><p><strong>Kon-Nichiwa Samurai:</strong> The Kuromaku has committed its greatest perversion with the creation of the kon-nichiwa samurai. To prepare for the creation, the Onmyaji take dead bodies and place them in samurai armor. Calling on dark arcane powers and using the mystic Books of Shan, the Onmyaji bring forth spirits of fallen samurai. They then bind these spirits to the empty armored vessels.</p><p><strong>Pak Mule:</strong> As the war drags on, Germany finds itself faced with a number of challenges as its armed forces are ground down by years of total warfare. The PaK mule is an effort by the Nazi blood mages to address two of these concerns: attrition in the technical combat arms, especially tank and artillery gunners, and the gross obsolescence of the PaK 35/36 antitank gun, a weapon still in widespread use throughout the army.</p><p>The PaK 35/36 is an easy to operate and easily transportable gun (so light, in fact, most vehicles could pull it) that has seen wide use in the Spanish Civil War and throughout World War Two. It was originally designed for use against light armor, but even as early as 1940, tank technology was moving forward at such a pace that it was outstripping the capabilities of the gun. There was never enough of the newer antitank weapons, so the Pak 35/36 soldiered on in vast numbers; by 1942, it was derisively known as the “door knocker,” since all it could do was knock on the sides of the Russian tanks it faced.</p><p>An attempt to improve effectiveness saw a hollow charge stick bomb (known as HEAT by the US Army) developed specifically for the gun. This new round could penetrate 6 inches of armor, but could only be used at a suicidally short range of 150 meters because it is propelled by what amounts to a blank charge—giving it a low velocity.</p><p>Not wishing to see this promising technology wasted, but equally unwilling to risk valuable trained gun crews to operate such a suicidal weapon, Hitler ordered his blood mages to find a solution. Reanimates proved unsatisfactory in the role of gunners, so the PaK Mule was devised.</p><p>Essentially, the blood mages married the heads and nervous systems of dead and crippled gun crews recovered from the battlefield, with body parts from other deceased soldiers. The result is an automaton with a gunners’ eye, intuition, and training in a powerfully built and nigh unstoppable package designed to manhandle the PaK 35/36 as a personal weapon into combat.</p><p><strong>Panzerschrek:</strong> Panzerschrek’s (literally “tank fear”) are spirits of deceased tank crews conjured by blood mages to serve as expendable antitank killers.</p><p>The spirits have no ability to speak and no personality to speak off; they are simply tools to be manipulated by blood mages for the sole purpose of stopping enemy tanks. A temporary expedient that was never envisioned for greater utility, the blood mages put little effort into their creation; they are therefore inherently unstable.</p><p>To provide a modicum of stability and material cohesion, the blood mages have etched runes into the antitank weapons the panzerschreks have been conjured to wield, effectively binding them to the weapon. Should they become separated from their weapon, the spirit’s material form harmlessly disperses, to reform several days later.</p><p><strong>Russian Risers:</strong> In Russian graveyards and battlefields sleep its undead protectors. Drawing upon supernatural energy and fierce patriotism, these restless spirits of fallen soldiers wait to again defend the Motherland. Areas where a desperate defense has been erected against an invading force draw the spirits.</p><p>The spirits seek out these places and then inhabit the dead husks of former heroes and protectors that have been buried. The spirits usually inhabit the bodies of soldiers who have died on the current front but some have whispered that they have seen rotted corpses in tattered, rotting uniforms used by Russia soldiers who fought against Napoleon Bonaparte.</p><p><strong>Upturned:</strong> The activity on the Western Front has awakened more than just hatred and monsters. The restless souls of the battlefield dead from prior wars have also taken to the earth so they may quiet it again and regain their eternal slumber.</p><p>In areas where shelling and entrenching has been prevalent, soldiers from all sides have upturned bodies from the unmarked graves of the First World War. In most instances these areas have been long abandoned out of respect or fear. However, in cases where the battle now rages on, the dead have awakened. Clawing their way though the thin earth, the mangled, burned, and decayed bodies of the upturned seek to kill the living that disturb their resting ground with the plagues that defeated them.</p><p>The upturned are always historically recent dead, as they need their bodies to carry out vengeance on the living for disturbing their sleep. Strung together with rotten sinews and still wearing the uniforms, weapons, and gas masks of their German, French, English, and Russian countrymen, they shamble in small hordes toward their victims, breathing out mustard gas through the holes in their own protective gear and prodding the living with rusted and dulled bayonets atop outdated carbines.</p><p><strong>War Geist:</strong> War geists are manifestations of spiritual energy that take the form of battlefield noises and visions. In certain cases those who die on the battlefield, paralyzed by extreme shell shock, have never let go of their fear. These formless spirits now wander the earth in search of fear to quench their thirst.</p><p><strong>Reanimant:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p></p><p>Fading Suns d20[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/600/Fading-Suns-d20-roleplaying-game-rulebook?affiliate_id=17596" target="_blank">Fading Suns d20</a>[spoiler]</p><p><strong>Husks:</strong> Husks are clinically dead but animated creatures who quickly become host to all manner of carrion.</p><p>A “zombie plague” first erupts among those on the verge of death — soldiers dying of sword wounds, terminally ill patients in Church hospices, or peasants dying of malnutrition. These near-dead suddenly discover a new hunger for life. Possessed by an unnatural strength and bloodlust, they can carve their way through a rural population in no time. Each person they kill also becomes a husk.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/807/Fading-Suns-Lord-Erbians-Stellar-Bestiary?affiliate_id=17596" target="_blank">Fading Suns d20 Lord Erbian's Stellar Bestiary</a>[spoiler]</p><p><strong>Malignatian Husk:</strong> Reanimated cadavers have been recorded on all worlds throughout history; the most virulent plague of shambling husks is presently occurring on the Decados planet Malignatius, where Church legions have been attempting to besiege the stronghold of a known necromancer. This sorceror has been calling up local corpses to serve in the ranks of his defending forces, deploying them on the vast blizzard-swept arctic plains that surround his fortress. The husks created in this freezing environment can be especially tough, one Kalinthi officer reports, because even heavily deteriorated tissue is highly resistant to damage when it is frozen hard as ice.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Fantasy Craft[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing?affiliate_id=17596" target="_blank">Fantasy Craft Second Printing</a>[spoiler]</p><p><strong>Ghoul:</strong> Ghouls are said to be folk cursed for great transgressions against life — massacre of the innocent, cannibalism, murdering the holy and benign, and worse. Their acts have damned them with endless, unnatural hunger for decaying flesh.</p><p><strong>Mummy:</strong> Sometimes the dead can’t let go of life. Case in point: mummies, which are the remains of powerful mortals — emperors, high priests, nobles and others of station — risen to reclaim what they possessed before the grave. Mummies retain their former bodies, rotted or desiccated by time or the unholy ceremonies that allowed for their return.</p><p><strong>Wight:</strong> Wights are age-old victims of pagan sacrifices, animated by the bitter spirits still trapped in their flesh. Their flesh is stretched taut by peat and time, and they return imbued with the chill of death itself. Their mere touch fills a man with bone-chilling dead, enough to bring a stout warrior to his knees or kill a lesser man outright. Victims of this grisly assault become the wight’s eternal companions, driven by the same dark impulses.</p><p>A character killed by a wight rises again 1d6 rounds later as a wight.</p><p><strong>Ancient Ghoul:</strong> An ancient ghoul is a corpulent, withered king, bloated by great feasts on the dead and many years of relative comfort.</p><p><strong>Ghostly:</strong> Some who die linger, unable or willing to embrace their afterlife. They remain fettered to the physical realm as terrifying apparitions, manifesting to destroy the spirits from unsuspecting adventurers…</p><p><strong>Ghostly Hell Hound:</strong> ?</p><p><strong>Ghostly Goblin Strumpet:</strong> A lonesome victim of a horrible hate crime, this angry ghost jerks through the air like a deranged mutant rag doll.</p><p><strong>Lich:</strong> Liches are the immortal remains of sorcerers or magical creatures that have traded their souls for eternal “life,” and like most unholy bargainers they’ve paid a terrible price.</p><p><strong>Lich Necromancer:</strong> ?</p><p><strong>Lich Royal Dragon:</strong> As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever.</p><p><strong>Risen:</strong> As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever.</p><p><strong>Risen Peasant:</strong> The walking dead are a common sight in lands infested with necromancers and dread lords, usually as the unfortunate victims of a biological or magical plague.</p><p><strong>Risen Watcher in the Dark:</strong> Evil overlords must sometimes hunt Watchers when conquering dungeons. The savvy ones reanimate them, gaining access to their mighty abilities without the pesky independence.</p><p><strong>Skeletal:</strong> Magically animated skeletons are comprised solely of bone with no connecting tissue.</p><p><em>Animate Dead I</em> spell.</p><p><strong>Skeletal Man-at-Arms:</strong> ?</p><p><strong>Skeletal Triceratops:</strong> Magically animated skeletons are comprised solely of bone with no connecting tissue.</p><p><strong>Vampiric:</strong> A character killed by a vampiric creature rises again 1d6 rounds later as a vampiric creature.</p><p>A character killed by a vampiric elf nobleman rises again 1d6 rounds later as a vampiric creature.</p><p>A character killed by a vampiric chaos beast rises again 1d6 rounds later as a vampiric creature.</p><p><strong>Vampiric Elf Nobleman:</strong> Centuries ago, this nobleman blasphemed against the gods. They damned him to a life of animalistic bloodlust, which he sates on the front lines of wars he arranges.</p><p><strong>Vampiric Chaos Beast:</strong> ?</p><p><strong>Skeleton I:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie I:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton II:</strong> <em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie II:</strong> <em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton III:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie III:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton IV:</strong> <em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie IV:</strong> <em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton V:</strong> <em>Animate Dead V</em> spell.</p><p><strong>Zombie V:</strong> <em>Animate Dead V</em> spell.</p><p>A character killed by a zombie V rises again 1d6 rounds later as a zombie V.</p><p><strong>Undead:</strong> A supernatural force clothed in the physical or spiritual remains of a once-living creature.</p><p></p><p>ANIMATE DEAD I</p><p>Level: 1 Necromancy</p><p>Casting Time: 1 round</p><p>Distance: Close</p><p>Duration: 1 minute per Casting Level (dismissible, enduring)</p><p>Effect: You animate the remains of 1 dead character as a standard NPC with a Threat Level equal to your Casting Level.</p><p>• Skeleton: A skeleton may be created from mostly intact bones, whether flesh remains or not.</p><p>• Zombie: A zombie may only be created from a mostly intact corpse (including muscle).</p><p>With GM approval, you may modify your choice, apply the Skeletal or Risen template template to an NPC from the Rogues Gallery (see page 244), or build a new NPC, so long as it has the Undead Type and a maximum XP value of 40.</p><p>An animated skeleton or zombie cannot animate or summon other characters and becomes inert when killed or when this spell ends (whichever comes first). Certain spells and other effects can render animated dead inert earlier.</p><p>The skeleton or zombie may not act during the round it appears. Thereafter it follows your commands to the best of its ability. In the absence of instructions the skeleton or zombie falls under the GM’s control, though it continues to serve you as best it perceives it can (e.g. attacking whatever seems to be your enemy, bringing you things it thinks will help you, etc.).</p><p>Skeleton I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp I; Skills: Acrobatics II, Notice III; Qualities: Damage defiance (edged), damage immunity (bows), ferocity</p><p>Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) or Bite I (dmg 1d8 lethal; threat 18–20), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 40)</p><p>Zombie I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Res IV; Health II; Comp I; Skills: Athletics IV, Blend III, Notice IV, Survival III; Qualities: Devour, lumbering, monstrous defense I, shambling</p><p>Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20; qualities: grab) or Bite I (dmg 1d8 lethal; threat 18–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 40)</p><p></p><p>ANIMATE DEAD II</p><p>Level: 3 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 60 XP) or 2 skeletons or zombies (max. 40 XP each).</p><p>Skeleton II (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health IV; Comp I; Skills: Acrobatics II, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend</p><p>Attacks/Weapons: Claw II (dmg 1d6+1 lethal; threat 19–20; qualities: finesse) or Bite II (dmg 1d8+1 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 60)</p><p>Zombie II (Medium Undead Walker — 56 XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res VI; Health IV; Comp I; Skills: Athletics V, Blend IV, Notice IV, Survival IV; Qualities: Devour, monstrous defense I, shambling</p><p>Attacks/Weapons: Claw II (dmg 1d6+1 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite II (dmg 1d8+1 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 60)</p><p></p><p>ANIMATE DEAD III</p><p>Level: 5 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 80 XP), 2 skeletons or zombies (max. 60 XP each), or 4 skeletons or zombies (max. 40 XP each).</p><p>Skeleton III (Medium Undead Walker — 76 XP): Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def V; Res VII; Health VI; Comp II; Skills: Acrobatics IV, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend, tough I</p><p>Attacks/Weapons: Claw III (dmg 2d6+2 lethal; threat 19–20; qualities: finesse) or Bite III (dmg 2d8+2 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 80)</p><p>Zombie III (Medium Undead Walker — 76 XP): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def V; Res VII; Health VI; Comp II; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Devour, monstrous defense I, shambling, tough I </p><p>Attacks/Weapons: Claw III (dmg 2d6+2 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite III (dmg 2d8+2 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 80)</p><p></p><p>ANIMATE DEAD IV</p><p>Level: 7 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 100 XP), 2 skeletons or zombies (max. 80 XP each), 4 skeletons or zombies (max. 60 XP each), or 8 skeletons or zombies (max. 40 XP each).</p><p>Skeleton IV (Medium Undead Walker — 96 XP): Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res VIII; Health VII; Comp III; Skills: Acrobatics IV, Notice IV; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I </p><p>Attacks/Weapons: Claw III (dmg 2d6+3 lethal; threat 19–20; qualities: finesse) and Bite III (dmg 2d8+3 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 100)</p><p>Zombie IV (Medium Undead Walker — 96 XP): Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res VIII; Health VII; Comp III; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Class ability (Sage: assistance I), devour, monstrous defense I, shambling, tough I</p><p>Attacks/Weapons: Claw III (dmg 2d6+3 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite III (dmg 2d8+3 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 100)</p><p></p><p>ANIMATE DEAD V</p><p>Level: 9 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 120 XP), 2 skeletons or zombies (max. 100 XP each), 4 skeletons or zombies (max. 80 XP each), 8 skeletons or zombies (max. 60 XP each), or 16 skeletons or zombies (max. 40 XP each).</p><p>Skeleton V (Medium Undead Walker — 116 XP): Str 10, Dex 18, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res VIII; Health VIII; Comp IV; Skills: Acrobatics V, Notice V; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I, treacherous</p><p>Attacks/Weapons: Claw IV (dmg 2d6+4 lethal; threat 19–20; qualities: finesse) and Bite IV (dmg 2d8+4 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 120)</p><p>Zombie V (Medium Undead Walker — 116 XP): Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res VIII; Health VIII; Comp IV; Skills: Athletics VI, Blend V, Notice V, Survival V; Qualities: Class ability (Sage: assistance I), devour, killing conversion, monstrous defense I, shambling, tough I</p><p>Attacks/Weapons: Claw IV (dmg 2d6+4 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite IV (dmg 2d8+4 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 120)</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123617/Laboratory-of-the-Forsaken?affiliate_id=17596" target="_blank">Laboratory of the Forsaken</a>[spoiler]</p><p><strong>Lunalia's Ghost:</strong> Lunalia’s horror at these affairs led Magnus to once again confine her, vowing to brew a potion that would “make her love him again.” Unable to escape and unwilling to face whatever Magnus had in store for her, she drew a bath, slid into the warm water, and slit her wrists. She expected this would finally put an end to her suffering, but once again Magnus had other ideas. Upon discovering her still-warm corpse, the doctor extracted her brain and reanimated her as a flesh golem. This final outrage was enough to anchor her soul to the manor as a ghost, with a lone driving need to destroy the abomination made from her remains.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Heroes Against Darkness[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/107559/Heroes-Against-Darkness?affiliate_id=17596" target="_blank">Heroes Against Darkness</a></p><p><strong>Ghoul:</strong> ?</p><p><strong>Death Claw Ghoul:</strong> ?</p><p><strong>Shrieking Ghoul:</strong> ?</p><p><strong>Lich:</strong> Lich-dom is the final goal of necromancers who seek to defy the gods of death to live forever. </p><p>As they prepare for their rebirth, necromancers create a safe location for their soul, called a phylactery. If their lich-body is destroyed, then the soul returns to the container and a new body forms in one to two weeks. </p><p><strong>Skeleton:</strong> Skeletons are the undying vestiges of ancient warriors. These undead creatures have been imbued with necrotic magic to animate their bones and then they have been given simple directions from their master, such as to guard a location or to attack intruders. </p><p><em>Animate Skeleton</em> spell.</p><p><strong>Dry Bone Skeleton:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?</p><p><strong>Skeleton Warrior:</strong> Skeleton warriors are long-dead warriors who've been bought back from the afterlife to fight again. </p><p><strong>Skeleton Lord:</strong> ?</p><p><strong>Zombie:</strong> Zombies are human corpses that have been given a second shot at life by a necromancer or whose endless sleep has been interrupted by remnants of ancient magic. </p><p><em>Animate Zombie</em> spell.</p><p><strong>Dirt-Born Zombie:</strong> These newly-risen zombies are relatively weak, but in numbers they can overwhelm foolhardy adventurers. </p><p><strong>Zombie Shambler:</strong> Shamblers are zombies whose reanimated bodies have strengthened and hardened as they've matured. </p><p><strong>Zombie Flesh-Thrower:</strong> ?</p><p><strong>Zombie Corruptor:</strong> ?</p><p><strong>Ghost:</strong> <em>Animate Ghost</em> spell.</p><p></p><p>Animate Zombie (2 Anima) Spell Effect </p><p>You animate a zombie, creating an undead creature. You control the zombie's actions (major, move, minor). Zombie's level equal to your ½ Level bonus. Zombie can use Simple Weapons and Armor. You can release your animated undead as move action. </p><p>Target </p><p>Single dead body </p><p>Duration </p><p>1 rnd + 1 rnd per level </p><p>Range </p><p>Touch </p><p></p><p>Animate Skeleton (4 Anima) Spell Effect </p><p>You animate a skeleton, creating an undead creature. You control the skeleton's actions (major, move, minor). Skeleton's level equal to your ½ Level bonus. Skeleton can use simple weapons and armor. You can release your animated undead as move action. </p><p>Target </p><p>Single set of bones </p><p>Duration </p><p>1 rnd + 1 rnd per level </p><p>Range </p><p>Touch </p><p></p><p>Animate Ghost (6 Anima) Spell Effect </p><p>You animate a ghost, creating an undead creature. You control the ghost's actions (major, move, minor). Ghost's level equal to your ½ Level bonus. The ghost is insubstantial (damage taken from attacks against target's AD and ED is halved, can move through solid objects at half speed). You can release your animated undead as move action. [/spoiler]</p><p></p><p>Iron Heroes[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/25985/Iron-Heroes-Revised?affiliate_id=17596" target="_blank">Iron Heroes</a>[spoiler]</p><p><strong>Skeleton:</strong> Necromancy Method Animate Dead.</p><p><strong>Zombie:</strong> Necromancy Method Animate Dead.</p><p></p><p>NECROMANCY METHOD: ANIMATE DEAD</p><p>Mastery: 1–10</p><p>Descriptor: Negative energy</p><p>Mana: 4 mana/undead HD</p><p>Casting Time: One minute</p><p>Range: Medium (100 feet + 10 feet/necromancy mastery level)</p><p>Target: One or more dead creatures</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You reach into a corpse and find the failed flame of life within it. Using your necromantic magic, you reignite that fire with negative energy, allowing the dead to walk once more—as your servant. Using this method, you can animate a creature with Hit Dice equal to up to twice your mastery rating. At any given time you can control a number of undead with total Hit Dice equal to five times your necromancy mastery rating. If you attempt to control more than that, the undead you control with the most Hit Dice becomes independent. It might flee or attack you and your allies, based on the DM’s judgment.</p><p>The undead obey your mental commands to the best of their ability. If you lose line of effect to an undead servant, it obeys your last commands as well as it can. Commanding an undead servant is a free action.</p><p>When you animate a corpse, it becomes either a skeleton or a zombie. Use the monster templates given below in the “Creating a Skeleton” and “Creating a Zombie” sections for your newly animated undead. Either apply the template to the existing stats of a creature you wish to animate or use the generic creature statistics in the table above for each size creature from Small to Huge—you don’t need many stats, such as base attack or Intelligence, because the templates determine them. You can select almost any creature type to become undead, as animating a creature makes it lose most of its type-specific abilities.</p><p>Moderate Disaster: The mote of energy you create to sustain the creature runs rampant and drains your life force. You suffer damage equal to the mana spent to cast animate dead.</p><p>Major Disaster: The undead creature animates as normal, but a minor error introduced into the process causes it to attack you immediately and in preference to all other creatures. It tracks you unerringly.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3018/The-Iron-Heroes-Bestiary?affiliate_id=17596" target="_blank">Iron Heroes Bestiary</a>[spoiler]</p><p><strong>Dire Gloom:</strong> The dire gloom arises in areas where the stuff of the Negative Energy Plane spills over into the mortal realm. Intelligent creatures slain by the influx of energy become dire glooms, chunks of negative energy given intelligence as the dying creature’s soul becomes enmeshed within the stuff of the negative plane.</p><p><strong>Hunting Spirit:</strong> A hunting spirit is a relentless hunter, the undead essence of a creature that died while pursuing a victim. Even as the creature’s body dies, its spirit continues onward in search of its prey. The hatred, anger, or hunger that drove it forward pushes its spirit on after death.