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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8130111" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/223270/Umerican-Survival-Guide-Delve-cover-DCC?affiliate_id=17596" target="_blank">Umerican Survival Guide, Delve cover (DCC)</a></p><p>Dungeon Crawl Classics</p><p><strong>Zombie Monk, Lay Ghoul:</strong> The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.</p><p>The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.</p><p><strong>Robo-Lich, Cyber Shepherd:</strong> The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.</p><p>The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.</p><p><strong>Cyberdead:</strong> <em>Create Cybomination</em> spell.</p><p><strong>Astroliche:</strong> ?</p><p><strong>Skeleton Butler:</strong> <em>Skeletal Attendant</em> spell.</p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Zombie:</strong> NecroNeural Net magic item.</p><p></p><p>Create Cybomination</p><p>Level: 3 Range: Touch Duration: Permanent Casting time: 1 turn/HD of the creation Save: NA</p><p>General: A caster cannot control more than CLx3 HD worth of cyberdead at one time. Any excess will act randomly and violently, requiring a Personality check of 11+HD to be controlled again.</p><p>Manifestation: Wires and mechanisms burst forth from the corpse and cybernetically reanimate it.</p><p>1 Lost, failure, and patron taint.</p><p>2-11 Lost. Failure.</p><p>12-15 Failure, but spell is not lost.</p><p>16-17 CL+1 HD of small animals (⅛ - . HD in size) are animated. These recycled creatures are completely loyal to the caster but are dumb as rocks. They require constant psychic instruction to do any task.</p><p>18-21 As the previous result but CL+d3 HD of animals or people (. - 2 HD in size) are animated.</p><p>22-23 CL+d4 HD of animals or people (1 - 4 HD in size) are animated. These recycled creatures are completely loyal to the caster but can only follow simple commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Undead (DCC RPG, pg 381).</p><p>24-26 As above but CL+d5 HD of animals or people (1 - 5 HD in size) and each has an Intelligence of 6+d6 and can accept complex commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).</p><p>27-31 CL+d7 HD of animals or people (1 - 6 HD in size) are animated. These recycled creatures are completely loyal to the caster. Each has an Intelligence of 8+d6 and can accept complex commands. For each 2 HD rolled but not used for reanimation, a special ability may be added to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).</p><p>32-33 As the previous result but CL+d10 HD of animals, people, or monsters (1 - 8 HD in size) are animated.</p><p>34-35 As result level 28-29 but CL+d16 HD of animals, people, or monsters (2 - 12 HD in size) are animated.</p><p>36+ The caster can animate CL x2+1d20 HD worth of any previously living creatures (2 - 16 HD in size).</p><p>Each will have a special ability from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) and will have a 25% chance of being fully intelligent.</p><p></p><p>Skeletal Attendant</p><p>Level: 2 Range: proximity Duration: 1 day Casting time: 1 turn Save: NA</p><p>General: Summons an intelligent skeleton butler from the Astrolich realm to do the caster’s bidding.</p><p>Manifestation: The skeleton butler appears suddenly by sparkly transmat beam.</p><p>1 Lost, failure, and patron taint.</p><p>2-11 Lost. Failure.</p><p>12-13 Failure, but spell is not lost.</p><p>14-15 The caster summons a clean and polished animated skeleton butler wearing a fine white shirt and a black coat with tails. Deep in its eye sockets are a pair of small green orbs that glow with an intensity that matches the butler’s tone of voice. The butler will introduce itself in a pleasant, refined voice (roll 1d4: 1 - Bonesworth,</p><p>2 - Skullingham, 3 - Corpsington, 4 - Rattleson) and wait upon the caster’s orders throughout the day. At this level, the butler will not remember anything from any previous summonings.</p><p>The skeletal butler is considered to have 11 in all attributes, HD: 1d8, HP: 5, AC: 11, Move: 25’, Act: 1d16, and +1 to all saves. It has no appreciable combat abilities.</p><p>16-19 The skeleton butler will appear and introduce itself as above but is a skilled servant. It has an equivalent Strength and Agility of 14 plus it is skilled in the following tasks: driving, cooking, cleaning, and tailoring. At this level, the butler will have a passing memory of any previous summonings.