The magic items featured on this page will fit into any d20 Modern campaign,
but they are most effectively used when paired with the the feats presented
on these pages and with the Zombie Master advanced class. All material
on this page is Open Gaming Content, and it may be replicated under the
terms and conditions spelled out in the Open Gaming License v1.0a.
The powder is typically packaged in glass phials that are
roughly the length of an adult's index finger. One end is closed with a
rubber or wax seal, and the powder is extracted from the phial using a
syringe as oftentimes all that is needed at one time is a few grains, and
at most just a pinch. The powder can be given to a victim by anyone with
access.
Zombie powder can be introduced into a victim's system
in several different ways, and once it is there, the zombie master can
intensify its effect through arcane rituals, or he can simply let the substance
gradually and painfully rob the victim of his mental faculties and any
semblance of life.
Zombie powder is most effective when used in conjunction with a magical ritual performed by a zombie master in possession of a personal item belonging to the victim, as well as a small wax figure representing her. (See the Create Wax Effigy feat for details.)
In such a case, only a few grains of zombie powder need to be administered to the victim, either by ingestion or inhalation. As the zombie master completes his ritual, the victim must roll a Fort save (DC20 + the zombie master's level).
If the zombie master does not have a wax effigy of the person, a pinch of zombie powder is needed, and the victim is gradually turned into one of the Living Dead while he remains conscious; he loses the ability to speak, he starts to go blind, and he feels the coldness of death draining his strength and will to survive.
The zombie powder in this instance must be ingested or injected. The transformation process takes three days, and the victim receives a progressively more difficult Fortitude save each day to fight off the effects (DC18 on the first day, DC 20 + Craft (chemical) ranks of the person who made the zombie powder on the second day, and DC24 + Craft (chemical) ranks of the person who made the zombie powder on the third day).
As the effects of the zombie powder progresses, the victim first feels it physically. The first day, he suffers a -4 penalty to all attack rolls, and Strength-, Dexterity-, Constitution-, and Charisma-based skills and attribute checks. The penalty is -6 for any skills involving vision or the ability to speak, as the eyes and vocal chords are hit heavier than the rest of the body. On the second day, the penalties increase to -6 and -8, with a -2 penalty to Intelligence- and Wisdom-based attribute and skill checks coming to affect as well. On the third day, the initial penalties increase to -10 and -12, with the Intelligence and Wisdom penalties remaining at -2 - the victim remains painfully aware of his deteriorating state until the very end.
At the end of the third day, the victim falls into a deathlike-state where he remains for three days, unless a zombie master awakens the victim to serve him.
The zombie master can accelerate and complete this process at
any time before the end of the third day by performing the ritual described
the Create
Wax Effigy feat.
The most costly and least effective way to use zombie powder
is to attempt to use it in a fashion similar to a smoke bomb and affect
multiple targets with it at the same time. This method requires the user
to hurl an entire phial of powder onto the ground where it explodes in
a wispy white cloud. Any characters within 5 feet of the impact must roll
Fortitude saves (DC18) or be rendered immobile for 1d4 rounds by severe
breathing difficulty. (Such a wasteful use of zombie powder is only
done when a zombie master feels cornered; it may give him just enough time
to escape.)
Although victims may believe they are fine once their breathing returns to normal, they may be terribly mistaken. Each character exposed to the airborne zombie powder must roll an additional Fortitude save (DC18). If the save is successful, their bodies have successfully rejected the unnatural chemicals. If the save fails, they start to sicken and eventually fall into a deathlike trance in a process identical to when a character is exposed to a pinch of powder and no ritual is performed.
Victims of zombie powder can be saved in three ways.
First, an antidote can be administered at any time before the victim becomes one of the Living Dead. (See “Zombie Powder Antidote”, below, for details.)
Second, the death of the zombie master who is in control of the Living Dead automatically causes the victim to regain their own mind.
Third, if a tiny dose of zombie powder isn't injected into the
Living Dead's body once a month, under a full moon, the affect wears off
over the course of three nights, with the victim being recovering improving
in steps that are in exact reversal of those he went through when he was
"zombified."
Zombie Powder Antidote
The zombie powder antidote cures a victim of any effects suffered
from zombie powder the round after it has been administered.
The antidote is made with the inert by-product of zombie powder.
It is mixed with holy water, flour, and sugar into a thin paste. It is
good for 15 minutes after its creation, and at least one complete tea spoon
full must be fed to the victim.