</p><p><strong>Necrophage:</strong> Necrophages spawn in areas with a high concentration of necromantic energy. They arise spontaneously, the raw energy of death given physical form, in areas such as morgues, the site of an executioner’s block or a gallows pole, and so forth.</p><p><strong>Plague Giant:</strong> A plague giant is the decaying husk of a monstrously large humanoid creature animated as an undead being.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28414/Iron-Heroes-Players-Companion?affiliate_id=17596" target="_blank">Iron Heroes Player's Companion</a>[spoiler]</p><p><strong>Skeleton:</strong> Rite of the Grave spell.</p><p><strong>Zombie:</strong> Rite of the Grave spell.</p><p></p><p>RITE OF THE GRAVE</p><p>School: Necromancy</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>EFFECT TYPES</p><p>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.</p><p>Command Undead: The magical power of the spirits gives the Spiritualist the ability to command undead creatures she encounters.</p><p>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.</p><p>EFFECT SEVERITY</p><p>The more tokens spent on Command Undead, the greater the chance of successfully controlling the creatures encountered.</p><p>The more tokens spent on Animate Dead, the more Hit Dice of undead that can be created.</p><p>RITE OF THE GRAVE EFFECT SEVERITY</p><p>Tokens Spent Command Undead Animate Dead</p><p>0 Command check +0 2 HD</p><p>1 Command check +2 4 HD</p><p>2 Command check +4 6 HD</p><p>3 Command check +6 8 HD</p><p>4 Command check +8 10 HD</p><p>5 Command check +10 12 HD</p><p>6 Command check +15 16 HD</p><p>7 Command check +20 20 HD</p><p>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).</p><p>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: </p><p>COMMAND UNDEAD CHECK RESULTS</p><p>Check vs. DC Result</p><p>Check fails Creature is unaffected.</p><p>Check succeeds by 0-9 points Creature takes no action for duration of spell.</p><p>Check succeeds by 10 or more Creature is under complete control of Spiritualist for duration of spell.</p><p></p><p>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 </p><p>by casting this spell.</p><p>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.</p><p>RANGE</p><p>The Rite of the Grave uses the standard attack spell ranges.</p><p>AREA OF EFFECT</p><p>Both Rite of the Grave effect type uses the following areas.</p><p>RITE OF THE GRAVE AREAS OF EFFECT</p><p>Tokens Spent Area of Effect</p><p>0 –</p><p>1 1 creature</p><p>2 2 creatures</p><p>3 3 creatures</p><p>4 4 creatures</p><p>5 5 creatures</p><p>6 6 creatures</p><p>7 10 creatures</p><p>DURATION</p><p>The duration of Command Undead and Animate Dead effects vary as listed below:</p><p>RITE OF THE GRAVE DURATION</p><p>Tokens Spent Command Undead Animate Dead</p><p>0 Concentration (max. 5 rounds) Concentration</p><p>1 Concentration 10 rounds</p><p>2 Concentration + 5 rounds –</p><p>3 10 minutes Permanent</p><p>4 30 minutes –</p><p>5 1 day Instantaneous</p><p>6 1 week –</p><p>7 – –</p><p>RITE OF THE GRAVE EXAMPLE</p><p>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.</p><p>• Effect Type: Ashandra chooses Animate Dead as her effect type (there are several enemy corpses nearby that she can use). This costs 3 tokens.</p><p>• 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.</p><p>• Range: Two tokens are enough to get a 30-foot range, which is plenty to cover the three bodies she can animate.</p><p>• 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.</p><p>• Duration: Ashandra spends her last token on duration: The skeletons will remain animated for 10 rounds.</p><p>Summary of Effects: Three skeletons rise to their feet. In the next round, they will attack Ashandra’s enemies.</p><p>CHOOSING THE RIGHT RITE</p><p>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.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Judge Dredd d20[spoiler]</p><p>The Rookie's Guide to Psi-Talent[spoiler]</p><p><strong>Zombie:</strong> These creatures can be created by psykers using the undeath power, or may arise naturally in areas of great psychic disturbance.</p><p></p><p>Undeath</p><p>Level: 1</p><p>Manifestation Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One corpse/level</p><p>Duration: 1 hour/level</p><p>Saving Throw: None</p><p>Power Resistance: No</p><p>Power Points: 1</p><p>This power allows a character to imbue a corpse with a shadow of its former soul, allowing it to once more walk the Earth as a zombie, a shambling creature utterly under the control of the manifester’s will. Up to one corpse per level of the manifester may be turned into a zombie with each use of this power, though the manifester may never have a total of more zombies under his control than his level, regardless of how many times undeath is used. The zombies will follow the manifester or follow simple orders, as is desired. The corpse must be mostly intact for a zombie to be created and must be of medium size or smaller.[/spoiler]</p><p></p><p>The Rookie's Guide to the Undercity[spoiler]</p><p><strong>Arlington Zombie:</strong> The world almost ended in 2114, when the time-travelling Necromagus Sabbat arrived in the Radlands of Ji, the psi-saturated radioactive wasteland near to Hondo City. A powerful sorcerer of unprecedented proportions, Sabbat made use of a psi-enhancing lodestone and raised untold millions of corpses from their graves to serve as his personal army of zombies.</p><p>for some unknown reason the undead that clawed their way out of their graves in the enormous Arlington National Cemetery in the Washington Undercity remained animated after Sabbat’s defeat.</p><p><strong>Thinking Dead:</strong> Rare variations of the Arlington zombie, the beings known as ‘thinking dead’ are sentient undead creatures created during the Zombie War. Most of Sabbat’s zombie hordes were mindless automata, but it has since been found that some of the animated cadavers - about one in every ten thousand - had somehow retained fragments of their original personalities. Usually, the individual had been particularly forceful or single-minded while alive, or had died without fulfilling some important obligation. Others had been ghosts or discarnate spirits who took the opportunity to re-inhabit their former bodies.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Modern20[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/56484/Soldiers-and-Spellfighterssup20-sup?affiliate_id=17596" target="_blank">Soldiers and Spellfighters20</a>[spoiler]</p><p><strong>Skeleton Soldier Speedfreak 4:</strong> These stats represent a skeleton warrior that might be created and controlled with necromancy. </p><p>Necromancy Spellbinding</p><p>Ye Fashan's Necromantic Spellbinding.</p><p><strong>Zombie Soldier Tank 1:</strong> These stats represent a sample zombie that could be created an controlled with Necromancy. </p><p>Necromancy Spellbinding.</p><p>Ye Fashan's Necromantic Spellbinding.</p><p>Restore to Life incantation failure.</p><p><strong>Revenant:</strong> Restore to Life incantation.</p><p></p><p>Restore to Life</p><p>Conjuration (Healing)</p><p>Magic Ranks Required: 14; Components: V, S, F; Casting Time: 120 minutes (minimum); Range: Touch.; Target: Dead creature touched; Duration: Instantaneous; Saving Throw: None </p><p>The restore to life incantation was purchased by members the German Imperial Army’s Sorcery Corps (Zaubereikorps) at the Bavarian Forest portal in 1918. It was hoped that the incantation could be used to resurrect particularly competent and experienced officers and thus negate somewhat the devastating effects of trench warfare on the quality of the army – especially in the infantry branch.</p><p>This incantation was purported to restore life to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be returned to life, but the portion receiving the incantation must have been part of the creature’s body at the time of death. </p><p>Unfortunately, the best wizards in the Kaiser’s Sorcery Corps (Zaubereikorps) could never successfully perform this incantation. This led to much speculation that the incantation was a either a deliberate fraud or that this particular magic could not work properly in our world.</p><p>Unlike zombies or skeletons, the creature is restored to full hit points and retains its personality, allegiances and all skills and abilities it had before death - but it is undeniably undead (it has the Undead Physiology feat).</p><p>The deployment of revenant soldiers to the front had a disastrous effect on the morale of living troops but it helped prolong the battles of Verdun and Somme and thus forestalled the invasion of Germany. </p><p>Note: In game terms – revenants are the same characters they were before death – except they have gained the Undead Physiology feat. (See Appendix III for full details on this feat.) In a nutshell, their Constitution is reduced to 0 but they suffer no penalty to hit points from this. They do not heal naturally except through the use of spells or special abilities. They gain 2 Damage Reduction per level but this damage reduction has a weakness to a certain substance – in this case - silver.</p><p>Secondary Casters: Two required (not including primary caster).</p><p>Failure: The target is returned to life as a zombie and immediately attacks the casters. The target loses all skills and abilities and uses the zombie stats from the Creature section. [/spoiler]</p><p>[/spoiler]</p><p></p><p>Mutants and Masterminds[spoiler]</p><p>Mutants and Masterminds 3e[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/87104/Mutants--Masterminds-Heros-Handbook?affiliate_id=17596" target="_blank">Mutants & Masterminds Third Edition Hero's Handbook</a>[spoiler]</p><p><strong>Construct Undead Revenant:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/203004/Mutants--Masterminds-Atlas-of-EarthPrime?affiliate_id=17596" target="_blank">Atlas of Earth Prime</a>[spoiler]</p><p><strong>Zombie:</strong> 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.</p><p><strong>La Cathédrale de la Douleur, The Cathedral of Pain:</strong> 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.</p><p><strong>La Llorona:</strong> 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.</p><p>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!”)</p><p>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.</p><p><strong>Count Karol Duval, Vampire:</strong> ?</p><p><strong>Vampire Thrall:</strong> ?</p><p><strong>Tepalcatli:</strong> 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.</p><p>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.</p><p>Once named Mauricio Villa, this small time crook was accidentally brought back to life with the knowledge and power of Death magic.</p><p><strong>Undead:</strong> It is very possible the Santa Muerte cult could create powerful undead minions or sorcerers at some point.</p><p>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.</p><p><strong>Captain Blood:</strong> 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.</p><p>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.</p><p><strong>Zombie Master:</strong> 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.</p><p><strong>Ghost Pirate:</strong> 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.</p><p>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.</p><p><strong>Ernesto Che Guevara, Ghost:</strong> 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.</p><p><strong>Ghost:</strong> 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.</p><p>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.</p><p>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.</p><p>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.</p><p><strong>New Knight of Malta:</strong> 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.</p><p><strong>Esmeralda:</strong> An intelligent robot created by Lemurian science and powered by alchemical magic,</p><p><strong>Crimson Mask, Vampire:</strong> 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.</p><p><strong>Dracula, Vampire Lord:</strong> 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.</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Hansel, Hannes Hendrik, Vampire:</strong> 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.</p><p><strong>Gretel, Gerda Hendrik, Vampire:</strong> 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.</p><p><strong>Erszebet Báthory:</strong> Dracula was later impressed by the sadism and cruelty of young Erszebet Báthory, eventually transforming her into a vampiric queen.</p><p><strong>Lenore, Raven's Flame, Vampire:</strong> ?</p><p><strong>Aswang:</strong> ?</p><p><strong>Tlaciques:</strong> ?</p><p><strong>Upir:</strong> 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.</p><p>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.</p><p><strong>Ghul:</strong> 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.</p><p><strong>Lilim:</strong> Lilims are supposedly descendants of Lilith, the queen of demons.</p><p><strong>Nosferatu:</strong> 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.</p><p><strong>Vampire:</strong> A mortal infused with vampiric blood or a dark curse can also become a dhampir—or even a full-fledged vampire!</p><p><strong>Hellscreamer:</strong> 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.</p><p>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.</p><p><strong>Light Ghost:</strong> 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.</p><p><strong>Tsavo:</strong> 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.</p><p>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.</p><p>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.</p><p><strong>Pizrak Smekh:</strong> ?</p><p><strong>Maemd Hiw:</strong> 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.</p><p><strong>Aquatic Skeleton:</strong> ?</p><p><strong>Aquatic Zombie:</strong> ?[/spoiler]</p><p></p><p>DC Adventures Hero's Handbook[spoiler]</p><p><strong>Construct Undead Revenant:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Solomon Grundy:</strong> Many years ago, vain and wealthy merchant Cyrus Gold was murdered, his body dumped into Slaughter Swamp near Go-tham City. Mystical forces in the swamp attempted to trans-form Gold into a new incarnation of Earth’s plant elemental, but because Gold did not die by fire as required, the process was only partially successful. Decades later, a massive, shambling figure rose from the swamp, killing a pair of escaped convicts and stealing their clothes. He adopted the name Solomon Grundy from the children’s rhyme (“Solomon Grundy, born on a Monday...”) and embarked on a series of crimes in Gotham. [/spoiler]</p><p></p><p>DC Adventures Heros and Villains II[spoiler]</p><p><strong>Looker:</strong> Emily “Lia” Briggs was a timid librarian who was, unbeknownst to her, the last royal descendant of Abyssia, an underground kingdom that her ancestor founded after he gained mental powers from a crashed meteor in 2000 b.c.e. The Abyssians kidnapped and exposed Lia to the meteor fragment, which gave her incredible beauty and mental powers. Katana, a bookseller who happened to know Lia, got the Outsiders to rescue her. Lia, as Looker, joins the team.</p><p>Looker’s powers and association with the Outsiders unfortunately puts a strain on her marriage and she separates from, and eventually divorces, her husband. Looker pursues a modeling career when the Outsiders move to Los Angeles and has a brief affair with Geo-Force.</p><p>The opposition leader in Abyssia, Tamira, returns to power and engages Looker in a Rite of Challenge during which Looker loses most of her powers. Lia retires and leaves the Outsiders but later returns to Markovia. She regains her powers during a battle with the vampire Roderick but is also transformed into a vampire.</p><p><strong>Zombie:</strong> Zombies are typically animated human corpses given a semblance of life through magic or scientific means (exposure to a disease or toxic waste, for example).</p><p><strong>Zombie Flesh Eater:</strong> ?</p><p><strong>Zombie Contagious:</strong> Their condition is contagious, either to anyone killed by them, or even anyone scratched or bitten (suffering at least an injured result from damage).</p><p><strong>Skeleton:</strong> Skeletons are essentially fleshless zombies, faster and more agile because of it, and even more resistant to various forms of harm. The kind of skeletons that show up to fight heroes are often those of ancient warriors, and so may be equipped with appropriate armor and weapons, improving their damage and Toughness by +2 each and increasing their power level by 1 (although minion rank remains the same).[/spoiler]</p><p></p><p>DC Adventures Universe[spoiler]</p><p><strong>Undead:</strong> Lady Styx can raise all intelligent living beings slain by her followers as undead worshippers.</p><p><strong>Darkstar Envoy:</strong> Once the hope for peace and justice in the universe, the Darkstars are now undead agents of Lady Styx, raised to pseudo-life in her service.</p><p><strong>Earth 43 Batman:</strong> This is a world with a higher quotient of supernatural involvement than normal, where Batman was ultimately turned into a vampire and must control his own darker urges in order to continue his war on darkness.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/224011/Freedom-City-Third-Edition?affiliate_id=17596" target="_blank">Freedom City (Third Edition)</a>[spoiler]</p><p><strong>Lantern Jack:</strong> 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. </p><p>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. </p><p>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. </p><p>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. </p><p><strong>Jack-a-Knives:</strong> 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. </p><p><strong>Dracula, Vampire Lord:</strong> ?</p><p><strong>Zombie:</strong> 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. </p><p>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. </p><p>Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control. </p><p>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. </p><p><strong>Ghost:</strong> 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.</p><p>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. <strong>Malador:</strong> 78 ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Burning Ghost:</strong> ?</p><p><strong>Ghost of Mary James:</strong> ?</p><p><strong>Skeleton:</strong> 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.</p><p><strong>Ghost of Wilhelmina Phillips:</strong> 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! </p><p><strong>Undead:</strong> ?</p><p><strong>Conqueror Worm, Michael Reeves:</strong> 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. </p><p>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. </p><p><strong>Knightfire:</strong> 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. </p><p>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! </p><p>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”. </p><p><strong>Ghost of Stefan Bathory:</strong> 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. </p><p><strong>The Silver Scream, Lauren Hammond:</strong> 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. </p><p>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. </p><p>The Silver Scream is a ghost, the spiritual and emotional essence of the woman who was once Lauren Hammond, if not her actual soul. </p><p></p><p>ZOMBIE POWDER </p><p>Enhanced Fortitude 5 (Limited to Resisting Fatigue and Pain), Enhanced Will 5. </p><p>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. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/187984/Hero-High-Revised-Edition?affiliate_id=17596" target="_blank">Hero High (Revised Edition)</a>[spoiler]</p><p><strong>Jack-a-Knives:</strong> ?</p><p><strong>Ghost Pirate:</strong> ?</p><p><strong>Undead Pimp:</strong> ?</p><p><strong>Ghost of Murdered Camper:</strong> ?</p><p><strong>Ghost of the Bard:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Burning Ghost:</strong> 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.</p><p><strong>Governor Strype's Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/204720/Mutants-and-MastermindsThe-Super-Villain-Handbook-Deluxe-Edition-Conversion-Pack?affiliate_id=17596" target="_blank">Mutants & Masterminds The Super Villain Handbook Deluxe Edition Conversion Pack</a>[spoiler]</p><p><strong>Dracula:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/244453/Rogues-Gallery?affiliate_id=17596" target="_blank">Rogues Gallery</a>[spoiler]</p><p><strong>Lantern Jack:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Kathryn the Red, Kathryn van Houten, Dullahan:</strong> 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. </p><p>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. </p><p>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. </p><p>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. </p><p>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 </p><p>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.</p><p><strong>Indomitable:</strong> 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 </p><p><strong>Kid Grimm, Bo Carlson:</strong> 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. </p><p>A new start needed a new name, and after half a bottle mulling it over, he finally settled on Kid Grimm. </p><p>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. </p><p>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. </p><p>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.” </p><p>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. </p><p><strong>Brimstone, Ghostly Steed:</strong> ?</p><p><strong>Mother Moonlight, Anna-Marie Delgado:</strong> 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. </p><p>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. </p><p>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. </p><p><strong>Vampire:</strong> ?</p><p><strong>Spirit of Achilles, Ghost:</strong> ?</p><p><strong>Zombie:</strong> The Orphean’s newfound knowledge of black magic also allows his songs to raise scores of mindless undead minions.</p><p><strong>Pandemic, Dr. Josh Harrington, Plague-Ridden Zombie:</strong> 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. </p><p>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. </p><p><strong>Lodi Hare-Foot, Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/180634/Super-Powered-Bestiary?affiliate_id=17596" target="_blank">Super Powered Bestiary</a>[spoiler]</p><p><strong>Devourer:</strong> 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.</p><p><strong>Allip:</strong> Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity.</p><p><strong>Bodak:</strong> 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.</p><p>Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves.</p><p>Bodak's Create Spawn ability.</p><p><strong>Ghost Banshee:</strong> A banshee is the ghost of an evil fey creature.</p><p><strong>Ghoul:</strong> 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.</p><p>Diseased Bite power.</p><p><strong>Ghost:</strong> 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.</p><p><strong>Ghast:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Lich:</strong> 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.</p><p>To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery.</p><p><strong>The Broken King:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes.</p><p><strong>Mummy:</strong> 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.</p><p><strong>Shadow:</strong> Any living creature slain by a shadow rises as a shadow soon afterwards.</p><p><strong>Skeleton:</strong> 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.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Fast Vampire:</strong> ?</p><p><strong>Flying Vampire:</strong> ?</p><p><strong>Wight:</strong> 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.</p><p><strong>Wraith:</strong> 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.</p><p><strong>Zombie:</strong> 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.</p><p>Those slain by a Mohrg arise soon afterwards as a zombie.</p><p>Mohrg's Zombie Plague power.</p><p><strong>Plague Zombie:</strong> 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.</p><p>Plague Zombie's Necromantic Infection power.</p><p></p><p>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</p><p></p><p>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</p><p></p><p>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</p><p></p><p>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</p><p></p><p>Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Limited to those slain by the mohrg, Permanent, Uncontrolled) – 4 points</p><p></p><p>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[/spoiler]</p><p></p><p>Super Powered Bestiary Aboleth to Cyclops[spoiler]</p><p><strong>Allip:</strong> Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity.</p><p><strong>Bodak:</strong> 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.</p><p>Anyone who locks eyes with a bodak will die instantly and himself return as a bodak within one day.