</p><p>20-21 The skeleton butler will appear and introduce itself as above but is much improved. It has an equivalent Strength and Agility of 16 plus the following additional tasks: night watchman, minor repairs, and bandaging wounds. At this level, the butler will have a full memory of any previous summonings and can be tasked with reminding the caster of up to 4 appointments or engagements.</p><p>22-25 As the previous result but the butler now has the following combat abilities: Init: +1, Atk claws +3 melee (1d4+2), HD: 2d8, HP: 10, AC 12, Armor Die: [1d3], and +2 to all saves.</p><p>26-29 The skeleton butler will appear and introduce itself as above but is vastly improved. It has an equivalent Strength, Agility, and Intelligence of 16 plus the following additional tasks: basic business, appraising goods, event planning, and current events. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.</p><p>30-31 As the previous result but the butler now has the following combat abilities: Init: +2, Atk sword +4 melee (1d8+2), HD: 3d8, HP: 15, AC 13, Armor Die: [1d4], Act: 2d16, SP summon sword from thin air, and +4 to all saves.</p><p>32-33 The skeleton butler will appear and introduce itself as above but is a paragon of servitude. Its Strength, Agility, and Intelligence are 16 and all other attributes are 13. In addition to all of the previous tasks, it is skilled in the following additional tasks: business, finance, estate management, barter, and law. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.</p><p>34+ In addition to the previous result, the butler is an accomplished warrior: Init: +4, Atk sword +1d5+2 melee (1d8+1d5+2), HD: 5d8, HP: 25, AC 14, Armor Die: [1d5], Act: 2d20, SP mighty deeds as a 5th level warrior, summon sword from thin air, & +6 to all saves.</p><p></p><p>NecroNeural Net – When placed on the skull of a recently deceased humanoid for the period of a day, the corpse becomes a zombie (DCC rulebook, pg 431) that follows all your mental commands to the best of its dim Intelligence until destroyed. The maximum number of zombie henchman you can control at one time is equal to one half your current level plus Personality mod, with a minimum of 1. Note, employing zombie henchmen will not be taken well by most Lawful or Neutral Urthlings.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8130111, member: 2209"] [URL=https://www.drivethrurpg.com/product/223270/Umerican-Survival-Guide-Delve-cover-DCC?affiliate_id=17596]Umerican Survival Guide, Delve cover (DCC)[/URL] Dungeon Crawl Classics [b]Zombie Monk, Lay Ghoul:[/b] The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. [b]Robo-Lich, Cyber Shepherd:[/b] The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. [b]Cyberdead:[/b] [i]Create Cybomination[/i] spell. [b]Astroliche:[/b] ? [b]Skeleton Butler:[/b] [i]Skeletal Attendant[/i] spell. [b]Undead:[/b] ? [b]Skeleton:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Spectre:[/b] ? [b]Zombie:[/b] NecroNeural Net magic item. Create Cybomination Level: 3 Range: Touch Duration: Permanent Casting time: 1 turn/HD of the creation Save: NA General: A caster cannot control more than CLx3 HD worth of cyberdead at one time. Any excess will act randomly and violently, requiring a Personality check of 11+HD to be controlled again. Manifestation: Wires and mechanisms burst forth from the corpse and cybernetically reanimate it. 1 Lost, failure, and patron taint. 2-11 Lost. Failure. 12-15 Failure, but spell is not lost. 16-17 CL+1 HD of small animals (⅛ - . HD in size) are animated. These recycled creatures are completely loyal to the caster but are dumb as rocks. They require constant psychic instruction to do any task. 18-21 As the previous result but CL+d3 HD of animals or people (. - 2 HD in size) are animated. 22-23 CL+d4 HD of animals or people (1 - 4 HD in size) are animated. These recycled creatures are completely loyal to the caster but can only follow simple commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Undead (DCC RPG, pg 381). 24-26 As above but CL+d5 HD of animals or people (1 - 5 HD in size) and each has an Intelligence of 6+d6 and can accept complex commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381). 