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<blockquote data-quote="Voadam" data-source="post: 8079705" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/275040/Odysseys--Overlords-Game-Masters-Guide?affiliate_id=17596" target="_blank">Odysseys & Overlords Game Master's Guide</a></p><p>Basic Fantasy</p><p><strong>Daniela Moldoveanu, Vampire:</strong> ?</p><p></p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. This circumstance has become far more common in the years since the destruction of Husque, the God of Death.</p><p><strong>Ghoul:</strong> Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. </p><p>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way must make an Intelligence Ability Roll. Failure on this check means that the newly risen ghoul retains none of the knowledge or abilities they possessed in life. However, if the ghoul succeeds, they retain the majority of their knowledge and memories, becoming an intelligent ghoul. </p><p><strong>Spectre:</strong> The same terrible conditions and negative consequences that have created an abundance of ghosts in the wake of the Schism have contributed to an uptick in the population of spectres. </p><p><strong>Vampire:</strong> The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later). </p><p><strong>Wight:</strong> Wights are mystically imbued corporeal undead who act as energy vampires, sucking the life force from their victims. It is said that the first wights were created by Husque to act as foot soldiers during the schism. </p><p>Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). </p><p><strong>Skeleton:</strong> Horn of Doom magic item.</p><p><strong>Zombie:</strong> Horn of Doom magic item.</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p></p><p>Horn of Doom: When blown, this horn will create animated skeletons or zombies as if by the spell animate dead. Up to 3d6 hit dice of undead monsters will be so created from remains within a 60’ radius of the character who blew the horn. If both skeletal and fleshy remains are available in the area of effect, skeletons will be animated in preference over zombies. If the user is a magic-user or cleric, the created undead may be controlled so long as that character retains the horn. If blown by a fighter or thief, the undead created will be uncontrolled. Uncontrolled undead monsters will attack any living creatures nearby. The horn may be used once per day, but no more than 18 hit dice of undead created by the horn may exist at any one time.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8079705, member: 2209"] [URL=https://www.drivethrurpg.com/product/275040/Odysseys--Overlords-Game-Masters-Guide?affiliate_id=17596]Odysseys & Overlords Game Master's Guide[/URL] Basic Fantasy [b]Daniela Moldoveanu, Vampire:[/b] ? [b]Ghost:[/b] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. This circumstance has become far more common in the years since the destruction of Husque, the God of Death. [b]Ghoul:[/b] Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way must make an Intelligence Ability Roll. Failure on this check means that the newly risen ghoul retains none of the knowledge or abilities they possessed in life. However, if the ghoul succeeds, they retain the majority of their knowledge and memories, becoming an intelligent ghoul. [b]Spectre:[/b] The same terrible conditions and negative consequences that have created an abundance of ghosts in the wake of the Schism have contributed to an uptick in the population of spectres. [b]Vampire:[/b] The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later). [b]Wight:[/b] Wights are mystically imbued corporeal undead who act as energy vampires, sucking the life force from their victims. It is said that the first wights were created by Husque to act as foot soldiers during the schism. Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). [b]Skeleton:[/b] Horn of Doom magic item. [b]Zombie:[/b] Horn of Doom magic item. [b]Wraith:[/b] ? [b]Mummy:[/b] ? Horn of Doom: When blown, this horn will create animated skeletons or zombies as if by the spell animate dead. Up to 3d6 hit dice of undead monsters will be so created from remains within a 60’ radius of the character who blew the horn. If both skeletal and fleshy remains are available in the area of effect, skeletons will be animated in preference over zombies. If the user is a magic-user or cleric, the created undead may be controlled so long as that character retains the horn. If blown by a fighter or thief, the undead created will be uncontrolled. Uncontrolled undead monsters will attack any living creatures nearby. The horn may be used once per day, but no more than 18 hit dice of undead created by the horn may exist at any one time. [/QUOTE]
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