</p><p>Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves. Normally this does not require game mechanics, as it is not a fate that should befall any Player Character; only NPCs should suffer from such a horrifying end. However, should a GM want to simulate this ability, they may use the following Power:</p><p>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[/spoiler]</p><p></p><p>Super Powered Bestiary Eagle to Invisible Stalker[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the undead spirits that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done.</p><p><strong>Ghost Banshee:</strong> A banshee is the ghost of an evil fey creature.</p><p><strong>Ghoul:</strong> The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward.</p><p>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 by Fortitude; Affects Objects Only, Progressive) – 13 points</p><p><strong>Ghast:</strong> ?</p><p><strong>Lacedon:</strong> ?[/spoiler]</p><p></p><p>Super Powered Bestiary Kraken to Rust Monster[spoiler]</p><p><strong>Lich:</strong> 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.</p><p>To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery.</p><p><strong>The Broken King:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes.</p><p><strong>Zombie:</strong> Those slain by a Mohrg arise soon afterwards as a zombie.</p><p>Mohrg's zombie plague power.</p><p>Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Continuous, Limited to those slain by the mohrg, Uncontrolled) – 8 points</p><p><strong>Mummy:</strong> 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.[/spoiler]</p><p></p><p>Super Powered Bestiary Sahuagin to Zombie[spoiler]</p><p><strong>Shadow:</strong> Any living creature slain by a shadow rises as a shadow soon afterwards.</p><p><strong>Skeleton:</strong> 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.</p><p><strong>Vampire:</strong> ?</p><p><strong>Fast Vampire:</strong> ?</p><p><strong>Flying Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> 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.</p><p><strong>Wraith:</strong> 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.</p><p><strong>Zombie:</strong> 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.</p><p><strong>Plague Zombie:</strong> 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.</p><p>Plague Zombie's necromantic infection power.</p><p></p><p>Necromantic Infection: Affliction 5 (Fatigued / Exhausted / Transformed [into plague zombie]; Resisted by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive) – 6 points[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/239914/Super-Powered-Legends-Sourcebook?affiliate_id=17596" target="_blank">Super Powered Legends Sourcebook</a>[spoiler]</p><p><strong>Dracula:</strong> 1460: After being wounded in battle with the Turks, Vlad is transformed into a vampire by Count Orlok.</p><p>The center of the dark storm is Castle Dracula. Once the home of Vlad Tepes – who was transformed into the vampire Dracula by Orlok – this castle is the seat of power of the King of Vampires.</p><p>In the year 1460, Vlad Tepes was fatally wounded in battle with the Turkish army. He fled from the battle, hiding in the Carpathian Mountains from Turkish patrols. Here, the Transylvanian nobleman encountered Orlok. At first, the monstrous vampire saw only a quick meal. But looking at Vlad, Orlok saw a younger version of himself. Orlok used his blood to transform Vlad into a vampire; renaming him “Dracula.”</p><p><strong>Nachtoter, Jonathan Howlett, Vampire:</strong> 1913 Following clues from the Bram Stoker novel, British nobleman Jonathan Howlett travels to Romania in search of Castle Dracula. He discovers the vampire Count Orlok and Jonathan is transformed into a vampire.</p><p>1933, July: Lord Jonathan Howlett offers his services as a vampire to the Germans. He is magically altered by the Thule Society, given the code name “Nachtoter,” and tasked as a saboteur and assassin.</p><p>Orlok railed against the walls of Castle Dracula, once again thwarted by mere mortals. He sulked in the dungeons of the castle for several decades, until another British nobleman – Jonathan Howlett – came in search of clues left behind by Bram Stoker’s novel for Dracula’s hidden treasure. What Howlett found was Orlok! The vampire set upon Howlett and transformed him into a vampire.</p><p><strong>Russian Ghost:</strong> 1969, April: Vladimir Ivanishin leads a team of trained chimpanzees to land on the moon. During the landing, the spacecraft’s radio and rockets are destroyed and the Soviet government believes Vladimir to be dead. In truth, Vladimir discovers the lunar city-state of the Ancient Thirteen. He uses Lunarian Blue to transform his chimpanzees into intelligent super-apes with powers. Before he can augment himself, succumbs to starvation and exposure. However, he returns as an undead wraith that will later come to be known as the Russian Ghost.</p><p><strong>Vampire, Alexander Dodge:</strong> 1974, October: Alexander Dodge is transformed into a vampire.</p><p><strong>Vampire, Sarra Matsoukas:</strong> 2001, October: After being transformed into a vampire, geneticist Sarra Matsoukas consumes an experimental formula, transforming into Daywalker.</p><p><strong>Vampire, Glamour:</strong> 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.”</p><p><strong>Vampire, Tempest:</strong> 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.”</p><p>In 2012, the vampire master, Count Orlock attempted to bring all of the scattered vampire clans under his rule. Through them, he sought to gain control of the Vindicators and their allies in Great Britain: the Royal Lions. Count Orlock himself transformed Tempest into his vampire bride.</p><p><strong>Vampire:</strong> It is said that when a werewolf is slain, it transforms into a vampire. Whether this is true or not has never been officially tested by any modern occultists.</p><p>Both vampires and werewolves propagate their kind by biting; infecting mortals with their supernatural virus that transforms the mortal into a monster. Any bite from a werewolf can infect a human with lycanthropy. However, vampires must undergo a longer process. A simple bite or random feeding will not create a new vampire. To create a new vampire, a vampire must drink the blood of a human while exposed to the light of the moon over the course of three nights in a row.</p><p><strong>Ghost:</strong> ?</p><p><strong>Count Orlok:</strong> ?</p><p><strong>Vampire Average:</strong> This build for an “average” vampire is a newly-created undead spawn.</p><p><strong>Vampire Strigoi:</strong> ?</p><p><strong>Vampire, Milady Pierce:</strong> When Dracula scoured the streets of London, he created a number of undead servants to do his bidding. Many of them were destroyed, but several remained hidden to grow in power and influence. One such vampire was Milady Pierce.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Atmet:</strong> In Ancient Egypt, tomb robbers were the bane of the royalty who sought everlasting life in the comfort of their majestic tombs. Besides deadly traps and magical curses, these tombs were also guarded by living defenders who swore to protect their charges with their lives. Atmet was one such tomb guardian, protecting the tomb of Pharaoh Seti I.</p><p>On the night of the birth of his son, Atmet left his post to go to the side of his pregnant wife. While he was away, the tomb of Seti was infiltrated by robbers, and several sacred artifacts stolen. When Atmet returned to his post, he was arrested by the priests of Anubis and shown the damage done by the thieves. For his transgressions, Atmet was cursed and mummified; forced to serve as an undead tomb guardian for the rest of eternity.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107885/Vicious-Villains-II-Mystical-Monsters?affiliate_id=17596" target="_blank">Vicious Villains II Mystical Monsters</a>[spoiler]</p><p><strong>Count Erich Grey:</strong> ?</p><p><strong>Ghost Serpent:</strong> The assassin known throughout the criminal underworld as the Ghost Serpent was once a humble Palestinian housewife. Her home was hit by a stray rocket during one of the many border skirmishes in her homeland. She died covered in the blood of her two children. Her rage was so strong that her spirit remained behind, making her a ghost.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Mutants and Masterminds 2e[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/19910/Mutants--Masterminds-Second-Edition?affiliate_id=17596" target="_blank">Mutants and Masterminds 2e</a>[spoiler]</p><p><strong>Vampire Lord:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/55068/Book-of-Magic?affiliate_id=17596" target="_blank">The Book of Magic</a>[spoiler]</p><p><strong>Denizen of the Dead:</strong> ?</p><p><strong>The Hungry Dead:</strong> ?</p><p><strong>Shade:</strong> ?</p><p><strong>Malador the Mystic:</strong> Malador is no longer a living being, having become more of an undead creature sustained by his powerful magic. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/58382/Misfits--Menaces-Tricks--Treats?affiliate_id=17596" target="_blank">Misfits & Menaces Tricks & Treats</a>[spoiler]</p><p><strong>Dracula:</strong> Fatally wounded in battle against the Ottomans near Bucharest in 1476, Vlad’s dark soul cried out into the cosmic void and there its call was heard by an incomprehensible power of deepest evil. Perhaps seeing an opportunity or merely looking for a way to amuse itself, this power infused Vlad with some of its dark essence, transforming the warrior prince into one of the undead.</p><p><strong>Graveside:</strong> A former Mafia foot soldier during Las Vegas’ heyday, Samuel was left out in the desert and buried alive after turning over information to the FBI. Unknown to the toughs that buried him, Sam’s grave was dug in a lost Paiute Native American burial ground and its spirits did not welcome the intruder. After he died of asphyxiation, Samuel’s body rotted rapidly due to the spirits’ anger while his own spirit was cast out to wander the Earth.</p><p><strong>The Horseman:</strong> A Hessian hussar paid by the British to fight the rebels of the American Civil War, Reichart Hümmel was an especially brutal warrior who made a reputation amongst his enemies for taking the heads of his slain opponents as a means to spread terror amongst the revolutionaries. Ironically, he was slain at the battle of Chatterton Hill in 1776 when an American cannonball skipped across the field and decapitated him while still mounted upon his massive black charger.</p><p><strong>Pumpkin Jack:</strong> Unfortunately for the serial killer, his first victim in New Orleans was actually a Creole voodoo priestess in the wrong place at the wrong time. With her last breath and using the only thing she had at hand, a straw voodoo doll, the priestess cursed Jack by dispossessing his spirit and casting it into the spiritual ether. Because of the curse’s connection to the voodoo doll catalyst the priestess used, Jack’s soul settled in the first similar straw icon it came across: a straw scarecrow.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/57403/Wild-Cards?affiliate_id=17596" target="_blank">Wild Cards</a>[spoiler]</p><p><strong>Crypt Keeper:</strong> He drifts through the 1980s, getting in trouble for more small-time stuff, but in 1987 kills a clerk in a liquor store robbery gone wrong. He snaps and takes a deer rifle and a .45 magnum to the top of a tower at the University of Texas in Austin, and spends an afternoon sniping at passers-by. He kills 26—27 if you count himself, as to avoid capture he blows away the side of his head and half his face with the pistol. But his career is only beginning. </p><p>Puckett wakes up in the potters’ field where he was buried, which had also been used as a toxic waste dump, and he realizes the Lord has given him a second chance to do right with his life. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28754/The-6th-Seal?affiliate_id=17596" target="_blank">The 6th Seal</a>[spoiler]</p><p><strong>Thomas Amber Elder Vampire:</strong> In his life, he was a wealthy and cultured Englishman who had the bad fortune to get bitten by a vampire while abroad in the miserable and backwards American colonies. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/13114/GODSEND-Agenda-Superlink-Conversion?affiliate_id=17596" target="_blank">Godsend Agenda Superlink Conversion</a>[spoiler]</p><p><strong>Undead:</strong> Dr. Necropolis' animate undead power.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50247/Another-13-Shades-of-Darkness?affiliate_id=17596" target="_blank">Another 13 Shades of Darkness</a>[spoiler]</p><p><strong>Mary Blood:</strong> The New York Chapter used Mary as bait, knowing that her youth and good looks would make her irresistible to their quarry. They sent her into a private club owned by an ancient Hungarian vampire named Count Zoltan, and used her to lure him to his doom. Mary was bitten during the course of the adventure, so her new friends in the Society prepared to have her killed. She had never trusted them, however, and ran away before they had a chance to pound a stake through her heart. By the time she arrived in the PCs’ campaign city, she could no longer walk by day.</p><p><strong>Voracious Legion:</strong> Shortly before the cataclysm, M’aal’iss’ha–the Legion’s matriarch-priestess, slut-bride of the Eternal Eater–had a premonition of the impending disaster. She gathered the fiercest, most merciless warriors of the Legion to her side, bidding them to capture as many captives as they could along their journey and bring these unfortunates to her. She especially encouraged the Legionnaires to secure pregnant females and newly-hatched offspring. She then led them into the deep caverns that extended for miles under the surface of H’raath. There they performed an obscene ritual where that culminated in the sacrifice of their captives and their undying pledge to serve S’aar’ah’man beyond the end of their world, beyond death or damnation.</p><p><strong>Longing Dead:</strong> Not all the soldiers, scientists, and technicians who succumbed to the unleashed Delirium were lucky enough to die. Some of the stronger-willed ones suffered a far worse fate; unwilling to relinquish the rage they felt at having their lives stolen away from them by the obscene entity that had crept out of the crawlspace between worlds, their hatred prevented their souls from wholly moving on from this plane of existence. Instead some remnant of them remained in their hollowed-out shells, seething with anger over all that had been stripped away from them.</p><p>Despite the fact that they gnash at their victims with their broken, jagged teeth, they do not consume flesh. Instead they try to grapple their targets and drag them to the ground, where they then try to steal away their essence, causing the poor unfortunates to rapidly weaken and age, while the Longing Dead gain strength. Those who survive this process regain their youth within a few minutes rest (though other injuries they sustained must heal normally) but any who perish join the Longing Dead.</p><p><strong>:The Maiden</strong> She discovered the whereabouts of Soviet Science City Six and came here alone, looking for occult secrets. In Test Chamber Five, she found out more than she wanted. Now her angry ghost stalks the halls of Soviet Science City Six, something more and less than human.[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Qalidar[spoiler]<a href="http://www.drivethrurpg.com/product/215803/Qalidar-Supplement-2-Qritters?affiliate_id=17596" target="_blank">Qalidar Supplement 2: Qritters</a></p><p><strong>Tethered:</strong> The tethered are vectors that have been bound to a physical form of some sort. Humanoid corpses serve this purpose readily, but more ambitious karcists have been known to use the remains of other creatures or construct entirely artificial bodies.</p><p>The tethered, on the other hand, are vectors bound, possibly against their will, to a material form. This form is often, but not necessarily, a dead human body.</p><p><strong>Coal Mite:</strong> These vicious little creatures are made entirely of smoldering char animated by destructive vectors.</p><p><strong>Dross:</strong> Dross are vaguely humanoid lumps of shifting flesh, all that remains of the victims of corrosively alien vector.</p><p><strong>Ghoul:</strong> Ghouls are human or humanoid creatures that have been twisted into cannibalistic parodies of their former selves.</p><p><strong>Homunculus:</strong> The homunculus is a miniature servant created by binding a vector to an artificial body.</p><p>A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The materials cost $500. The work must be performed by a karcist, although the karcist can bond the homunculus to a client rather than himself. Creating the body requires a DC 12 Intelligence check. After the body is sculpted, it is animated through an extended ritual that requires a specially prepared laboratory or workroom, costing $5,000 to establish. If the master is personally constructing the creature's body, the building and ritual can be performed together. Cost to construct is at least $10,500. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds $20,000 to the cost to create.</p><p><strong>Mummy:</strong> Mummies are well-preserved corpses animated by particularly ambitious and devious vectors.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, known primarily as the mindless pawns of karcists.</p><p><strong>Wight:</strong> A wight is a shriveled corpse animated by hate and bitterness.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated by bound vectors.[/spoiler]</p><p></p><p>Silver Age Sentinels d20[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/383/Silver-Age-Sentinels-d20-Edition?affiliate_id=17596" target="_blank">Silver Age Sentinels: d20 Edition</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Dracula:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Doc Cimitiere, Zombie:</strong> Doc Cimitière returned from dead as zombie.</p><p>The battle was furious, each hougan calling upon the loa for his own ends, but in the end the Baron triumphed. Duvalier was killed, and Marie-Michelle saved when the Baron asked loa Ghede to bring her back from death’s door. The Baron refused to release Duvalier’s spirit, however, animating Duvalier as a zombi in punishment.</p><p>Duvalier writhed in agony, yet his proximity to the spirit world taught him much. He learned to force certain loa to his will ... and broke his spiritual shackles. He escaped the Baron, plotting vengeance. Duvalier’s body was still dead, however, frozen in a permanent state of decay. Now known as Doc Cimitière, he continues to seek dominion over the spirit and physical world, and to take revenge on all who have opposed him.</p><p><strong>Zombi:</strong> The Tonton Macoute had killed a guerilla during interrogation, and at a midnight mass, Papa Doc animated the corpse, turning him into a zombi in front of an astonished Duvalier.</p><p>The people feared “the White Doctor,” so called for his foreign education; it was said those who refused him in life were killed, and raised as subservient zombis.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/377/Roll-Call-1?affiliate_id=17596" target="_blank">Roll Call #1</a>[spoiler]</p><p><strong>Century, Dr. Zebediah Potter, Dr. Z, Vampire:</strong> His contempt for common morality and predatory attitude drew the attention of an ancient vampire, Zu Hsien-ku. She transformed him into a creature of power, but Dr. Z turned on Zu at his first opportunity; he extracted centuries of knowledge from her through deprivation and torture.</p><p><strong>Zu Hsien-ku, Vampire:</strong> ?</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Slaine d20[spoiler]</p><p>Slaine the Roleplaying Game of Celtic Heroes[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Half-Dead:</strong> ?[/spoiler]</p><p></p><p>The Invulnerable King[spoiler]</p><p><strong>Sokkvabek Folk:</strong> These people all gain their undead existences because they desperately want to be alive, and the stone is still trying to give them what they desire, using Earth Power from the island and surrounding area to augment its own.</p><p>Every one of the crewmen died in battle, hoping for Valhalla. The stone could not send them there, because it had lost a huge amount of magic in turning Anders into a kelpie. But it could grant them life in undeath, and the dream, the illusion, of Valhalla. The undead warriors came back in revenge and slaughtered the entire village, the members of which desperately wanted to cling to life. Again, this was beyond the stone’s power; but it could bring them back as undead, to live their lives over and over again. The raiders of Valhalla and the villagers live on because the stone has given their dreams power. Should they ever admit to themselves that they are, in fact, utterly dead, they would become so, and fall to the ground, inert.[/spoiler]</p><p></p><p>The Ragnarok Book[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith Sorcerer:</strong> ?</p><p><strong>Naescu Shadow Druid 9:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>True20[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/55402/True20-Adventure-Roleplaying-Revised-Edition?affiliate_id=17596" target="_blank">True20 Adventure Roleplaying Revised Edition</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces, such as the Imbue Unlife power. </p><p><strong>Crypt Wight:</strong> Crypt wights are corpses of the ancient dead animated by malevolent spirits from another plane. </p><p><strong>Ghost:</strong> Ghosts are the undead spirits of intelligent beings who, for one reason or another, cannot move on from their living existence to their next life. </p><p><em>Imbue Unlife</em> spell.</p><p><strong>Skeleton:</strong> Skeletons are the bones of the dead turned into supernaturally animated, mindless automatons obeying the commands of their creators. </p><p><em>Imbue Unlife</em> spell.</p><p><strong>Vampire:</strong> </p><p>If a vampire kills a victim with blood drain, the victim returns as a vampire in three days. </p><p><em>Imbue Unlife</em> spell.</p><p><strong>Zombie:</strong> Zombies are corpses animated by supernatural forces. </p><p><em>Imbue Unlife</em> spell.</p><p></p><p>Imbue Unlife</p><p>Fatiguing</p><p>You can lend animation to the dead, creating a mockery of life. Imbue Unlife may create two kinds of undead: mindless or intelligent.</p><p>Mindless: You turn the bones or bodies of dead creatures into undead skeletons or zombies, which obey your spoken commands (see Chapter Eight). They remain animated until destroyed. A destroyed undead creature can’t be imbued with unlife again.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls from the bones when it is created. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.</p><p>Regardless of the type you create, you can’t make more mindless undead than twice your adept level with a single use of Imbue Unlife.</p><p>The skeletons or zombies you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless undead. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control.</p><p>Intelligent: You transform a corpse into an intelligent undead creature. Unlike the mindless undead, this creature is not under your control; although, you can use other means, including other powers, to command it. You can create a ghost or vampire using this power (see Chapter Eight). Creating an intelligent undead creature has a Difficulty of 18.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/63405/The-Imperial-Age-True20-Edition?affiliate_id=17596" target="_blank">Imperial Age True20</a>[spoiler]</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of forgotten Egyptian gods. </p><p><strong>Apparition:</strong> Apparitions are the spectral remnants of intelligent beings that, for one reason or another, cannot remain at rest. </p><p><strong>Ghost Apparition:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Two Worlds Tabletop RPG[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/61414/Two-Worlds-Tabletop-RPG?affiliate_id=17596" target="_blank">Two Worlds Tabletop RPG</a></p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?[/spoiler]</p><p></p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7582624, member: 2209"] [b]Other d20 Systems – Contagion to Two Worlds Tabletop RPG[/b] Other d20 Systems – Contagion to Two Worlds Tabletop RPG[spoiler] Contagion[spoiler] [URL=http://www.drivethrurpg.com/product/11944/Contagion?affiliate_id=17596]Contagion Revised Edition[/URL][spoiler] [b]Undead:[/b] A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind. [b]Skeleton:[/b] A Skeleton is simply the animated bones of a creature, usually powered via necromancy, or infernal influence. “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure. [b]Human Skeleton:[/b] ? [b]Skin Feaster:[/b] Skin feasters tend to be created from those who were prideful and vain in life. As punishment, they walk the earth hideous and skinless, forced to indulge in cannibalism to try to regain their former beauty. Many skin feasters were actors, models, and Casanovas in life.