27-31 CL+d7 HD of animals or people (1 - 6 HD in size) are animated. These recycled creatures are completely loyal to the caster. Each has an Intelligence of 8+d6 and can accept complex commands. For each 2 HD rolled but not used for reanimation, a special ability may be added to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381). 32-33 As the previous result but CL+d10 HD of animals, people, or monsters (1 - 8 HD in size) are animated. 34-35 As result level 28-29 but CL+d16 HD of animals, people, or monsters (2 - 12 HD in size) are animated. 36+ The caster can animate CL x2+1d20 HD worth of any previously living creatures (2 - 16 HD in size). Each will have a special ability from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) and will have a 25% chance of being fully intelligent. Skeletal Attendant Level: 2 Range: proximity Duration: 1 day Casting time: 1 turn Save: NA General: Summons an intelligent skeleton butler from the Astrolich realm to do the caster’s bidding. Manifestation: The skeleton butler appears suddenly by sparkly transmat beam. 1 Lost, failure, and patron taint. 2-11 Lost. Failure. 12-13 Failure, but spell is not lost. 14-15 The caster summons a clean and polished animated skeleton butler wearing a fine white shirt and a black coat with tails. Deep in its eye sockets are a pair of small green orbs that glow with an intensity that matches the butler’s tone of voice. The butler will introduce itself in a pleasant, refined voice (roll 1d4: 1 - Bonesworth, 2 - Skullingham, 3 - Corpsington, 4 - Rattleson) and wait upon the caster’s orders throughout the day. At this level, the butler will not remember anything from any previous summonings. The skeletal butler is considered to have 11 in all attributes, HD: 1d8, HP: 5, AC: 11, Move: 25’, Act: 1d16, and +1 to all saves. It has no appreciable combat abilities. 16-19 The skeleton butler will appear and introduce itself as above but is a skilled servant. It has an equivalent Strength and Agility of 14 plus it is skilled in the following tasks: driving, cooking, cleaning, and tailoring. At this level, the butler will have a passing memory of any previous summonings. 20-21 The skeleton butler will appear and introduce itself as above but is much improved. It has an equivalent Strength and Agility of 16 plus the following additional tasks: night watchman, minor repairs, and bandaging wounds. At this level, the butler will have a full memory of any previous summonings and can be tasked with reminding the caster of up to 4 appointments or engagements. 22-25 As the previous result but the butler now has the following combat abilities: Init: +1, Atk claws +3 melee (1d4+2), HD: 2d8, HP: 10, AC 12, Armor Die: [1d3], and +2 to all saves. 26-29 The skeleton butler will appear and introduce itself as above but is vastly improved. It has an equivalent Strength, Agility, and Intelligence of 16 plus the following additional tasks: basic business, appraising goods, event planning, and current events. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things. 30-31 As the previous result but the butler now has the following combat abilities: Init: +2, Atk sword +4 melee (1d8+2), HD: 3d8, HP: 15, AC 13, Armor Die: [1d4], Act: 2d16, SP summon sword from thin air, and +4 to all saves. 32-33 The skeleton butler will appear and introduce itself as above but is a paragon of servitude. Its Strength, Agility, and Intelligence are 16 and all other attributes are 13. In addition to all of the previous tasks, it is skilled in the following additional tasks: business, finance, estate management, barter, and law. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things. 34+ In addition to the previous result, the butler is an accomplished warrior: Init: +4, Atk sword +1d5+2 melee (1d8+1d5+2), HD: 5d8, HP: 25, AC 14, Armor Die: [1d5], Act: 2d20, SP mighty deeds as a 5th level warrior, summon sword from thin air, & +6 to all saves. NecroNeural Net – When placed on the skull of a recently deceased humanoid for the period of a day, the corpse becomes a zombie (DCC rulebook, pg 431) that follows all your mental commands to the best of its dim Intelligence until destroyed. The maximum number of zombie henchman you can control at one time is equal to one half your current level plus Personality mod, with a minimum of 1. Note, employing zombie henchmen will not be taken well by most Lawful or Neutral Urthlings. [/QUOTE]
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