[/spoiler] [URL=http://www.drivethrurpg.com/product/99803/Hells-Henchmen-Chammadi?affiliate_id=17596]Hell's Henchmen Chammadi[/URL][spoiler] [b]Undead:[/b] Given charge over death, the Gregori spent much of their time on Earth, among humanity. Many of the angels of death grew to love mankind. The Gregori who fell, becoming Chammadi, were torn and overwhelmed by the horror of bringing an end to the humans they so loved. In failing to alter the curse, the Chammadi, now free of God’s will, began seeking ways to circumvent death itself. Given their control over the very energies of death itself, the Chammadi soon discovered that with proper application of their knowledge, they could twist death to their own ends. Though the Chammadi were nearly powerless to extend true life, they were able to forge a new state. Humanity could once again experience eternity, though in a different fashion. This state of being was named undeath. [b]Vampire:[/b] In seeking the perfect undead creature (and aspiring to defeat God’s empowerment of the Clergy), Archduke Azmodeus created the vampire. Six men were chosen for their cruelty and malice. Each of them was granted immortality, with the price that they must steal the very life and blood of humans. [b]Anubian:[/b] Annubians are humans who have been mummified. The Chammadi consumes most of the Annubian’s Contagion Points, using those points to fuel the reanimation of the hapless, bandaged corpse. The Annubian is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied. [b]Anubian Bystander 1:[/b] ? [b]Bilious Shambler:[/b] As Chammadi are masters of death, it comes as little surprise that they have learned to harness the process of decay to create a dangerous undead creature. Bilious Shamblers are walking corpses who have been mystically altered to take full advantage of their own rotting, using the bacteria that breaks down their own flesh as a weapon. [b]Carrion Hound:[/b] A truly nightmarish creation, the Carrion Hound is made to track and hunt down the enemies of the infernal host. [b]Forgotten:[/b] The Forgotten is the embodiment of the frustration and rage of those that have been left behind - the lost people of the world, such as abandoned children, homeless people, prostitutes, prisoners of war, and anyone else whose life has been marginalized and written off by society [b]Hybrid Zombie:[/b] Hybrid Zombies are often created by bored Chammadi looking to gain prestige and test the boundaries of what they are allowed to create. [b]Tomb Guardian 4-Armed Human Zombie:[/b] ? [b]Patchwork Ghoul:[/b] Created from stitched together pieces of dozens of corpses, the Patchwork Ghoul is created as a mindless engine of destruction. [b]Skeletal Plate:[/b] Skeletal Plate is created by taking the entire skeleton of a human who reveled in battle during life and forging a suit of unliving armor from the bones. [b]Soul-Eater:[/b] Most Soul- Eaters are crafted from the souls of men and women who compromised their moral integrity and damned themselves in the pursuit of knowledge during life. [b]Vengeful Zombie:[/b] This template represents a creature who has returned from the grave on a mission of vengeance. The Vengeful Zombie is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied. [b]Donald Crichton Vengeful Zombie Dhampir Casanova 1/Pagan 1:[/b] ? [b]Zombie:[/b] Zombie is a template that can be added to any humanoid or monstrous humanoid creature other than an undead. An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. Fever (Su) Disease—bite, Fortitude DC 12, incubation period 1 hour, damage 1d3 CON and 1d3 DEX per hour. An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. [/spoiler] [URL=http://www.drivethrurpg.com/product/108271/Inferno?affiliate_id=17596]Inferno[/URL][spoiler] [b]Undead:[/b] The Pit of Wasted Years is a place of bittersweet illusions. Souls sent to this Pit find themselves waking up in their beds, as if their death and subsequent damnation was simply a nightmare. As far as these damned souls are concerned they are still alive, waking up the morning after their death. At first, life seems normal. Those who died suddenly return immediately to previous routines. Those who died of sickness or old age find themselves back in the hospital facing a miraculous recovery. In every case, the first few days in the Pit seem to be a blessing. As soon as the soul relaxes back into a routine, things begin to turn strange. Reality takes a turn for the dark and creepy, with subtle manifestations at first (inexplicable sounds, flittering movement in the corner of one’s eyes) slowly working toward a full blown tortuous hellscape where the soul watches their loved ones tortured and killed, the dead walk and hunt them, monsters attack from the shadows and every horror imaginable takes its turn tormenting the soul, driving the damned one into madness. Those few souls who embrace the madness are elevated to some form of undead Hellspawn and sent back to Earth on behalf of the Chammadi.[/spoiler] [URL=http://www.drivethrurpg.com/product/101971/Purgatorio?affiliate_id=17596]Purgatorio[/URL][spoiler] [b]Ghost:[/b] Despite this grand design, this road map of the soul’s journey, some mortals deviate from the plan. Through force of will, or by decree of a higher being, these souls linger on beyond death itself. Shunning (or shunned by) Heaven and Hell, these ghosts continue their existence in a mockery of their former lives. Ghosts are those spirits who refused true death. [b]Lich:[/b] A lich is a violation of all accepted rules of magical theory. Magic is channeled through life force. The living essence of a Magus commands mystical energy to create spells. Foolish or greedy Magi who do not show this energy the respect it deserves suffer from Burn. Because of the nature of magic, undead creatures are typically unable to harness its power. There simply isn’t any life essence to guide the mystical energy into spell form. Vampires, ghosts, and zombies are all incapable of harnessing the tools of the Magus. It is rumored among some scholars that the Council of Tears has discovered a means of circumventing this magical truth, a way to cheat death by bestowing undeath and immortality onto a Magus without sacrificing access to his power and spells. Ancient and forbidden rituals are rumored to grant the ability to become an unholy and foul creature, known to the scholarly as a lich. “Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see the lich’s phylactery, below. Trappings of unholy transformation The following rituals and conditions are required for the transformation into a lich. Failure to meet any of the following conditions before attempting the change results in the slow, incredibly painful, and entirely irreversible death of the Magus. No magic can prevent the death from a botched ritual on the path to becoming a lich. It is also important to note that nothing short of the direct intervention of God can reverse a lich’s condition. Requisite knowledge The quest to become a lich is not undertaken lightly. To even begin the proper research and rituals a character must meet the following prerequisites: Class levels: Arcane spellcaster level 18 Ability scores: Intelligence 20 Skills: Concentration: 20 ranks, Knowledge (Arcana) 20 ranks, Research 20 ranks, Spellcraft 20 ranks Feats: craft wondrous item, empower spell Spells: animate dead, magic jar, permanency, Persephone’s voyage, prepare spell trigger, and steal contagion. The First Step: Research Becoming a lich requires access to hidden and forbidden knowledge. The necessary rituals are not a common part of any magical teachings, and are quite difficult to acquire. To learn the secrets of unholy transformation, the Archmage must do a massive amount of legwork. The first trick is to locate a library that might contain a glimpse of the rituals. This can take years to accomplish. It is suggested that the Gamemaster simply resolves this through roleplaying, but if a random system is required, the search should take a minimum of 10d10 months. A knowledge (arcana) check at DC 45 can cut this time in half (as the Archmage has a good idea of where to start looking.) Travel expenses mount up as the quest for information likely takes the character across the globe. Assume a minimum of $6000 dollars in travel expenses per month of research. Of course, the Archmage may reduce or negate this cost through means magical and mundane at gm discretion. As this jet-setting info chasing proceeds, the Archmage must make monthly rolls to keep on the proper trail. Each month the Archmage must make a research check at DC 45. Success allows the character to move forward with his studies, having gained some new piece of the puzzle. Failure means that the Archmage has made no progress that month and must try again in a month. Once the allotted time (and research checks) has been completed, the Archmage must compile his data and attempt to combine his gathered components into a working series of rituals. This is an extremely difficult process, requiring a Spellcraft check at dc 50 and 1d6 months of steady (six hours a day) work. Failing this roll indicates that the Archmage made a miscalculation somewhere and (unbeknownst to the Archmage) is doomed to a grisly demise upon attempting the final ritual. To avoid this fate, an Archmage may ask another character to double check his notes (effectively giving the assistant a chance to make the same Spellcraft check. If the assistant fails, the notes are simply beyond the assistant’s grasp and he can offer no insight. If the assistant succeeds, he can catch any mistakes in the research.) The Archmage (and the assistant) may also take 10 or 20 on this roll, adjusting the work time accordingly. The Archmage may also double check his own notes before finalizing the ritual formulas by adding 1d4 months to the work time. This extra step grants the Archmage a +10 bonus on the Spellcraft check to devise the rituals. If this process is interrupted at any point, it freezes, with no progress made or lost while the Archmage attends to other affairs. At his convenience the Archmage may pick up where he left off. The Archmage may skip this research if he can find a lich to instruct him, which is incredibly unlikely. Most liches are not the least bit interested in sharing their secrets, and would likely feel that anyone looking for a handout of such metaphysical magnitude scarcely deserves to be a lich. Liches have been known to kill Archmages foolish enough to make such requests. In either case, the Archmage learns the rituals necessary for unholy transformation (the Ritual of Harvest, Trial by Fire, and the Ritual of Unholy Transformation) The Second Step: The Ritual of Harvest. Once the rituals have been discovered, the prospective lich needs to gather a whole lot of Contagion energy. The best and fastest method for doing so is through mass ritual sacrifice. Once the Archmage has learned the ritual of harvest, he must anoint himself in the lifeblood of a human newborn. The child must be less than twenty-eight days old. Once the Archmage has bathed in the infant’s blood, he may begin the harvest. The harvest is the process of gathering energy to fuel the unholy transformation. This requires one hundred Contagion Points. Once the ritual of harvest has been performed, the Archmage must then acquire Contagion Points through the steal contagion spell. These Contagion Points are not added to the Archmage’s Contagion Point total, but tracked separately. It is important to note that every point of Contagion used to fuel the harvest must be stolen. The Archmage may not contribute any of his personal Contagion Points to this pool. The Archmage may elect to take Contagion Points gained through steal contagion into his own pool, or to contribute them to the harvest at the time they are taken. Once this decision has been made, it cannot be changed. An Archmage may not tap into the reserve of Contagion Points dedicated to the harvest under any circumstances. The Third Step: Trial by Fire After the harvest is complete, the Archmage must begin preparations of the phylactery that shall hold his soul and enable the unholy transformation. The first step of the Trial by Fire is to prepare an object using the spell magic jar, fortified with permanency. This allows the character to have an item designed to hold his soul indefinitely. The Archmage must then travel to Purgatory using the spell Persephone’s voyage. Carrying the magic jar, the Archmage must seek out a Rueda del Fuego and engage the creature in combat. An Archmage carrying a magic jar through Purgatory is a beacon to the servants of the divine. While a Rueda del Fuego (or two) is very likely to find the character almost immediately, it is also quite likely that the Archmage will have to fight his way trough Soulflayers, Confessors and Lashers as well. Keep in mind that the Archmage will have no access to his magic while in Purgatory, so planning ahead is vital. Once the Archmage is able to locate a Rueda del Fuego, he must find a way to wound the creature (likely through the use of other remnant weaponry or the like). Even a single hit point of damage will suffice. At the time of wounding, the Archmage may then spend his harvested Contagion to bind the Rueda del Fuego into the magic jar. The Rueda del Fuego may resist the attempt by making a will save (DC= the Archmages arcane caster level + Spellcraft ranks). If the Rueda del Fuego succeeds in resisting the attempt, the Contagion Points are held in reserve, and the Archmage may try again upon inflicting a new wound to the Rueda del Fuego. Once the Rueda del Fuego is captured, the Archmage may exit Purgatory with his magic jar, now one step closer to completing the unholy transformation. The Fourth Step: Unholy Transformation Once the phylactery has been prepared, the Archmage must perform the ritual of unholy transformation. This ritual requires the use of prepare spell trigger in conjunction with animate dead and permanency. The Archmage then commits suicide while in physical contact with his phylactery. At the last possible moment, the Archmage releases the animate dead (with permanency) spell trigger as well as bonding his soul into the magic jar with the same trigger word. As the magic jar is also host to a Rueda del Fuego, the Archmage must succeed at a will save (DC 35) in order to force his soul to co-habitate with the entity. It is this co-habitation that allows the Archmage to continue existence as a lich. Should the will save fail, the Archmage dies slowly and painfully, his soul consumed by the Rueda del Fuego. In this case the phylactery is destroyed. If the will save succeeds, the Archmage rises as a lich. He is now static and immortal. He is in constant pain from the perpetual torture of his soul by the Rueda del Fuego, a small price to pay for immortality and unspeakable power. The Lich’s Phylactery An integral part of becoming a lich is creating a magic phylactery in which the character stores his life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reforms 1d10 days after its apparent death. Each lich must make its own phylactery, as detailed above. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, PDAs or similar items. A phylactery typically has the same stats as its mundane counterpart unless augmented magically by the lich. [b]Undead:[/b] Saddened by the curse laid upon mankind, the Chammadi sought a way to reverse mortality no matter the cost. It was this defiance that birthed the many species of undead. [b]Confessor:[/b] Confessors are ghosts who have abandoned their own personal goals and aspirations in favor of assisting other ghosts in their chosen quests. Confessor is an acquired template that can be added to any ghost. [b]Confessor Rake 3 Spook 3:[/b] ? [b]Ingrid Voshevik Orc Lich Arcane Student 5/Archmage 3/Infernalist 5/Magus 10:[/b] ?[/spoiler] [/spoiler] Deadlands d20[spoiler] [URL=http://www.drivethrurpg.com/product/1135/Deadlands-D20?affiliate_id=17596]Deadlands d20[/URL][spoiler] [b]Harrowed:[/b] In Deadlands, death isn’t always the last stop on the line. Strong-willed hombres occasionally claw their way back from the grave. As the Agency and Texas Rangers have learned, these individuals are actually possessed by manitous—the same evil spirits that hucksters manipulate to work their hexes. When your character dies in Deadlands, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The cowpoke’s coming back from the grave. Most Harrowed stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Harrowed come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape. The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back Harrowed. [b]Abraham Lincoln:[/b] After his assassination in 1865, Lincoln returned from the dead Harrowed. [b]Bill Quantrill Harrowed Gunslinger 8:[/b] Bill Quantrill returned from the dead Harrowed. [b]Xitlan Lich Sorcerer 3:[/b] [b]Hangin' Judge:[/b] From 1863–69, five Confederate circuit judges formed a secret alliance to steal land, ruin their rivals, and eliminate anyone who stood in the way of their wealth and fame. Those who opposed them were framed for “hangin’ offenses” and hauled to the nearest tree for a lynching. But after six years of tyranny, the locals, mostly hot-blooded Texans, fought back. They rounded up each of the judges and hung them from trees all along the Chisholm Trail as a warning to other authorities who would abuse their power. The Reckoners seized the opportunity to infuse their spirits with unholy energy and send them back to earth as abominations. [b]Walkin' Dead:[/b] Walking dead are clever killers, raised by the Reckoners (or evil humans) to wreak havoc and destruction. The manitous which animate these dead shells have their own personalities. [b]Walkin' Dead Veteran:[/b] Bill Quantrill's unholy host power. Brought back to unlife by Xitlan. A few days before Halloween, a Bayou Vermillion train sped through Texas carrying vats of a special brew. This experimental formula was devised by Baron Simone LaCroix to create the walking dead. Unfortunately, the bridge over the Angelina River near Nacogdoches was out, and the train plummeted into the water. The formula eventually made its way down to the Nacogdoches cemetery. Veteran walking dead are raised from better stock than the average undead creep. Most often, these are soldiers raised straight from the battlefield on which they fell. Any Black Magician with animate dead and the proper…inventory…can raise half as many veteran walking dead instead of regular walking dead.[/spoiler] [URL=http://www.drivethrurpg.com/product/1142/Deadlands-D20-Horrors-of-the-Weird-West?affiliate_id=17596]Horrors of the Weird West[/URL][spoiler] [b]Black Regiment:[/b] The Black Regiment consists of reanimated soldiers slain on both sides of the War Between the States, whose uniforms have turned black by their own shed blood. [b]Bone Fiend:[/b] Bone fiends are created when a manitou finds a human skull with at least a little bit of brain matter left and sets up shop. It starts in whatever bits of gray matter are still left, then the creature spreads its essence throughout the skull itself. (This is what turns the skull black.) It then sets about assembling a bony body for itself and waits for its first hapless victims to arrive [b]Dracula:[/b] Dracula, the most powerful vampire in existence, was once known as Vlad Drakul, ruler of a small country in what is now Romania. Vlad, while a military genius, had a few unsavory practices—among them a habit for sticking folks on huge sharpened posts, which gained him the nickname “the Impaler.” So brutal was he that his actions resulted in his curse of vampirism back in the 15th century— when the manitous were still chained in the Hunting Grounds. That’s a powerful lot of evil! [b]Flesh Jacket:[/b] Flesh jackets are fashioned by certain very powerful, very evil cults around the world. To create one, a black magician with the proper knowledge removes the skin from a willing cultist, and imbues the shorn hide with a weird sort of life. The spell also gives the flesh jacket limited mobility, and it can attempt to assume control of any victim it can envelop. [b]Frankenstein's Monster:[/b] Victor is a Swiss-born mad scientist specializing in the study of life and death. He’s one of the few researchers to successfully bring a corpse back to life, although, as most everyone nowadays knows, not with the results he’d hoped for. Using parts purloined from local graveyards, Victor fulfilled his scientific dream. He created a man and gave his creation life. But something went wrong. Rather than the perfect specimen he had aimed for, his creation was twisted and freakish, a parody of humanity. Frankenstein chose the “best” parts for his creation, hoping to build a beautiful artificial specimen. Unfortunately, the sum of the parts turned out to be greater than the whole. Stitching scars mar much of the creature’s body. Its eyes are glazed and yellowish, while its skin has a pasty pallor. Once beautiful features are contorted into a rictus of death by faulty facial muscles. The monster itself is an odd amalgam of mad science and undeath. Although Victor’s experiments brought the creature to life, it is sustained by an unholy tie to its maker. [b]Ghost:[/b] Haunts, spectres, phantasms, poltergeists—all of these are disembodied souls that haven’t moved on to the afterlife and remain to plague the folks of the Weird West. [b]Banshee:[/b] Banshees are the restless spirits of folks who died as a result of non-requited love. Often, they committed suicide after realizing their heart’s desire was denied them. Occasionally, the banshee was actually murdered by the object of its affection. In either case, the banshee’s death occurred in a remote spot and the body was unburied. [b]Haunt:[/b] Haunts are the most common form of ghost. They are created when a person died while experiencing an extreme—usually unpleasant—emotion and is doomed to relive it or inflict it on others. The most common motivator for a haunt is revenge for a violent or treacherous death. [b]Phantom:[/b] Phantoms—also called spooks, wraiths and phantasms—are merely spirits who’ve yet to realize their time has come. They remain tied to the site of their death until someone releases them from the limbo of undeath they are trapped in. [b]Poltergeist:[/b] Like simple phantasms, poltergeists result from a soul’s refusal to accept the death of its corporeal body. However, poltergeists are fully aware they’re undead—they’re just mean-spirited about it! [b]Shade:[/b] A shades is an apparition that maintains some tie to a living person—or group of people—responsible for the shade’s death. [b]Spectre:[/b] Most apparitions are linked to the material world by the nature or cause of their death—not so spectres. These abominations are the black hats of the ghostly dimension. Spectres are the spirits of particularly evil people who’ve been cursed to continue their existence in a state of undeath. The Reckoners aren’t about to let a little thing like death cut short a good (if unwitting) servant’s service. [b]Hangin' Judge:[/b] As you no doubt remember, the hangin’ judges started out as five corrupt Confederate judges who hatched a scheme to make a land grab and ruin their enemies along the Chisolm Trail back in the 1860s. The judges’ schemes were uncovered and they were each hunted down and lynched by angry mobs of Texans. They rose as horrific abominations. Once a month, Hiram Jackson can create a lesser hangin’ judge if he gets his hands on a dishonest (Marshal’s call) attorney, judge or lawman. This takes a night—and a hanging—to accomplish, but not consent. [b]Hiram Jackson:[/b] ? [b]Cyrus Call:[/b] ? [b]Walkin' Dead:[/b] Cyrus Call can also raise those killed by himself or his “mob” as walkin’ dead, although this takes one round per zombie raised. [b]Luther Kirby:[/b] ? [b]Moses Moore:[/b] ? [b]Marcus Lafeyette:[/b] ? [b]Headless Horseman:[/b] This creature is an abomination created when someone dies from decapitation. Chances are increased if the person was riding at the time of death or was a professional rider such as a Pony Express rider or a cavalry soldier. [b]Joaquin Murieta:[/b] Captain Harry Love led a band of California lawmen against Joaquin and his band. They surprised the bandit leader away from camp one day with only a few men and quickly dispatched the group. To prove he’d bagged Joaquin—and to claim the $1000 reward offered by the California governor—Love chopped off the bandit’s head and returned it to the governor. Unfortunately for folks in the Maze and the rest of the Southwest, Joaquin’s come back looking for his missing head. [b]Mummy:[/b] Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living. Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies. [b]Aztec Mummy:[/b] The Aztec culture relied on two methods to prepare their dead for the afterworld. The first, cremation, left little to later reanimate and plague ancestors. However, during certain periods of their history, the Aztecs practiced a form of mummification, particularly for those who were consider specially blessed or important. Occasionally, one of these mummies—usually that of a mighty king or priest—returns to the world of the living. [b]Egyptian Mummy:[/b] This undead horror only arises from the embalmed corpse of an ancient Egyptian high priest or sorcerer. [b]Patchwork Men:[/b] Most mad scientists drawn to this unsavory practice focus their endeavors on the human body. Patchwork men are largely human in design and function, with a few “extras” thrown in every now and then to make them interesting. [b]Patchwork Wasp:[/b] Although it uses mostly human parts for its construction, this little horror is about as alien as you can get. The core of the body is a human head and torso. Attached to the torso like an insect’s legs are six arms, complete with hands. A small, hollowed-out cow’s horn on the backside is the stinger, with extra, external human stomachs serving as poison sacs. The wings are a disgusting marvel of bio-construction, made from hollow human forearm bones and thinly stretched human skin. [b]Poison Woman:[/b] An old Sioux legend claims that once upon a time, women could pull their brains out of their heads and use the old gray matter to brew poisons. While some might simply dismiss this as a misogynistic tale, there is a bit of truth to it—at least since the Reckoning. Whenever a woman kills a man with poison within the borders of the Sioux Nations (including Deadwood), there is a chance she becomes a poison woman. (Any female guilty of such a deed returns to life as a poison woman rather than becoming Harrowed.) If she does in fact attract the attention of the Reckoners, they imbue her corpse with a seed of supernatural energy, blowing the top of her head off. Men, by the way, are not subject to this particular curse. [b]Pox Walker:[/b] When a particularly angry brave or shaman dies of smallpox or some other disease brought by the white man, there is a chance the Reckoners take notice of this fact and give the body new life as an abomination so it can spread the pestilence. Ultimately, a victim killed by the pox walker's disease is wracked by a final, great spasm as they die. After death, instead of potentially becoming Harrowed, the victim must check to see if they become a pox walker. [b]Tarnished Phantasy:[/b] This abomination is created when a woman of questionable virtue (like your typical saloon gal) dies while trying to save a man she truly loves. While a noble death such as this would hardly seem likely to generate an abomination, the powers of the Reckoners can twist good deeds to evil ends. If the conditions are right, such a fallen woman returns to the world of the living as a tarnished phantasy. [b]Union Pride Ghost Train & Ornery Will:[/b] The origin of the Ghost Train goes back to the early days of the Great Rail Wars, when a band of Confederate guerillas led by one “Ornery” Will Jenkins found a line of track laid by the Union Blue railroad across his native Missouri. Angered, Jenkins followed the track until he and his men came upon a train led by the ghost-rock powered Union Pride locomotive. Jenkins and his men boarded the moving train, and in their rage killed everyone aboard, including all but one of the engineers. The lone survivor refused to obey Jenkins’ orders, and threw the throttle wide upon, knowing in advance he’d likely die as a result. As the train hit the end of the tracks, it smacked the dirt so hard Jenkins was thrown against the boiler, which burst from the impact. The ghost rock inside exploded, immolating Jenkins. [b]Vampire:[/b] Vampires of all sorts are a form of undead pestilence. After all, vampirism itself is a contagious, fatal disease that spreads even after death! [b]Cinematic Vampire:[/b] ? [b]Lesser Vampire:[/b] Anyone slain by a vampire’s bite rises as a lesser vampire (use the statistics for a nosferatu). [b]Nachtzehrer:[/b] A person killed by a nachtzehrer rises again as one of the abominations herself after three days, unless they’re removed from their funeral clothing before burial. [b]Nosferatu:[/b] ? [b]Penanggalen:[/b] ? [b]Upir:[/b] An upir usually begins as a restless spirit or ghost, similar to a poltergeist, except that it attempts to smother folks or even domesticated animals. After a short period of plaguing the area, the spirit returns to its dead body and animates it as an undead vampire. [b]Ustrel:[/b] These foul little monsters rise from the corpses of very young children (two years or younger) that have died due to abandonment or neglect. [b]Wampyr:[/b] Wampyrs are actually little more than undead plague carriers, spreading the disease of their form of vampirism among their former loved ones. Due to the highly infectious nature of the wampyr’s bite, this sort of vampirism often spreads very quickly through a community. [b]Walkin' Fossil:[/b] Whether animated by determined manitous that manage to find a trace of brain matter, or simply created as entirely new beings by the Reckoners, walkin’ fossils are extremely dangerous predators. Fortunately, these creatures seem pretty difficult for the dark forces to animate. While other forms of fossilized dinosaurs may be animated, the Reckoners and their agents typically prefer large predators. [b]Weeping Widow:[/b] This abomination is the grief-stricken spirit of a woman who has witnessed the violent death of at least one member of her immediate family, and then died herself soon after. These women never had time to mourn their loss, so the unfinished business of their grief and rage binds them to the physical world. [b]Zombie:[/b] ? [b]Bloat:[/b] To become a bloat, a zombie has to have been submerged at the time it was reanimated and remained submerged for at least a few months. [b]Desiccated Dead:[/b] Usually manitous try to pick corpses that are fairly fresh. They pack a better punch and tend to hold up a little better in a fight. However, evil spirits from another dimension can’t always be choosers, so sometimes they have to make due with bodies that have been out in the sun a while. Desiccated dead are created from bodies that have dried up and decomposed to the point there is little left to them but a leathery skin over a skeleton. Cowpokes who’ve been bleaching in the desert and bodies from Indian above ground burial sites all fall into this category when reanimated by a manitou. Feel free to use this type of walkin’ dead for mummies from Southwestern or Mexican Indian tombs. The desiccated dead are also representative of lesser mummies from Egyptian tombs—servants buried with the head honcho. Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living. Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies. [b]Feral Walkin' Dead:[/b] These zombies are created by a weak or watered-down version of Baron LaCroix’s reanimation fluid. These are similar to the abominations spawned in Nacogdoches, Texas, after one of LaCroix’s trains derailed nearby. [b]Frozen Dead:[/b] Sometimes the temperature in the northern plains or high mountain passes drops low enough to freeze a body solid. When a manitou decides to wreak a little havoc with a corpse that’s been out in freezing weather like that, the end result is a walkin’ dead with ice in its veins—literally. The frozen dead are reanimated corpsicles—bodies frozen solid by incredible cold. They’re only created when the air temperature is below –30° Fahrenheit. Note that it’s not necessary for the original body to have actually frozen to death to make one of these icy revenants. Any sort of corpse can become a frozen dead under the right circumstances. [b]Glom:[/b] A ’glom (short for conglomerate) is a group of corpses joined together into a horrifying mass and animated by an especially strong manitou. Most manitous are strong enough to animate only a single corpse, creating a Harrowed or walkin’ dead. Some manitous, though, have grown strong enough to animate several bodies at once. The creation of a ’glom requires a very high Fear Level, and vast quantities of corpses; at least two. One corpse, in which the manitou houses its primary essence, must be relatively intact, but the others need not be so tidy. Most ’gloms are formed from considerably more than two corpses, and are commonly found arisen from the piles of dead on battlefields. [b]Glom Colony:[/b] While regular ‘gloms are inhabited by a single, very powerful manitou, colony ‘gloms are host to a horde of lesser, but closely allied, manitous—a group sometimes called a “Legion.” Like regular ‘gloms, colony ‘gloms are usually only found in areas where a large number of fresh corpses are available and the Fear Level is fairly high. A bad train wreck could spawn one if it occurred in an area with a Fear Level 5 or greater. [b]Orphaned Head:[/b] Occasionally, a manitou gets a stubborn streak and refuses to let go of a ruined walkin’ dead. As long as the original head remains intact, the spirit continues to keep house in it—even when it’s nothing but a severed head. Usually, the noggin was removed by an edged weapon, but a rare few are chewed loose by the head itself. [b]Headless Dead:[/b] An orphaned head can animate and control any corpse to which it has previously been grafted. [b]Severed Hand:[/b] This abomination comes into existence after a hand has been severed by some means, preferably one that makes it worthwhile for the hand to seek vengeance. The Reckoners then provide it a disgusting life of its own. [b]Skeleton:[/b] On very rare occasions, manitous may choose to reanimate bodies so old that nothing remains of them except bones. Evil black magicians also sometimes create these abominations as special servants. [b]Undead Animal:[/b] What kind of twisted creature brings good old Spot back from the pet cemetery to hound his beloved master? Some abominations may reanimate animal corpse, particularly ones closely associated with the wilderness or nature. Occasionally a human cultist may do so as well, just to unnerve an interloper. This sort of tactic is perfect for Appalachian witches.[/spoiler] [URL=http://www.drivethrurpg.com/product/1141/Deadlands-D20-Way-of-the-Dead?affiliate_id=17596]Way of the Dead[/URL][spoiler] [b]Walkin' Dead:[/b] The Harrowed can add one member to his host for every two character levels he possesses. These zombies don’t just appear, they have to be raised. Just how most Harrowed raise their host seems to vary. Some give them a kiss of life. Others simply open a coffin and say “get up.” Regardless, it takes about 5 minutes to get the corpse up and moving. Hell Beast power. Unholy Host power. [b]Possessed Undead:[/b] Possessed undead are created in many ways. Maybe a voodoo shaman poured some magical elixir in a cemetery, or an evil cultist said a dark prayer over a graveyard. The Reckoners hear the request, and if they feel it suits their purpose, sends a number of damned souls down to inhabit the corpses. There doesn’t have to be a summoner involved. Sometimes the Reckoners just create a horde of walkin’ dead for their own reasons. [b]Guardians of the Pool:[/b] These are the animated corpses of hundreds who were sacrificed to this tainted cenote in ages past.[/spoiler] [URL=http://www.drivethrurpg.com/product/1137/Deadlands-D20-Way-of-the-Huckster?affiliate_id=17596]Way of the Huckster[/URL][spoiler] [b]Walkin' Dead:[/b] Zharkov’s Saw This large saw once belonged to Zharkov the Magnificent, a Russian-born magician of some repute. He used it nightly in his act. Each night he would “saw” his lovely assistant—who also happened to be his wife—completely in half with it. One night, the trick went tragically wrong. Instead of cutting through an empty box, the saw’s razor sharp teeth cut into flesh and blood. Zharkov, believing his wife’s screams were part of the act, continued cutting. It wasn’t until her screams stopped that he realized his mistake. Overcome with grief, the magician—who in addition to his sleight of hand skills possessed some true occult knowledge—made a pact with a manitou to restore his wife to him. That very night, his wife’s hastily stitched body rose as one of the living dead. His joy at her resurrection blinded him at first to the differences between this walking corpse and his wife. Once he admitted to himself that the thing he lived with was not his beloved Antonia, he destroyed her body and took his own life. Since that time, the saw has belonged to a number of lesser magicians—many of whom have met tragic ends. Power: This saw’s bloody past gives its wielder the power to create living dead. To do this, the zombie-to-be must be killed with the saw. Once the victim’s death wounds have been stitched closed, the corpse arises as a walkin’ dead completely under the sadistic saw owner’s control. The undead created by this saw are pure evil and always interpret their master’s command literally in a way most likely to cause problems. The Marshal’s sure to have fun with this. The walkin’ dead created by the saw can be killed by a headshot, but the saw can also destroy them. However, walkin’ dead killed by the saw can be “revived” by stitching the wound which “killed” them. A revived zombie may rebel if pushed to do something that it would have refused to do in life. If it wins an opposed Wisdom check against its master, it becomes free of his control. Its first action is usually to dispose of its former master in some grisly fashion. Taint: The saw’s owner develops a yearnin’ to be recognized as the best at what he does. Gunslingers and hexslingers continually challenge others of their type to duels, magicians constantly try riskier and more spectacular tricks, and so on.[/spoiler] [URL=http://www.drivethrurpg.com/product/1177/Hell-on-Earth-D20?affiliate_id=17596]Hell on Earth d20[/URL][spoiler] [b]Harrowed:[/b] Strong-willed brainers still occasionally claw their way back from the grave possessed by manitous—the same evil spirits that hucksters manipulated to work their hexes. Being Harrowed isn’t actually a prestige class—you can’t just decide to be one of these creepy creatures. It’s just something that might happen to particularly lucky characters when they catch a bullet with their name on it. When your character dies in Hell on Earth, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The brainer’s coming back from the grave. Most Deaders stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Deaders come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape. The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back as a Deader. One side effect of all this Reckoning crap is that folks don’t always stay dead. I’m not talking about plain, old zombies. I’m talking about the Harrowed. We Templars call ’em “deaders.” See, when really tough hombres die, they are occasionally brought back to life by those same manitous I’ve been yapping about. [b]Automaton:[/b] Dr. Darius Hellstromme created the first automatons way back in 1870 or so. Most believed they were “clockwork” men, propelled by an extremely complex combination of steam and gears. What no one could figure out was how the automatons could think. It took Hellstromme’s rivals many years to finally crack the “secret of the automatons.” It was actually dirt simple: the body was made of steam and gears, but the brain was that of the walkin’ dead. Where Hellstromme might be now is a mystery to all, but his automated factories in Denver continue to churn out automatons. They have the brain of a zombie, wired straight into a high-tech, heavily armed and armored chassis. Hellstromme seems to have made most of his money back during the Great Rail Wars. That was definitely when he created the automatons: robots with human brains wired up inside, controlling the whole works. [b]Doombringer:[/b] the Doombringers, ugly, mutated creatures more monster than human. They retain a feral human intelligence but are twisted and consumed by their hatred for norms, disloyal mutants, and especially heretics. Even Silas doesn’t want many of these wackos around, so he sends the worst of them off into the wastes to hunt down heretics. Even he doesn’t know that the Doombringers have transcended their humanity and become undead abominations. [b]Toxic Zombie:[/b] It’s amazing how much illegal dumping took place in the years before the Last War. After the Apocalypse, with no one around to put fresh loads of earth over the megacorporations’ dirty secrets, many of these toxic dumps leaked into nearby ponds or created their own cesspools of deadly ooze. Sometimes, desperate travelers in need of water give these ponds a try. Most of them drop dead within minutes of inhaling, touching, or drinking the sludge. Occasionally, they actually fall into the stuff and become toxic zombies. [b]Walkin' Dead:[/b] Walkin’ dead are animated corpses temporarily inhabited by manitous. They’re very common in ruined cities, creepy old graveyards, mausoleums, battlefields, or any other large concentration of bodies. The first listing is for “civilian” undead. What Jo doesn’t know is that anyone killed by a walkin’ dead, who doesn’t come back a Deader, has a 1 in 10 chance of coming back as a walkin’ dead herself. If a hero is killed by a walkin’s dead and does not come back Harrowed, secretly roll 1d10. If you roll a 1, the poor brainer rises as one of Death’s walkin’ dead. Death’s passage through Phoenix marked it in a way that even the Last War couldn’t. Anyone killed by walkin’ dead in the area of the city rises from the grave on a result 1–5 on a d10. [b]Walkin' Dead Veteran:[/b] This one here is for better stock, such as zombies raised from a battlefield, a military cemetery, or the like. War rode about the war-torn state on his red charger, and every battlefield he crossed gave up its dead to join his merciless army. Thousands of dead soldiers most still with their arms and armor, spread out from Kansas to devastate the West in their master’s name. [b]Faminite:[/b] Famine rode her black steed right on top of the waters of Prosperity Bay. An army of those cursed by her touch followed behind, walking out of Purgatory, the part of the Maze set on fire by the ghost-rock bombs. Famine’s most common troops are called “faminites.” I understand these things were encountered many years ago, but they weren’t undead. I don’t know what changed, or if the old legends were just wrong. The way it works—and I’ve seen it plenty now—is that these unfortunate souls get infected with a disease that literally starves them to death. As they’re dying, they become wild and ravenous, but don’t usually try to eat their friends if they can get other food instead. Once they come back as undead, it’s a different story. They aren’t satisfied by anything but human flesh. Unfortunately, faminite outbreaks still occur from time to time. Sometimes you can save those infected before it’s too late, but most times the victims die less than a week after being infected, then come back as little more than a voracious monster that only looks like your Aunt Minnie. Famine’s undead are hideous faminites. A human infected by their touch wastes slowly, maddeningly, away. He is not under any other creature’s control, nor is he undead, but he is ravenously hungry, and no amount of food can sate him. If no other food presents itself, the victim turns to living flesh. When the person eventually dies (about 24 hours later), he rises again as a faminite. Note that these are different from the ones that appear in Deadlands: The Weird West. Those didn’t automatically arise as undead. In Hell on Earth, they do. [b]Plague Zombie:[/b] It took a few weeks for anyone to figure out where Pestilence was. (He’s sometimes called the “Conqueror” in the Bible.) I guess “he” had to let some folks waste away before he could raise them as his new army. The bastard finally appeared in Texas on a stark-white horse. I’m told his first “harvest” of dead came from a cemetery outside of Houston, where they’d buried the victims of a recent “tummy twister” outbreak. The Horseman known as Pestilence raises those who died from horrid diseases into horrors [b]Warbot:[/b] Warbots are a lot like automatons. The factory techs take an undead brain and wire it into the go-box of some massive vehicle or gun. [b]Cyborg:[/b] Remember I told you about deaders earlier? Good. Some of them, those who got snagged by the military, became something even more than Harrowed. One of the last things to come out of the Last War were cyborgs. Both of the NA and SA had them at about the same time, so the militaries must have been working on them for a while. I don’t know exactly what happens, but they implant bionic parts into the deader’s corpse to make some sort of cross between a Harrowed and an automaton.[/spoiler] [URL=http://www.drivethrurpg.com/product/1178/Hell-on-Earth-D20-Horrors-of-the-Wasted-West?affiliate_id=17596]Hell on Earth d20 Horrors of the Wasted West[/URL][spoiler] [b]Alexander 9000:[/b] Originally, this vehicle was a one-of-a-kind prototype built as part of the US Army’s cyborg program. The Army had been experimenting with using the same technology used to make cyborgs to make cyborg combat vehicles. Most of these attempts failed because the Harrowed human brains implanted in the vehicles simply couldn’t adjust to their new “bodies,” quickly went insane, and were destroyed. The brain of Samuel Wilkins, however, was another matter; his grey matter took to the tank like a duck to water. Wilkins was a college professor of Greek history at the University of Pennsylvania who had checked the organ donor box on his driver’s license. When he was killed in a car accident his internal organs went to waiting patients; his brain went to the US Army’s testing facility in Montana. Wilkin’s brain was able to adapt to its alien body and he found that he rather liked being a nearly unstoppable killing machine. [b]Battle Hound:[/b] Some experimentation showed that the same technology that was used to make Harrowed cyborgs could be used in animals. This led to the development of a new line of cybernetic patrol animals. [b]Fate Eater:[/b] Fate Eaters are ghosts of people who died on Judgment Day with unfinished business to complete. [b]Ghostrock Wraith:[/b] Ghost rock consists of damned souls, trapped and sentenced to eternal agony within the mineral they inhabit. When the bombs fell, they unleashed millions of such tortured beings, scattered in radioactive ash. Sometimes, however, a condemned soul has enough will, enough strength, or just enough plumb meanness to escape its material prison. It coalesces from nearby ghost-rock dust, and stalks the night, seeking to share the pain of their existence. Any being slain by a ghostrock wraith becomes a wraith in 1d4 rounds. [b]Hands of Hell:[/b] Some research lab somewhere in the northwest cooked up this unholy contraption. A hands of Hell is basically a Harrowed human brain in an enclosed protective shell with ten mechanical arms jutting out from all angles. Since the construct frame is very inhuman shaped, all hands of Hell are quite insane. [b]Head Case:[/b] Contrary to legend, head cases are not the monstrous revenants of people who think too much; they weren’t created by demons either. In the second half of the 20th century, a subculture sprang up around cryogenic freezing technology, which offered its mostly tech-head clients the promise of second life. The clients’ dead body would be frozen and kept on ice in anticipation of a utopian future where benevolent future scientists would cure the victim’s original cause of death. Cryo-enthusiasts on a budget could pay to have only their heads frozen, in hopes that future medical technology could also cure the lack of a body. Surprise! When the ghost bombs fell, those cryogenic facilities that survived (mostly in strip malls, oddly enough) became cradles of undead. The frozen bodies got up and walked off—without paying their bill! The frozen heads came to life, too, but couldn’t leave. Their intense frustration combined with the supernatural to give them brain-popping psi powers. When adventurers tried to loot the cryo-labs, the heads used these powers to cow them into servitude. They ordered captive junkers to build them armored helmets with built-in jet-packs for mobility. [b]Last Man Standing:[/b] At abandoned fuel stations along broken stretches of the western highways, or in desolate towns destroyed by Rad Storms and Muties, there was always one man or woman who hunkered down, and refused to give up their land. He or she fought to the last bullet, screaming bloody curses all the way. Eventually they all went down. Some, a rare few, got back up. Angry spirits of vengeance merged with the last echoes of defiance and created the last man standing; a creature that still defends these way stations and dead towns from anything and everything. [b]Mojave Hunter Mark 7 King Slayer:[/b] That agency was really only one man with a monstrous budget whose mission was to kill off a species of monster. Professor Nathaniel Daniels was contracted by the South to create the last, best hope against the Rattlers. Professor Daniels ran twin experiments to find a solution. Genetically altered snakes to track the beasts were grown to monstrous sizes. DNA was enhanced to increase the snake’s brainpower as well; the goal was canine-like intelligence. Experiment number two was a giant tunnel tank that could carry the firepower to take on the Rattlers on their turf. Each plan had its success and failures, but true success seemed decades away. That’s when Nathaniel received manitou-influenced inspiration to combine the projects. The biological brains were accustomed to enormous bodies, and the muscle that could be put on a construct’s body could handle the experimental Ghostrock plasma guns needed to blast through miles of granite. Also, a deader brain could heal itself and refuel the gun by devouring Rattler corpses, iron ore, and Ghost-rock deposits, effectively never having to stop. The frame was built to take on the new “King” Mojave Rattlers that had been sighted in the badlands. [b]Tin Man:[/b] Professor Hellstromme created many cyborgs, using corpses for raw materials and brains. Many of his creations became exactly what he had planned, mindless zombie-cyborgs at his complete command. But some of his soldiers regained a shred of sentience over time as bits of memory and consciousness surfaced and formed a loose personality. [b]Toymaker:[/b] Rosanna Marie Wulfe was a mad scientist before the manitou stopped talking. She was a member of the Sons of Sitgreaves (the SOS), one of the few who continued to invent her own ideas and plans without any help. When Velmer developed his G-ray collector, Wulfe already had several devices she wanted to build, and used that to power them. Then the bombs dropped. Wulfe died and came back Harrowed. [b]Walkin' Dead:[/b] A willow wight can animate any corpses buried within reach of its roots. These creatures are considered walking dead.[/spoiler] [URL=http://www.drivethrurpg.com/product/1362/Weird-War-Two-D20-Blood-on-the-Rhine?affiliate_id=17596]Weird War Two d20 Blood on the Rhine[/URL][spoiler] [b]Reanimant:[/b]Reanimants are the dead brought back to a semblance of life through alchemy and harmonic magic. REVIVIFICATION This is the ultimate power available to a haunted vehicle—it can bring the dead back to life (or at least a semblance thereof). Because this ability is so powerful, the WM may ban it if he doesn’t want to see characters coming back from the dead in his campaign. A spirit with this power can hunt down the deceased’s soul and force it back into his body. There’s a catch, though. Unless the vehicle also has Regeneration at level 3, the revived person is going to die again—but this time his soul is trapped in the corpse. Characters revived in this way return as reanimants—a form of undead—and are NPCs under the WM’s control. Sometimes dead is better. Reviving a character requires the corpse to be left in the vehicle alone overnight. The character remains dead throughout the night as the spirit hunts for his soul and revives with the first light of dawn. Even if the vehicle has Regeneration at level 3, a revivification attempt is never a sure thing. The character being revived must make a Will save (DC25). If the save is successful, the hero is returned to life as good as new. If the save is failed, he takes 1d4 points of permanent ability damage. This damage is distributed at random, 1 point at a time, among his attributes. A roll of a natural 1 means something went wrong. The exact nature of this is up to the WM. The hero may be a reanimant, he may have someone else’s soul, or anything else the WM wants to have fun with. The maximum length of time a character can be dead and still be revived depends on the level of Revivification possessed by the vehicle. As long as the corpse is placed in the vehicle within this time frame, it is preserved until the revivification attempt takes place that night. REVIVIFICATION Level Revival Limit 1 1 minute per vehicle level 2 1 hour per vehicle level 3 1 day per vehicle level[/spoiler] [URL=http://www.drivethrurpg.com/product/1194/Weird-War-Two-D20-Horrors-of-Weird-War-II?affiliate_id=17596]Weird War Two d20 Horrors of Weird War Two[/URL][spoiler] [b]Acheri:[/b] The acheri is the undead form of a young girl in India who died from disease or illness. Youngsters killed by acheri-induced disease may rise after 1d4 days as acheri, but they are not under the sire’s control. The acheri makes a Charisma roll (DC 17); on a success, the victim becomes undead itself. [b]Alraune:[/b] Two decades ago, Professor Ten Brinken created her in a foul experiment that even he now freely admits was both repulsive and misguided. Guided by medieval German folklore, Brinken scraped the ground beneath a freshly hanged convict and used his “seed” to impregnate a prostitute. Nine months later, Alraune, named for the mythic mandrake root that grows where a hanged man’s “seed” falls, was born into an unsuspecting world. [b]Animated Dead:[/b] Appearing as strange clockwork and flesh composites, the animated dead represent a high point of Nazi biomechanical engineering. Inspired by run-ins with zombies across the globe, Nazi scientists realized that the human body could be reanimated to function at a basic level. Through electrical and mechanical means, these scientists sought to create a similar creation to what magic had accomplished. The animated dead are the result. Animated dead are simply human remains that have been filled with a wide assortment of mechanical and hydraulic equipment that allow the body to move as if it were alive. The bodily fluids have been replaced by a bright blue, ionized fluid that pumps though the body via a set of two pumps encased in steel in the abdomen. This fluid is then supercharged with electrical currents that allow the decaying brain matter to operate the embedded machinery. [b]Asphyxiation Zombie:[/b] These unfortunate souls had the non-privilege of participating in one of the Nazi’s most horrific and diabolical experiments. In lesser known concentration camps, the people exterminated by gas were not only killed, but also used as guinea pigs for Hitler’s occult research. Psychoactive gasses were poured in with the normal doses of Zyklon-B to see the results on the human mind. The recipients went rabidly mad shortly before asphyxiating to death in the massive chambers. For fear of the odd mix of chemicals doing damage to other Nazi soldiers and citizens, these corpses were not burned, but buried in mass graves under the former barracks and living spaces that the corpses once occupied. After death, the psychoactive gasses continued to stimulate the muscles in the corpses’ bodies and give them basic drives such as hunger. Their minds are completely wiped of all memory. They only live to satiate their horrendous hunger. [b]Battle Spirit:[/b] The battle spirit is a collection of the restless spirits of those slain on the battlefield, reborn as a giant poltergeist that attacks anyone involved in combat on the battlefield of its birth. Comprised of the restless spirits of soldiers on both sides of the war, the battle spirit remains dormant until fighting starts nearby and attacks both sides equally. [b]Carrion Vulture:[/b] ? [b]Dead Man's Helmet:[/b] Dead man’s helmets are invisible spirits that occasionally form in helmets worn by soldiers who died traumatically. The dead soldier’s spirit manifests in the helmet, although it fades over time (generally within 4 to 6 weeks after death). [b]Deserter:[/b] Shame and dishonor bind the spirits of deserters who died in the act of running away to the earth. They are forever doomed to flee in fear from both friends and enemies alike. [b]Der Einzelgaenger The Lone Wolf:[/b] The U-90 was one of eight U-boats assigned in 1942 from the 9th Unterseebootsflottille to the Rudeltaktik (better know by the British term “wolf pack”) designated “Wolf.” On July 24, 1942, during an attack on convoy ON-113, the U-90 was destroyed off the coast of Newfoundland. Four solo depth charges from an old four-stacker Canadian destroyer, the HMCS St Croix, ignominiously ended the U-90’s first and only patrol. Those crew members who escaped the initial explosion and the ensuing hull implosions drowned in icy water scant minutes later. All of U-90’s 44 hands were lost. The U-90 had been in active duty on the Atlantic front for only 24 days…and 24 days later the submarine once known as U-90 returned to the service of the Third Reich. Enraged by the prospect of early and inglorious death, Kapitaenleutnant Hans-Juergen Oldoerp and his crew wished for more time in their dying moments. More time in battle. More time to prove themselves. More time for success and the glory of the Fatherland—something, somewhere, heard them. [b]Explosive Zombie:[/b] Explosive zombies are corpses reanimated through dark and sinister magic. Their twisted creator has taken this a step further and filled them with explosives, turning them into mindless walking time bombs. [b]Finn Haunt:[/b] During the dark ages, a race of people, actually small giants called Greater Frisians, inhabited much of present day Holland. In the 5th century, one of the Frisian chieftains, Finn, established a coastal village named Finnsburgh, but was betrayed by the Angle warlord Hengist. Hengist and his retinue were enjoying Finn’s hospitality when they barred the door to the great hall and set fire to it, murdering the entire population of Finnsburgh. The spirits of Finn and his people have not found rest in the 15 centuries that have since passed since the act of treachery. [b]Flagellant:[/b] Flagellants are a type of reanimant raised by blood mages through dark magic. Far more powerful and intelligent than most zombies, flagellants are created with a single purpose in mind—to drive the German soldier to perform his duty, regardless of the obstacles before him and heedless of the personal cost. In many respects, they are akin to Russian Commissars in the duties they perform. Flagellants have all perished from grievous wounds to their stomachs, the type of wound that left the medic nothing to do but hold the entrails in until the soldier succumbed to loss of blood. Reanimated from their graves, the flagellants now make no attempt to hold back their entrails, allowing them to spew out and trail behind, almost proud that they had suffered such grievous wounds in service of the Reich. [b]Gangrene:[/b] One of the most disgusting and putrid forms of undead in existence; gangrenes are the evil animated remains of those who died from infection. Like a virus themselves, their only purpose is to spread and propagate by attacking the living and infecting them with their disease. Any humanoid killed by a gangrene rises as one itself in 1d4 days. The only way to prevent the transformation is to cast protection from evil followed by remove disease on the corpse before the end of that time. [b]Ghost of the Red Baron:[/b] As the war progressed, it became clear that the newly-trained German pilots did not have the same dogfighting capabilities as the Allied pilots. This inability allow the Allied bombers to penetrate farther and farther into Nazi territory. The blood mages had an idea that they believed would “enhance” the air combat abilities of the German pilots. They located the body of Manfred von Richthofen, the late Red Baron. The blood mages sought to create talismans from the Baron’s bones that would transfer some of his piloting skill to the bearer of the talisman. Almost every pilot who bore a talisman was shot down and killed. The project was a complete failure. Or was it? One pilot, Gregor Itlistien, still possessed his talisman. Itlistien was transferred back to German soil and was promptly shot down by a daring Allied raid. As his FW 190A-8 burned, the distinctive red and black plane of the Red Baron emerged and eradicated the all the Allied planes remaining. The Germans were ecstatic. They had a devastating new weapon. [b]H.M.S. Sapphire The Dreadnaught:[/b] In 1909, an arms race on the ocean led the world’s greatest sea powers to mindlessly produce the immense Dreadnoughts. England secretly sought to advance in the race by covertly producing several ships outside her ports. While the ports of Bristol and Newcastle-on-Tyne were setting the HMS Hercules, Orion, and the Princess Royal to sea, a secret port in South Africa was home to the HMS Sapphire. Her maiden voyage was to England itself so that she and her crew of 160 could join with the rest of the Royal fleet, but her voyage was cut short. On her way to a scheduled stopover in Gibraltar, the hull began to mysteriously creak and buckle. Within seconds, the steam engines that powered the ship shrieked and exploded sending her crew into the dark waters wounded, burned, and near death. As the steam cloud built up around the wailing sailors, the ship and her crew vanished into the Atlantic. Because of her secret nature, the Sapphire and her crew were left to rot in the sea by her nation. With the Atlantic now saturated with the dead of war, the Sapphire has returned to the waves to claim the lost souls of her countrymen. [b]Kamikaze Spirit:[/b] The ghostly kamikaze spirit has been created by the Kuromaku quite by accident. In the rituals of preparing a living soul of a kamikaze pilot for one final dark-magic enhanced battle against the United States’ fleets, sometimes the soul desires to remain. The Japanese kamikaze spirit rises from the burning sinking wreckage of the now-deceased kamikaze’s aircraft to seek another plane to crash into those who oppose the Empire of the Sun. [b]Kill-Roy:[/b] Kill-Roy began its existence when Private Roy Sharpes was killed at Pearl Harbor. His spirit longed for vengeance no matter what the cost, and he got it. [b]Kon-Nichiwa Samurai:[/b] The Kuromaku has committed its greatest perversion with the creation of the kon-nichiwa samurai. To prepare for the creation, the Onmyaji take dead bodies and place them in samurai armor. Calling on dark arcane powers and using the mystic Books of Shan, the Onmyaji bring forth spirits of fallen samurai. They then bind these spirits to the empty armored vessels. [b]Pak Mule:[/b] As the war drags on, Germany finds itself faced with a number of challenges as its armed forces are ground down by years of total warfare. The PaK mule is an effort by the Nazi blood mages to address two of these concerns: attrition in the technical combat arms, especially tank and artillery gunners, and the gross obsolescence of the PaK 35/36 antitank gun, a weapon still in widespread use throughout the army. The PaK 35/36 is an easy to operate and easily transportable gun (so light, in fact, most vehicles could pull it) that has seen wide use in the Spanish Civil War and throughout World War Two. It was originally designed for use against light armor, but even as early as 1940, tank technology was moving forward at such a pace that it was outstripping the capabilities of the gun. There was never enough of the newer antitank weapons, so the Pak 35/36 soldiered on in vast numbers; by 1942, it was derisively known as the “door knocker,” since all it could do was knock on the sides of the Russian tanks it faced. An attempt to improve effectiveness saw a hollow charge stick bomb (known as HEAT by the US Army) developed specifically for the gun. This new round could penetrate 6 inches of armor, but could only be used at a suicidally short range of 150 meters because it is propelled by what amounts to a blank charge—giving it a low velocity. Not wishing to see this promising technology wasted, but equally unwilling to risk valuable trained gun crews to operate such a suicidal weapon, Hitler ordered his blood mages to find a solution. Reanimates proved unsatisfactory in the role of gunners, so the PaK Mule was devised. Essentially, the blood mages married the heads and nervous systems of dead and crippled gun crews recovered from the battlefield, with body parts from other deceased soldiers. The result is an automaton with a gunners’ eye, intuition, and training in a powerfully built and nigh unstoppable package designed to manhandle the PaK 35/36 as a personal weapon into combat. [b]Panzerschrek:[/b] Panzerschrek’s (literally “tank fear”) are spirits of deceased tank crews conjured by blood mages to serve as expendable antitank killers. The spirits have no ability to speak and no personality to speak off; they are simply tools to be manipulated by blood mages for the sole purpose of stopping enemy tanks. A temporary expedient that was never envisioned for greater utility, the blood mages put little effort into their creation; they are therefore inherently unstable. To provide a modicum of stability and material cohesion, the blood mages have etched runes into the antitank weapons the panzerschreks have been conjured to wield, effectively binding them to the weapon. Should they become separated from their weapon, the spirit’s material form harmlessly disperses, to reform several days later. [b]Russian Risers:[/b] In Russian graveyards and battlefields sleep its undead protectors. Drawing upon supernatural energy and fierce patriotism, these restless spirits of fallen soldiers wait to again defend the Motherland. Areas where a desperate defense has been erected against an invading force draw the spirits. The spirits seek out these places and then inhabit the dead husks of former heroes and protectors that have been buried. The spirits usually inhabit the bodies of soldiers who have died on the current front but some have whispered that they have seen rotted corpses in tattered, rotting uniforms used by Russia soldiers who fought against Napoleon Bonaparte. [b]Upturned:[/b] The activity on the Western Front has awakened more than just hatred and monsters. The restless souls of the battlefield dead from prior wars have also taken to the earth so they may quiet it again and regain their eternal slumber. In areas where shelling and entrenching has been prevalent, soldiers from all sides have upturned bodies from the unmarked graves of the First World War. In most instances these areas have been long abandoned out of respect or fear. However, in cases where the battle now rages on, the dead have awakened. Clawing their way though the thin earth, the mangled, burned, and decayed bodies of the upturned seek to kill the living that disturb their resting ground with the plagues that defeated them. The upturned are always historically recent dead, as they need their bodies to carry out vengeance on the living for disturbing their sleep. Strung together with rotten sinews and still wearing the uniforms, weapons, and gas masks of their German, French, English, and Russian countrymen, they shamble in small hordes toward their victims, breathing out mustard gas through the holes in their own protective gear and prodding the living with rusted and dulled bayonets atop outdated carbines. [b]War Geist:[/b] War geists are manifestations of spiritual energy that take the form of battlefield noises and visions. In certain cases those who die on the battlefield, paralyzed by extreme shell shock, have never let go of their fear. These formless spirits now wander the earth in search of fear to quench their thirst. [b]Reanimant:[/b] ?[/spoiler] [/spoiler] Fading Suns d20[spoiler] [URL=http://www.drivethrurpg.com/product/600/Fading-Suns-d20-roleplaying-game-rulebook?affiliate_id=17596]Fading Suns d20[/URL][spoiler] [b]Husks:[/b] Husks are clinically dead but animated creatures who quickly become host to all manner of carrion. A “zombie plague” first erupts among those on the verge of death — soldiers dying of sword wounds, terminally ill patients in Church hospices, or peasants dying of malnutrition. These near-dead suddenly discover a new hunger for life. Possessed by an unnatural strength and bloodlust, they can carve their way through a rural population in no time. Each person they kill also becomes a husk.[/spoiler] [URL=http://www.drivethrurpg.com/product/807/Fading-Suns-Lord-Erbians-Stellar-Bestiary?affiliate_id=17596]Fading Suns d20 Lord Erbian's Stellar Bestiary[/URL][spoiler] [b]Malignatian Husk:[/b] Reanimated cadavers have been recorded on all worlds throughout history; the most virulent plague of shambling husks is presently occurring on the Decados planet Malignatius, where Church legions have been attempting to besiege the stronghold of a known necromancer. This sorceror has been calling up local corpses to serve in the ranks of his defending forces, deploying them on the vast blizzard-swept arctic plains that surround his fortress. The husks created in this freezing environment can be especially tough, one Kalinthi officer reports, because even heavily deteriorated tissue is highly resistant to damage when it is frozen hard as ice.[/spoiler] [/spoiler] Fantasy Craft[spoiler] [URL=http://www.drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing?affiliate_id=17596]Fantasy Craft Second Printing[/URL][spoiler] [b]Ghoul:[/b] Ghouls are said to be folk cursed for great transgressions against life — massacre of the innocent, cannibalism, murdering the holy and benign, and worse. Their acts have damned them with endless, unnatural hunger for decaying flesh. [b]Mummy:[/b] Sometimes the dead can’t let go of life. Case in point: mummies, which are the remains of powerful mortals — emperors, high priests, nobles and others of station — risen to reclaim what they possessed before the grave. Mummies retain their former bodies, rotted or desiccated by time or the unholy ceremonies that allowed for their return. [b]Wight:[/b] Wights are age-old victims of pagan sacrifices, animated by the bitter spirits still trapped in their flesh. Their flesh is stretched taut by peat and time, and they return imbued with the chill of death itself. Their mere touch fills a man with bone-chilling dead, enough to bring a stout warrior to his knees or kill a lesser man outright. Victims of this grisly assault become the wight’s eternal companions, driven by the same dark impulses. A character killed by a wight rises again 1d6 rounds later as a wight. [b]Ancient Ghoul:[/b] An ancient ghoul is a corpulent, withered king, bloated by great feasts on the dead and many years of relative comfort. [b]Ghostly:[/b] Some who die linger, unable or willing to embrace their afterlife. They remain fettered to the physical realm as terrifying apparitions, manifesting to destroy the spirits from unsuspecting adventurers… [b]Ghostly Hell Hound:[/b] ? [b]Ghostly Goblin Strumpet:[/b] A lonesome victim of a horrible hate crime, this angry ghost jerks through the air like a deranged mutant rag doll. [b]Lich:[/b] Liches are the immortal remains of sorcerers or magical creatures that have traded their souls for eternal “life,” and like most unholy bargainers they’ve paid a terrible price. [b]Lich Necromancer:[/b] ? [b]Lich Royal Dragon:[/b] As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever. [b]Risen:[/b] As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever. [b]Risen Peasant:[/b] The walking dead are a common sight in lands infested with necromancers and dread lords, usually as the unfortunate victims of a biological or magical plague. [b]Risen Watcher in the Dark:[/b] Evil overlords must sometimes hunt Watchers when conquering dungeons. The savvy ones reanimate them, gaining access to their mighty abilities without the pesky independence. [b]Skeletal:[/b] Magically animated skeletons are comprised solely of bone with no connecting tissue. [i]Animate Dead I[/i] spell. [b]Skeletal Man-at-Arms:[/b] ? [b]Skeletal Triceratops:[/b] Magically animated skeletons are comprised solely of bone with no connecting tissue. [b]Vampiric:[/b] A character killed by a vampiric creature rises again 1d6 rounds later as a vampiric creature. A character killed by a vampiric elf nobleman rises again 1d6 rounds later as a vampiric creature. A character killed by a vampiric chaos beast rises again 1d6 rounds later as a vampiric creature. [b]Vampiric Elf Nobleman:[/b] Centuries ago, this nobleman blasphemed against the gods. They damned him to a life of animalistic bloodlust, which he sates on the front lines of wars he arranges. [b]Vampiric Chaos Beast:[/b] ? [b]Skeleton I:[/b] [i]Animate Dead I[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie I:[/b] [i]Animate Dead I[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton II:[/b] [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie II:[/b] [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton III:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie III:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton IV:[/b] [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie IV:[/b] [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton V:[/b] [i]Animate Dead V[/i] spell. [b]Zombie V:[/b] [i]Animate Dead V[/i] spell. A character killed by a zombie V rises again 1d6 rounds later as a zombie V. [b]Undead:[/b] A supernatural force clothed in the physical or spiritual remains of a once-living creature. ANIMATE DEAD I Level: 1 Necromancy Casting Time: 1 round Distance: Close Duration: 1 minute per Casting Level (dismissible, enduring) Effect: You animate the remains of 1 dead character as a standard NPC with a Threat Level equal to your Casting Level. • Skeleton: A skeleton may be created from mostly intact bones, whether flesh remains or not. • Zombie: A zombie may only be created from a mostly intact corpse (including muscle). With GM approval, you may modify your choice, apply the Skeletal or Risen template template to an NPC from the Rogues Gallery (see page 244), or build a new NPC, so long as it has the Undead Type and a maximum XP value of 40. An animated skeleton or zombie cannot animate or summon other characters and becomes inert when killed or when this spell ends (whichever comes first). Certain spells and other effects can render animated dead inert earlier. The skeleton or zombie may not act during the round it appears. Thereafter it follows your commands to the best of its ability. In the absence of instructions the skeleton or zombie falls under the GM’s control, though it continues to serve you as best it perceives it can (e.g. attacking whatever seems to be your enemy, bringing you things it thinks will help you, etc.). Skeleton I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp I; Skills: Acrobatics II, Notice III; Qualities: Damage defiance (edged), damage immunity (bows), ferocity Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) or Bite I (dmg 1d8 lethal; threat 18–20), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 40) Zombie I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Res IV; Health II; Comp I; Skills: Athletics IV, Blend III, Notice IV, Survival III; Qualities: Devour, lumbering, monstrous defense I, shambling Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20; qualities: grab) or Bite I (dmg 1d8 lethal; threat 18–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 40) ANIMATE DEAD II Level: 3 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 60 XP) or 2 skeletons or zombies (max. 40 XP each). Skeleton II (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health IV; Comp I; Skills: Acrobatics II, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend Attacks/Weapons: Claw II (dmg 1d6+1 lethal; threat 19–20; qualities: finesse) or Bite II (dmg 1d8+1 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 60) Zombie II (Medium Undead Walker — 56 XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res VI; Health IV; Comp I; Skills: Athletics V, Blend IV, Notice IV, Survival IV; Qualities: Devour, monstrous defense I, shambling Attacks/Weapons: Claw II (dmg 1d6+1 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite II (dmg 1d8+1 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 60) ANIMATE DEAD III Level: 5 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 80 XP), 2 skeletons or zombies (max. 60 XP each), or 4 skeletons or zombies (max. 40 XP each). Skeleton III (Medium Undead Walker — 76 XP): Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def V; Res VII; Health VI; Comp II; Skills: Acrobatics IV, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend, tough I Attacks/Weapons: Claw III (dmg 2d6+2 lethal; threat 19–20; qualities: finesse) or Bite III (dmg 2d8+2 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 80) Zombie III (Medium Undead Walker — 76 XP): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def V; Res VII; Health VI; Comp II; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Devour, monstrous defense I, shambling, tough I Attacks/Weapons: Claw III (dmg 2d6+2 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite III (dmg 2d8+2 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 80) ANIMATE DEAD IV Level: 7 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 100 XP), 2 skeletons or zombies (max. 80 XP each), 4 skeletons or zombies (max. 60 XP each), or 8 skeletons or zombies (max. 40 XP each). Skeleton IV (Medium Undead Walker — 96 XP): Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res VIII; Health VII; Comp III; Skills: Acrobatics IV, Notice IV; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I Attacks/Weapons: Claw III (dmg 2d6+3 lethal; threat 19–20; qualities: finesse) and Bite III (dmg 2d8+3 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 100) Zombie IV (Medium Undead Walker — 96 XP): Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res VIII; Health VII; Comp III; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Class ability (Sage: assistance I), devour, monstrous defense I, shambling, tough I Attacks/Weapons: Claw III (dmg 2d6+3 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite III (dmg 2d8+3 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 100) ANIMATE DEAD V Level: 9 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 120 XP), 2 skeletons or zombies (max. 100 XP each), 4 skeletons or zombies (max. 80 XP each), 8 skeletons or zombies (max. 60 XP each), or 16 skeletons or zombies (max. 40 XP each). Skeleton V (Medium Undead Walker — 116 XP): Str 10, Dex 18, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res VIII; Health VIII; Comp IV; Skills: Acrobatics V, Notice V; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I, treacherous Attacks/Weapons: Claw IV (dmg 2d6+4 lethal; threat 19–20; qualities: finesse) and Bite IV (dmg 2d8+4 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 120) Zombie V (Medium Undead Walker — 116 XP): Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res VIII; Health VIII; Comp IV; Skills: Athletics VI, Blend V, Notice V, Survival V; Qualities: Class ability (Sage: assistance I), devour, killing conversion, monstrous defense I, shambling, tough I Attacks/Weapons: Claw IV (dmg 2d6+4 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite IV (dmg 2d8+4 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 120) [/spoiler] [URL=http://www.drivethrurpg.com/product/123617/Laboratory-of-the-Forsaken?affiliate_id=17596]Laboratory of the Forsaken[/URL][spoiler] [b]Lunalia's Ghost:[/b] Lunalia’s horror at these affairs led Magnus to once again confine her, vowing to brew a potion that would “make her love him again.” Unable to escape and unwilling to face whatever Magnus had in store for her, she drew a bath, slid into the warm water, and slit her wrists. She expected this would finally put an end to her suffering, but once again Magnus had other ideas. Upon discovering her still-warm corpse, the doctor extracted her brain and reanimated her as a flesh golem. This final outrage was enough to anchor her soul to the manor as a ghost, with a lone driving need to destroy the abomination made from her remains.[/spoiler] [/spoiler] Heroes Against Darkness[spoiler] [URL=http://www.drivethrurpg.com/product/107559/Heroes-Against-Darkness?affiliate_id=17596]Heroes Against Darkness[/URL] [b]Ghoul:[/b] ? [b]Death Claw Ghoul:[/b] ? [b]Shrieking Ghoul:[/b] ? [b]Lich:[/b] Lich-dom is the final goal of necromancers who seek to defy the gods of death to live forever. As they prepare for their rebirth, necromancers create a safe location for their soul, called a phylactery. If their lich-body is destroyed, then the soul returns to the container and a new body forms in one to two weeks. [b]Skeleton:[/b] Skeletons are the undying vestiges of ancient warriors. These undead creatures have been imbued with necrotic magic to animate their bones and then they have been given simple directions from their master, such as to guard a location or to attack intruders. [i]Animate Skeleton[/i] spell. [b]Dry Bone Skeleton:[/b] ? [b]Skeleton Archer:[/b] ? [b]Skeleton Warrior:[/b] Skeleton warriors are long-dead warriors who've been bought back from the afterlife to fight again. [b]Skeleton Lord:[/b] ? [b]Zombie:[/b] Zombies are human corpses that have been given a second shot at life by a necromancer or whose endless sleep has been interrupted by remnants of ancient magic. [i]Animate Zombie[/i] spell. [b]Dirt-Born Zombie:[/b] These newly-risen zombies are relatively weak, but in numbers they can overwhelm foolhardy adventurers. [b]Zombie Shambler:[/b] Shamblers are zombies whose reanimated bodies have strengthened and hardened as they've matured. [b]Zombie Flesh-Thrower:[/b] ? [b]Zombie Corruptor:[/b] ? [b]Ghost:[/b] [i]Animate Ghost[/i] spell. Animate Zombie (2 Anima) Spell Effect You animate a zombie, creating an undead creature. You control the zombie's actions (major, move, minor). Zombie's level equal to your ½ Level bonus. Zombie can use Simple Weapons and Armor. You can release your animated undead as move action. Target Single dead body Duration 1 rnd + 1 rnd per level Range Touch Animate Skeleton (4 Anima) Spell Effect You animate a skeleton, creating an undead creature. You control the skeleton's actions (major, move, minor). Skeleton's level equal to your ½ Level bonus. Skeleton can use simple weapons and armor. You can release your animated undead as move action. Target Single set of bones Duration 1 rnd + 1 rnd per level Range Touch Animate Ghost (6 Anima) Spell Effect You animate a ghost, creating an undead creature. You control the ghost's actions (major, move, minor). Ghost's level equal to your ½ Level bonus. The ghost is insubstantial (damage taken from attacks against target's AD and ED is halved, can move through solid objects at half speed). You can release your animated undead as move action. [/spoiler] Iron Heroes[spoiler] [URL=http://www.drivethrurpg.com/product/25985/Iron-Heroes-Revised?affiliate_id=17596]Iron Heroes[/URL][spoiler] [b]Skeleton:[/b] Necromancy Method Animate Dead. [b]Zombie:[/b] Necromancy Method Animate Dead. NECROMANCY METHOD: ANIMATE DEAD Mastery: 1–10 Descriptor: Negative energy Mana: 4 mana/undead HD Casting Time: One minute Range: Medium (100 feet + 10 feet/necromancy mastery level) Target: One or more dead creatures Duration: Permanent Saving Throw: None Spell Resistance: No You reach into a corpse and find the failed flame of life within it. Using your necromantic magic, you reignite that fire with negative energy, allowing the dead to walk once more—as your servant. Using this method, you can animate a creature with Hit Dice equal to up to twice your mastery rating. At any given time you can control a number of undead with total Hit Dice equal to five times your necromancy mastery rating. If you attempt to control more than that, the undead you control with the most Hit Dice becomes independent. It might flee or attack you and your allies, based on the DM’s judgment. The undead obey your mental commands to the best of their ability. If you lose line of effect to an undead servant, it obeys your last commands as well as it can. Commanding an undead servant is a free action. When you animate a corpse, it becomes either a skeleton or a zombie. Use the monster templates given below in the “Creating a Skeleton” and “Creating a Zombie” sections for your newly animated undead. Either apply the template to the existing stats of a creature you wish to animate or use the generic creature statistics in the table above for each size creature from Small to Huge—you don’t need many stats, such as base attack or Intelligence, because the templates determine them. You can select almost any creature type to become undead, as animating a creature makes it lose most of its type-specific abilities. Moderate Disaster: The mote of energy you create to sustain the creature runs rampant and drains your life force. You suffer damage equal to the mana spent to cast animate dead. Major Disaster: The undead creature animates as normal, but a minor error introduced into the process causes it to attack you immediately and in preference to all other creatures. It tracks you unerringly.[/spoiler] [URL=http://www.drivethrurpg.com/product/3018/The-Iron-Heroes-Bestiary?affiliate_id=17596]Iron Heroes Bestiary[/URL][spoiler] [b]Dire Gloom:[/b] The dire gloom arises in areas where the stuff of the Negative Energy Plane spills over into the mortal realm. Intelligent creatures slain by the influx of energy become dire glooms, chunks of negative energy given intelligence as the dying creature’s soul becomes enmeshed within the stuff of the negative plane. [b]Hunting Spirit:[/b] A hunting spirit is a relentless hunter, the undead essence of a creature that died while pursuing a victim. Even as the creature’s body dies, its spirit continues onward in search of its prey. The hatred, anger, or hunger that drove it forward pushes its spirit on after death. [b]Necrophage:[/b] Necrophages spawn in areas with a high concentration of necromantic energy. They arise spontaneously, the raw energy of death given physical form, in areas such as morgues, the site of an executioner’s block or a gallows pole, and so forth. [b]Plague Giant:[/b] A plague giant is the decaying husk of a monstrously large humanoid creature animated as an undead being. [/spoiler] [URL=http://www.drivethrurpg.com/product/28414/Iron-Heroes-Players-Companion?affiliate_id=17596]Iron Heroes Player's Companion[/URL][spoiler] [b]Skeleton:[/b] Rite of the Grave spell. [b]Zombie:[/b] 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.[/spoiler] [/spoiler] Judge Dredd d20[spoiler] The Rookie's Guide to Psi-Talent[spoiler] [b]Zombie:[/b] These creatures can be created by psykers using the undeath power, or may arise naturally in areas of great psychic disturbance. Undeath Level: 1 Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse/level Duration: 1 hour/level Saving Throw: None Power Resistance: No Power Points: 1 This power allows a character to imbue a corpse with a shadow of its former soul, allowing it to once more walk the Earth as a zombie, a shambling creature utterly under the control of the manifester’s will. Up to one corpse per level of the manifester may be turned into a zombie with each use of this power, though the manifester may never have a total of more zombies under his control than his level, regardless of how many times undeath is used. The zombies will follow the manifester or follow simple orders, as is desired. The corpse must be mostly intact for a zombie to be created and must be of medium size or smaller.[/spoiler] The Rookie's Guide to the Undercity[spoiler] [b]Arlington Zombie:[/b] The world almost ended in 2114, when the time-travelling Necromagus Sabbat arrived in the Radlands of Ji, the psi-saturated radioactive wasteland near to Hondo City. A powerful sorcerer of unprecedented proportions, Sabbat made use of a psi-enhancing lodestone and raised untold millions of corpses from their graves to serve as his personal army of zombies. for some unknown reason the undead that clawed their way out of their graves in the enormous Arlington National Cemetery in the Washington Undercity remained animated after Sabbat’s defeat. [b]Thinking Dead:[/b] Rare variations of the Arlington zombie, the beings known as ‘thinking dead’ are sentient undead creatures created during the Zombie War. Most of Sabbat’s zombie hordes were mindless automata, but it has since been found that some of the animated cadavers - about one in every ten thousand - had somehow retained fragments of their original personalities. Usually, the individual had been particularly forceful or single-minded while alive, or had died without fulfilling some important obligation. Others had been ghosts or discarnate spirits who took the opportunity to re-inhabit their former bodies.[/spoiler] [/spoiler] Modern20[spoiler] [URL=http://www.drivethrurpg.com/product/56484/Soldiers-and-Spellfighterssup20-sup?affiliate_id=17596]Soldiers and Spellfighters20[/URL][spoiler] [b]Skeleton Soldier Speedfreak 4:[/b] These stats represent a skeleton warrior that might be created and controlled with necromancy. Necromancy Spellbinding Ye Fashan's Necromantic Spellbinding. [b]Zombie Soldier Tank 1:[/b] These stats represent a sample zombie that could be created an controlled with Necromancy. Necromancy Spellbinding. Ye Fashan's Necromantic Spellbinding. Restore to Life incantation failure. [b]Revenant:[/b] Restore to Life incantation. Restore to Life Conjuration (Healing) Magic Ranks Required: 14; Components: V, S, F; Casting Time: 120 minutes (minimum); Range: Touch.; Target: Dead creature touched; Duration: Instantaneous; Saving Throw: None The restore to life incantation was purchased by members the German Imperial Army’s Sorcery Corps (Zaubereikorps) at the Bavarian Forest portal in 1918. It was hoped that the incantation could be used to resurrect particularly competent and experienced officers and thus negate somewhat the devastating effects of trench warfare on the quality of the army – especially in the infantry branch. This incantation was purported to restore life to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be returned to life, but the portion receiving the incantation must have been part of the creature’s body at the time of death. Unfortunately, the best wizards in the Kaiser’s Sorcery Corps (Zaubereikorps) could never successfully perform this incantation. This led to much speculation that the incantation was a either a deliberate fraud or that this particular magic could not work properly in our world. Unlike zombies or skeletons, the creature is restored to full hit points and retains its personality, allegiances and all skills and abilities it had before death - but it is undeniably undead (it has the Undead Physiology feat). The deployment of revenant soldiers to the front had a disastrous effect on the morale of living troops but it helped prolong the battles of Verdun and Somme and thus forestalled the invasion of Germany. Note: In game terms – revenants are the same characters they were before death – except they have gained the Undead Physiology feat. (See Appendix III for full details on this feat.) In a nutshell, their Constitution is reduced to 0 but they suffer no penalty to hit points from this. They do not heal naturally except through the use of spells or special abilities. They gain 2 Damage Reduction per level but this damage reduction has a weakness to a certain substance – in this case - silver. Secondary Casters: Two required (not including primary caster). Failure: The target is returned to life as a zombie and immediately attacks the casters. The target loses all skills and abilities and uses the zombie stats from the Creature section. [/spoiler] [/spoiler] Mutants and Masterminds[spoiler] Mutants and Masterminds 3e[spoiler] [URL=http://www.drivethrurpg.com/product/87104/Mutants--Masterminds-Heros-Handbook?affiliate_id=17596]Mutants & Masterminds Third Edition Hero's Handbook[/URL][spoiler] [b]Construct Undead Revenant:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/203004/Mutants--Masterminds-Atlas-of-EarthPrime?affiliate_id=17596]Atlas of Earth Prime[/URL][spoiler] [b]Zombie:[/b] 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. [b]La Cathédrale de la Douleur, The Cathedral of Pain:[/b] 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. [b]La Llorona:[/b] 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. [b]Count Karol Duval, Vampire:[/b] ? [b]Vampire Thrall:[/b] ? [b]Tepalcatli:[/b] 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. [b]Undead:[/b] 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. [b]Captain Blood:[/b] 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. [b]Zombie Master:[/b] 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. [b]Ghost Pirate:[/b] 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. [b]Ernesto Che Guevara, Ghost:[/b] 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. [b]Ghost:[/b] 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. [b]New Knight of Malta:[/b] 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. [b]Esmeralda:[/b] An intelligent robot created by Lemurian science and powered by alchemical magic, [b]Crimson Mask, Vampire:[/b] 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. [b]Dracula, Vampire Lord:[/b] 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. [b]Nosferatu:[/b] ? [b]Hansel, Hannes Hendrik, Vampire:[/b] 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. [b]Gretel, Gerda Hendrik, Vampire:[/b] 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. [b]Erszebet Báthory:[/b] Dracula was later impressed by the sadism and cruelty of young Erszebet Báthory, eventually transforming her into a vampiric queen. [b]Lenore, Raven's Flame, Vampire:[/b] ? [b]Aswang:[/b] ? [b]Tlaciques:[/b] ? [b]Upir:[/b] 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. [b]Ghul:[/b] 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. [b]Lilim:[/b] Lilims are supposedly descendants of Lilith, the queen of demons. [b]Nosferatu:[/b] 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. [b]Vampire:[/b] A mortal infused with vampiric blood or a dark curse can also become a dhampir—or even a full-fledged vampire! [b]Hellscreamer:[/b] 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. [b]Light Ghost:[/b] 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. [b]Tsavo:[/b] 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. [b]Pizrak Smekh:[/b] ? [b]Maemd Hiw:[/b] 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. [b]Aquatic Skeleton:[/b] ? [b]Aquatic Zombie:[/b] ?[/spoiler] DC Adventures Hero's Handbook[spoiler] [b]Construct Undead Revenant:[/b] ? [b]Zombie:[/b] ? [b]Solomon Grundy:[/b] Many years ago, vain and wealthy merchant Cyrus Gold was murdered, his body dumped into Slaughter Swamp near Go-tham City. Mystical forces in the swamp attempted to trans-form Gold into a new incarnation of Earth’s plant elemental, but because Gold did not die by fire as required, the process was only partially successful. Decades later, a massive, shambling figure rose from the swamp, killing a pair of escaped convicts and stealing their clothes. He adopted the name Solomon Grundy from the children’s rhyme (“Solomon Grundy, born on a Monday...”) and embarked on a series of crimes in Gotham. [/spoiler] DC Adventures Heros and Villains II[spoiler] [b]Looker:[/b] Emily “Lia” Briggs was a timid librarian who was, unbeknownst to her, the last royal descendant of Abyssia, an underground kingdom that her ancestor founded after he gained mental powers from a crashed meteor in 2000 b.c.e. The Abyssians kidnapped and exposed Lia to the meteor fragment, which gave her incredible beauty and mental powers. Katana, a bookseller who happened to know Lia, got the Outsiders to rescue her. Lia, as Looker, joins the team. Looker’s powers and association with the Outsiders unfortunately puts a strain on her marriage and she separates from, and eventually divorces, her husband. Looker pursues a modeling career when the Outsiders move to Los Angeles and has a brief affair with Geo-Force. The opposition leader in Abyssia, Tamira, returns to power and engages Looker in a Rite of Challenge during which Looker loses most of her powers. Lia retires and leaves the Outsiders but later returns to Markovia. She regains her powers during a battle with the vampire Roderick but is also transformed into a vampire. [b]Zombie:[/b] Zombies are typically animated human corpses given a semblance of life through magic or scientific means (exposure to a disease or toxic waste, for example). [b]Zombie Flesh Eater:[/b] ? [b]Zombie Contagious:[/b] Their condition is contagious, either to anyone killed by them, or even anyone scratched or bitten (suffering at least an injured result from damage). [b]Skeleton:[/b] Skeletons are essentially fleshless zombies, faster and more agile because of it, and even more resistant to various forms of harm. The kind of skeletons that show up to fight heroes are often those of ancient warriors, and so may be equipped with appropriate armor and weapons, improving their damage and Toughness by +2 each and increasing their power level by 1 (although minion rank remains the same).[/spoiler] DC Adventures Universe[spoiler] [b]Undead:[/b] Lady Styx can raise all intelligent living beings slain by her followers as undead worshippers. [b]Darkstar Envoy:[/b] Once the hope for peace and justice in the universe, the Darkstars are now undead agents of Lady Styx, raised to pseudo-life in her service. [b]Earth 43 Batman:[/b] This is a world with a higher quotient of supernatural involvement than normal, where Batman was ultimately turned into a vampire and must control his own darker urges in order to continue his war on darkness.[/spoiler] [URL=https://www.drivethrurpg.com/product/224011/Freedom-City-Third-Edition?affiliate_id=17596]Freedom City (Third Edition)[/URL][spoiler] [b]Lantern Jack:[/b] 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. [b]Jack-a-Knives:[/b] 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. [b]Dracula, Vampire Lord:[/b] ? [b]Zombie:[/b] 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. [b]Ghost:[/b] 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. [b]Malador:[/b] 78 ? [b]Vampire:[/b] ? [b]Burning Ghost:[/b] ? [b]Ghost of Mary James:[/b] ? [b]Skeleton:[/b] 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. [b]Ghost of Wilhelmina Phillips:[/b] 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! [b]Undead:[/b] ? [b]Conqueror Worm, Michael Reeves:[/b] 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. [b]Knightfire:[/b] 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”. [b]Ghost of Stefan Bathory:[/b] 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. [b]The Silver Scream, Lauren Hammond:[/b] 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. [/spoiler] [URL=https://www.drivethrurpg.com/product/187984/Hero-High-Revised-Edition?affiliate_id=17596]Hero High (Revised Edition)[/URL][spoiler] [b]Jack-a-Knives:[/b] ? [b]Ghost Pirate:[/b] ? [b]Undead Pimp:[/b] ? [b]Ghost of Murdered Camper:[/b] ? [b]Ghost of the Bard:[/b] ? [b]Ghost:[/b] ? [b]Burning Ghost:[/b] 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. [b]Governor Strype's Ghost:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/204720/Mutants-and-MastermindsThe-Super-Villain-Handbook-Deluxe-Edition-Conversion-Pack?affiliate_id=17596]Mutants & Masterminds The Super Villain Handbook Deluxe Edition Conversion Pack[/URL][spoiler] [b]Dracula:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/244453/Rogues-Gallery?affiliate_id=17596]Rogues Gallery[/URL][spoiler] [b]Lantern Jack:[/b] ? [b]Mummy:[/b] ? [b]Kathryn the Red, Kathryn van Houten, Dullahan:[/b] 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. [b]Indomitable:[/b] 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 [b]Kid Grimm, Bo Carlson:[/b] 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. [b]Brimstone, Ghostly Steed:[/b] ? [b]Mother Moonlight, Anna-Marie Delgado:[/b] 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. [b]Vampire:[/b] ? [b]Spirit of Achilles, Ghost:[/b] ? [b]Zombie:[/b] The Orphean’s newfound knowledge of black magic also allows his songs to raise scores of mindless undead minions. [b]Pandemic, Dr. Josh Harrington, Plague-Ridden Zombie:[/b] 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. [b]Lodi Hare-Foot, Ghost:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/180634/Super-Powered-Bestiary?affiliate_id=17596]Super Powered Bestiary[/URL][spoiler] [b]Devourer:[/b] 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. [b]Allip:[/b] Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity. [b]Bodak:[/b] 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. [b]Ghost Banshee:[/b] A banshee is the ghost of an evil fey creature. [b]Ghoul:[/b] 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. [b]Ghost:[/b] 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. [b]Ghast:[/b] ? [b]Lacedon:[/b] ? [b]Lich:[/b] 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. [b]The Broken King:[/b] ? [b]Mohrg:[/b] Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes. [b]Mummy:[/b] 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. [b]Shadow:[/b] Any living creature slain by a shadow rises as a shadow soon afterwards. [b]Skeleton:[/b] 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. [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Fast Vampire:[/b] ? [b]Flying Vampire:[/b] ? [b]Wight:[/b] 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. [b]Wraith:[/b] 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. [b]Zombie:[/b] 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. [b]Plague Zombie:[/b] 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[/spoiler] Super Powered Bestiary Aboleth to Cyclops[spoiler] [b]Allip:[/b] Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity. [b]Bodak:[/b] 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 who locks eyes with a bodak will die instantly and himself return as a bodak within one day. Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves. Normally this does not require game mechanics, as it is not a fate that should befall any Player Character; only NPCs should suffer from such a horrifying end. However, should a GM want to simulate this ability, they may use the following 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[/spoiler] Super Powered Bestiary Eagle to Invisible Stalker[spoiler] [b]Ghost:[/b] Ghosts are the undead spirits that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done. [b]Ghost Banshee:[/b] A banshee is the ghost of an evil fey creature. [b]Ghoul:[/b] The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward. 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 by Fortitude; Affects Objects Only, Progressive) – 13 points [b]Ghast:[/b] ? [b]Lacedon:[/b] ?[/spoiler] Super Powered Bestiary Kraken to Rust Monster[spoiler] [b]Lich:[/b] 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. To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery. [b]The Broken King:[/b] ? [b]Mohrg:[/b] Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes. [b]Zombie:[/b] Those slain by a Mohrg arise soon afterwards as a zombie. Mohrg's zombie plague power. Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Continuous, Limited to those slain by the mohrg, Uncontrolled) – 8 points [b]Mummy:[/b] 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.[/spoiler] Super Powered Bestiary Sahuagin to Zombie[spoiler] [b]Shadow:[/b] Any living creature slain by a shadow rises as a shadow soon afterwards. [b]Skeleton:[/b] 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. [b]Vampire:[/b] ? [b]Fast Vampire:[/b] ? [b]Flying Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wight:[/b] 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. [b]Wraith:[/b] 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. [b]Zombie:[/b] 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. [b]Plague Zombie:[/b] 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. Necromantic Infection: Affliction 5 (Fatigued / Exhausted / Transformed [into plague zombie]; Resisted by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive) – 6 points[/spoiler] [URL=http://www.drivethrurpg.com/product/239914/Super-Powered-Legends-Sourcebook?affiliate_id=17596]Super Powered Legends Sourcebook[/URL][spoiler] [b]Dracula:[/b] 1460: After being wounded in battle with the Turks, Vlad is transformed into a vampire by Count Orlok. The center of the dark storm is Castle Dracula. Once the home of Vlad Tepes – who was transformed into the vampire Dracula by Orlok – this castle is the seat of power of the King of Vampires. In the year 1460, Vlad Tepes was fatally wounded in battle with the Turkish army. He fled from the battle, hiding in the Carpathian Mountains from Turkish patrols. Here, the Transylvanian nobleman encountered Orlok. At first, the monstrous vampire saw only a quick meal. But looking at Vlad, Orlok saw a younger version of himself. Orlok used his blood to transform Vlad into a vampire; renaming him “Dracula.” [b]Nachtoter, Jonathan Howlett, Vampire:[/b] 1913 Following clues from the Bram Stoker novel, British nobleman Jonathan Howlett travels to Romania in search of Castle Dracula. He discovers the vampire Count Orlok and Jonathan is transformed into a vampire. 1933, July: Lord Jonathan Howlett offers his services as a vampire to the Germans. He is magically altered by the Thule Society, given the code name “Nachtoter,” and tasked as a saboteur and assassin. Orlok railed against the walls of Castle Dracula, once again thwarted by mere mortals. He sulked in the dungeons of the castle for several decades, until another British nobleman – Jonathan Howlett – came in search of clues left behind by Bram Stoker’s novel for Dracula’s hidden treasure. What Howlett found was Orlok! The vampire set upon Howlett and transformed him into a vampire. [b]Russian Ghost:[/b] 1969, April: Vladimir Ivanishin leads a team of trained chimpanzees to land on the moon. During the landing, the spacecraft’s radio and rockets are destroyed and the Soviet government believes Vladimir to be dead. In truth, Vladimir discovers the lunar city-state of the Ancient Thirteen. He uses Lunarian Blue to transform his chimpanzees into intelligent super-apes with powers. Before he can augment himself, succumbs to starvation and exposure. However, he returns as an undead wraith that will later come to be known as the Russian Ghost. [b]Vampire, Alexander Dodge:[/b] 1974, October: Alexander Dodge is transformed into a vampire. [b]Vampire, Sarra Matsoukas:[/b] 2001, October: After being transformed into a vampire, geneticist Sarra Matsoukas consumes an experimental formula, transforming into Daywalker. [b]Vampire, Glamour:[/b] 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.” [b]Vampire, Tempest:[/b] 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.” In 2012, the vampire master, Count Orlock attempted to bring all of the scattered vampire clans under his rule. Through them, he sought to gain control of the Vindicators and their allies in Great Britain: the Royal Lions. Count Orlock himself transformed Tempest into his vampire bride. [b]Vampire:[/b] It is said that when a werewolf is slain, it transforms into a vampire. Whether this is true or not has never been officially tested by any modern occultists. Both vampires and werewolves propagate their kind by biting; infecting mortals with their supernatural virus that transforms the mortal into a monster. Any bite from a werewolf can infect a human with lycanthropy. However, vampires must undergo a longer process. A simple bite or random feeding will not create a new vampire. To create a new vampire, a vampire must drink the blood of a human while exposed to the light of the moon over the course of three nights in a row. [b]Ghost:[/b] ? [b]Count Orlok:[/b] ? [b]Vampire Average:[/b] This build for an “average” vampire is a newly-created undead spawn. [b]Vampire Strigoi:[/b] ? [b]Vampire, Milady Pierce:[/b] When Dracula scoured the streets of London, he created a number of undead servants to do his bidding. Many of them were destroyed, but several remained hidden to grow in power and influence. One such vampire was Milady Pierce. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Atmet:[/b] In Ancient Egypt, tomb robbers were the bane of the royalty who sought everlasting life in the comfort of their majestic tombs. Besides deadly traps and magical curses, these tombs were also guarded by living defenders who swore to protect their charges with their lives. Atmet was one such tomb guardian, protecting the tomb of Pharaoh Seti I. On the night of the birth of his son, Atmet left his post to go to the side of his pregnant wife. While he was away, the tomb of Seti was infiltrated by robbers, and several sacred artifacts stolen. When Atmet returned to his post, he was arrested by the priests of Anubis and shown the damage done by the thieves. For his transgressions, Atmet was cursed and mummified; forced to serve as an undead tomb guardian for the rest of eternity.[/spoiler] [URL=http://www.drivethrurpg.com/product/107885/Vicious-Villains-II-Mystical-Monsters?affiliate_id=17596]Vicious Villains II Mystical Monsters[/URL][spoiler] [b]Count Erich Grey:[/b] ? [b]Ghost Serpent:[/b] The assassin known throughout the criminal underworld as the Ghost Serpent was once a humble Palestinian housewife. Her home was hit by a stray rocket during one of the many border skirmishes in her homeland. She died covered in the blood of her two children. Her rage was so strong that her spirit remained behind, making her a ghost.[/spoiler] [/spoiler] Mutants and Masterminds 2e[spoiler] [URL=http://www.drivethrurpg.com/product/19910/Mutants--Masterminds-Second-Edition?affiliate_id=17596]Mutants and Masterminds 2e[/URL][spoiler] [b]Vampire Lord:[/b] ?[/spoiler] [URL=www.drivethrurpg.com/product/55068/Book-of-Magic?affiliate_id=17596]The Book of Magic[/URL][spoiler] [b]Denizen of the Dead:[/b] ? [b]The Hungry Dead:[/b] ? [b]Shade:[/b] ? [b]Malador the Mystic:[/b] Malador is no longer a living being, having become more of an undead creature sustained by his powerful magic. [/spoiler] [URL=http://www.drivethrurpg.com/product/58382/Misfits--Menaces-Tricks--Treats?affiliate_id=17596]Misfits & Menaces Tricks & Treats[/URL][spoiler] [b]Dracula:[/b] Fatally wounded in battle against the Ottomans near Bucharest in 1476, Vlad’s dark soul cried out into the cosmic void and there its call was heard by an incomprehensible power of deepest evil. Perhaps seeing an opportunity or merely looking for a way to amuse itself, this power infused Vlad with some of its dark essence, transforming the warrior prince into one of the undead. [b]Graveside:[/b] A former Mafia foot soldier during Las Vegas’ heyday, Samuel was left out in the desert and buried alive after turning over information to the FBI. Unknown to the toughs that buried him, Sam’s grave was dug in a lost Paiute Native American burial ground and its spirits did not welcome the intruder. After he died of asphyxiation, Samuel’s body rotted rapidly due to the spirits’ anger while his own spirit was cast out to wander the Earth. [b]The Horseman:[/b] A Hessian hussar paid by the British to fight the rebels of the American Civil War, Reichart Hümmel was an especially brutal warrior who made a reputation amongst his enemies for taking the heads of his slain opponents as a means to spread terror amongst the revolutionaries. Ironically, he was slain at the battle of Chatterton Hill in 1776 when an American cannonball skipped across the field and decapitated him while still mounted upon his massive black charger. [b]Pumpkin Jack:[/b] Unfortunately for the serial killer, his first victim in New Orleans was actually a Creole voodoo priestess in the wrong place at the wrong time. With her last breath and using the only thing she had at hand, a straw voodoo doll, the priestess cursed Jack by dispossessing his spirit and casting it into the spiritual ether. Because of the curse’s connection to the voodoo doll catalyst the priestess used, Jack’s soul settled in the first similar straw icon it came across: a straw scarecrow. [/spoiler] [URL=http://www.drivethrurpg.com/product/57403/Wild-Cards?affiliate_id=17596]Wild Cards[/URL][spoiler] [b]Crypt Keeper:[/b] He drifts through the 1980s, getting in trouble for more small-time stuff, but in 1987 kills a clerk in a liquor store robbery gone wrong. He snaps and takes a deer rifle and a .45 magnum to the top of a tower at the University of Texas in Austin, and spends an afternoon sniping at passers-by. He kills 26—27 if you count himself, as to avoid capture he blows away the side of his head and half his face with the pistol. But his career is only beginning. Puckett wakes up in the potters’ field where he was buried, which had also been used as a toxic waste dump, and he realizes the Lord has given him a second chance to do right with his life. [/spoiler] [URL=http://www.drivethrurpg.com/product/28754/The-6th-Seal?affiliate_id=17596]The 6th Seal[/URL][spoiler] [b]Thomas Amber Elder Vampire:[/b] In his life, he was a wealthy and cultured Englishman who had the bad fortune to get bitten by a vampire while abroad in the miserable and backwards American colonies. [/spoiler] [URL=http://www.drivethrurpg.com/product/13114/GODSEND-Agenda-Superlink-Conversion?affiliate_id=17596]Godsend Agenda Superlink Conversion[/URL][spoiler] [b]Undead:[/b] Dr. Necropolis' animate undead power.[/spoiler] [URL=http://www.drivethrurpg.com/product/50247/Another-13-Shades-of-Darkness?affiliate_id=17596]Another 13 Shades of Darkness[/URL][spoiler] [b]Mary Blood:[/b] The New York Chapter used Mary as bait, knowing that her youth and good looks would make her irresistible to their quarry. They sent her into a private club owned by an ancient Hungarian vampire named Count Zoltan, and used her to lure him to his doom. Mary was bitten during the course of the adventure, so her new friends in the Society prepared to have her killed. She had never trusted them, however, and ran away before they had a chance to pound a stake through her heart. By the time she arrived in the PCs’ campaign city, she could no longer walk by day. [b]Voracious Legion:[/b] Shortly before the cataclysm, M’aal’iss’ha–the Legion’s matriarch-priestess, slut-bride of the Eternal Eater–had a premonition of the impending disaster. She gathered the fiercest, most merciless warriors of the Legion to her side, bidding them to capture as many captives as they could along their journey and bring these unfortunates to her. She especially encouraged the Legionnaires to secure pregnant females and newly-hatched offspring. She then led them into the deep caverns that extended for miles under the surface of H’raath. There they performed an obscene ritual where that culminated in the sacrifice of their captives and their undying pledge to serve S’aar’ah’man beyond the end of their world, beyond death or damnation. [b]Longing Dead:[/b] Not all the soldiers, scientists, and technicians who succumbed to the unleashed Delirium were lucky enough to die. Some of the stronger-willed ones suffered a far worse fate; unwilling to relinquish the rage they felt at having their lives stolen away from them by the obscene entity that had crept out of the crawlspace between worlds, their hatred prevented their souls from wholly moving on from this plane of existence. Instead some remnant of them remained in their hollowed-out shells, seething with anger over all that had been stripped away from them. Despite the fact that they gnash at their victims with their broken, jagged teeth, they do not consume flesh. Instead they try to grapple their targets and drag them to the ground, where they then try to steal away their essence, causing the poor unfortunates to rapidly weaken and age, while the Longing Dead gain strength. Those who survive this process regain their youth within a few minutes rest (though other injuries they sustained must heal normally) but any who perish join the Longing Dead. [b]:The Maiden[/b] She discovered the whereabouts of Soviet Science City Six and came here alone, looking for occult secrets. In Test Chamber Five, she found out more than she wanted. Now her angry ghost stalks the halls of Soviet Science City Six, something more and less than human.[/spoiler] [/spoiler] [/spoiler] Qalidar[spoiler][URL=http://www.drivethrurpg.com/product/215803/Qalidar-Supplement-2-Qritters?affiliate_id=17596]Qalidar Supplement 2: Qritters[/URL] [b]Tethered:[/b] The tethered are vectors that have been bound to a physical form of some sort. Humanoid corpses serve this purpose readily, but more ambitious karcists have been known to use the remains of other creatures or construct entirely artificial bodies. The tethered, on the other hand, are vectors bound, possibly against their will, to a material form. This form is often, but not necessarily, a dead human body. [b]Coal Mite:[/b] These vicious little creatures are made entirely of smoldering char animated by destructive vectors. [b]Dross:[/b] Dross are vaguely humanoid lumps of shifting flesh, all that remains of the victims of corrosively alien vector. [b]Ghoul:[/b] Ghouls are human or humanoid creatures that have been twisted into cannibalistic parodies of their former selves. [b]Homunculus:[/b] The homunculus is a miniature servant created by binding a vector to an artificial body. A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The materials cost $500. The work must be performed by a karcist, although the karcist can bond the homunculus to a client rather than himself. Creating the body requires a DC 12 Intelligence check. After the body is sculpted, it is animated through an extended ritual that requires a specially prepared laboratory or workroom, costing $5,000 to establish. If the master is personally constructing the creature's body, the building and ritual can be performed together. Cost to construct is at least $10,500. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds $20,000 to the cost to create. [b]Mummy:[/b] Mummies are well-preserved corpses animated by particularly ambitious and devious vectors. [b]Skeleton:[/b] Skeletons are the animated bones of the dead, known primarily as the mindless pawns of karcists. [b]Wight:[/b] A wight is a shriveled corpse animated by hate and bitterness. [b]Zombie:[/b] Zombies are corpses reanimated by bound vectors.[/spoiler] Silver Age Sentinels d20[spoiler] [URL=https://www.drivethrurpg.com/product/383/Silver-Age-Sentinels-d20-Edition?affiliate_id=17596]Silver Age Sentinels: d20 Edition[/URL][spoiler] [b]Undead:[/b] ? [b]Zombie:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] ? [b]Dracula:[/b] ? [b]Mummy:[/b] ? [b]Doc Cimitiere, Zombie:[/b] Doc Cimitière returned from dead as zombie. The battle was furious, each hougan calling upon the loa for his own ends, but in the end the Baron triumphed. Duvalier was killed, and Marie-Michelle saved when the Baron asked loa Ghede to bring her back from death’s door. The Baron refused to release Duvalier’s spirit, however, animating Duvalier as a zombi in punishment. Duvalier writhed in agony, yet his proximity to the spirit world taught him much. He learned to force certain loa to his will ... and broke his spiritual shackles. He escaped the Baron, plotting vengeance. Duvalier’s body was still dead, however, frozen in a permanent state of decay. Now known as Doc Cimitière, he continues to seek dominion over the spirit and physical world, and to take revenge on all who have opposed him. [b]Zombi:[/b] The Tonton Macoute had killed a guerilla during interrogation, and at a midnight mass, Papa Doc animated the corpse, turning him into a zombi in front of an astonished Duvalier. The people feared “the White Doctor,” so called for his foreign education; it was said those who refused him in life were killed, and raised as subservient zombis.[/spoiler] [URL=https://www.drivethrurpg.com/product/377/Roll-Call-1?affiliate_id=17596]Roll Call #1[/URL][spoiler] [b]Century, Dr. Zebediah Potter, Dr. Z, Vampire:[/b] His contempt for common morality and predatory attitude drew the attention of an ancient vampire, Zu Hsien-ku. She transformed him into a creature of power, but Dr. Z turned on Zu at his first opportunity; he extracted centuries of knowledge from her through deprivation and torture. [b]Zu Hsien-ku, Vampire:[/b] ? [/spoiler] [/spoiler] Slaine d20[spoiler] Slaine the Roleplaying Game of Celtic Heroes[spoiler] [b]Ghoul:[/b] ? [b]Half-Dead:[/b] ?[/spoiler] The Invulnerable King[spoiler] [b]Sokkvabek Folk:[/b] These people all gain their undead existences because they desperately want to be alive, and the stone is still trying to give them what they desire, using Earth Power from the island and surrounding area to augment its own. Every one of the crewmen died in battle, hoping for Valhalla. The stone could not send them there, because it had lost a huge amount of magic in turning Anders into a kelpie. But it could grant them life in undeath, and the dream, the illusion, of Valhalla. The undead warriors came back in revenge and slaughtered the entire village, the members of which desperately wanted to cling to life. Again, this was beyond the stone’s power; but it could bring them back as undead, to live their lives over and over again. The raiders of Valhalla and the villagers live on because the stone has given their dreams power. Should they ever admit to themselves that they are, in fact, utterly dead, they would become so, and fall to the ground, inert.[/spoiler] The Ragnarok Book[spoiler] [b]Ghoul:[/b] ? [b]Ghost:[/b] ? [b]Shadow:[/b] ? [b]Wraith Sorcerer:[/b] ? [b]Naescu Shadow Druid 9:[/b] ?[/spoiler] [/spoiler] True20[spoiler] [URL=http://www.drivethrurpg.com/product/55402/True20-Adventure-Roleplaying-Revised-Edition?affiliate_id=17596]True20 Adventure Roleplaying Revised Edition[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces, such as the Imbue Unlife power. [b]Crypt Wight:[/b] Crypt wights are corpses of the ancient dead animated by malevolent spirits from another plane. [b]Ghost:[/b] Ghosts are the undead spirits of intelligent beings who, for one reason or another, cannot move on from their living existence to their next life. [i]Imbue Unlife[/i] spell. [b]Skeleton:[/b] Skeletons are the bones of the dead turned into supernaturally animated, mindless automatons obeying the commands of their creators. [i]Imbue Unlife[/i] spell. [b]Vampire:[/b] If a vampire kills a victim with blood drain, the victim returns as a vampire in three days. [i]Imbue Unlife[/i] spell. [b]Zombie:[/b] Zombies are corpses animated by supernatural forces. [i]Imbue Unlife[/i] spell. Imbue Unlife Fatiguing You can lend animation to the dead, creating a mockery of life. Imbue Unlife may create two kinds of undead: mindless or intelligent. Mindless: You turn the bones or bodies of dead creatures into undead skeletons or zombies, which obey your spoken commands (see Chapter Eight). They remain animated until destroyed. A destroyed undead creature can’t be imbued with unlife again. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls from the bones when it is created. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Regardless of the type you create, you can’t make more mindless undead than twice your adept level with a single use of Imbue Unlife. The skeletons or zombies you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless undead. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control. Intelligent: You transform a corpse into an intelligent undead creature. Unlike the mindless undead, this creature is not under your control; although, you can use other means, including other powers, to command it. You can create a ghost or vampire using this power (see Chapter Eight). Creating an intelligent undead creature has a Difficulty of 18.[/spoiler] [URL=http://www.drivethrurpg.com/product/63405/The-Imperial-Age-True20-Edition?affiliate_id=17596]Imperial Age True20[/URL][spoiler] [b]Mummy:[/b] Mummies are preserved corpses animated through the auspices of forgotten Egyptian gods. [b]Apparition:[/b] Apparitions are the spectral remnants of intelligent beings that, for one reason or another, cannot remain at rest. [b]Ghost Apparition:[/b] ?[/spoiler] [/spoiler] Two Worlds Tabletop RPG[spoiler] [URL=http://www.drivethrurpg.com/product/61414/Two-Worlds-Tabletop-RPG?affiliate_id=17596]Two Worlds Tabletop RPG[/URL] [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Skeleton Archer:[/b] ?[/spoiler] [/spoiler] [/QUOTE]
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