Friday, March 6, 2026

Resurrecting the PSEUDO-UNDEAD - Part Two: Vampires and Zombies.

The Omega Man (1971).

Base monster is the Normal Human.

Pseudo-Vampires and -Zombies are variants of their prototype, another way of representing the monster, rather than a reimagining or a mimic.

The Pseudo-Vampire has existed as long as science, and then science-fiction (Richard Matheson's I Am Legend in 1954 and adaptations prior to 2007 are key texts here), has tried to explain them. 

The Pseudo-Zombie is the zombie as popularised/portrayed by The Serpent and the Rainbow, and/or White Zombie (1932) - zombification of the living, rather than the reanimation of the dead (despite the theatre, and any claims made).

*For extra-optional.

Pseudo-Vampires.

Pseudo-Vampires are Afflicted: infection/infectious (tainted blood or soil; animal bite; even a magical curse) or hereditary ("short-bowel syndrome" from In the Drift; haemophilia in European royal families; even a magical curse). 

There is no hard line between the types, so a hereditary Pseudo-Vampire could engender a new one through their bite, and that one could go on to have Pseudo-Vampire babies. Muddled or separated; a world-building choice. There's even room for Bloodlines.

The level of Affliction varies, strain to strain, individual to individual, but adds up to something like d3 stages each of Allergy (to silver and/or garlic), Nocturnal/Heliophobic, and Weakness/ Fatigue or Stat Damage (if they fail to consume enough blood, or enough human blood).

The degree of Affliction might be static in the individual/strain, or become more intense over time/ down the generations. 

They have none of the special abilities associated with undead vampires. Some minor special abilities could derive from but by no means balance-out their Afflictions (e.g. allergy to garlic might be because of a heightened sense of smell; being blinded in sunlight might give improved low-light vision).

Pseudo-Skeletons and Pseudo-Poltergeists regard them as another sort of 'Mud Men', if they know about them at all. Pseudo-Undead is a convenience category, not a polity.

Normal Humans regard them superstitiously, as being monstrous predators/ suitable scapegoats. As well as the characteristics of their Affliction, Pseudo-Vampires can have none or any/many of the distinctive features associated with vampires.

Even in a society that tolerates their existence, they might be despised outcasts (compare with the ab-dead of High Cromlech on Bas-Lag).

Further Elaboration.


*Aging.

As long as they maintain a diet of (human) blood and/or nocturnal/subterranean existence, Pseudo-Vampires can have extended lifespans (e.g. +10% per age band, per 1e AD&D aging rules). 

They can also have 'eternal youth': they remain the same age as when they were Afflicted (or as determined by the details of their Affliction). Their lifespan is not extended, and they revert to their real age on death or being unable to maintain a diet of (human) blood.

Or, they could have a Cadaverous Appearance, which is either abated or intensified by drinking blood.

*Blood Diet.

A diet of animal blood will sustain a Pseudo-Vampire, but their rate of natural healing is 10% of normal if they do not regularly supplement/replace it with human blood.

Human blood could be intoxicating to a Pseudo-Vampire. Narrative/mechanical effects as a dose of any of the following: sleeping draught, soma, cordial, cough medicine, emboldening vapours (smelling salts), aphrodisiac, emboldening vapours (stimulant), philtre.

If their Affliction includes "short-bowel syndrome", any food other than blood, milk and raw eggs is either emetic or purgative (same source as intoxicants).

*Renfields.

Pseudo-Vampires have disadvantage/penalty or auto-fail on saves vs. Vampire charm.

Or are subject to BECMI undead Liege-Pawn control by Vampires, if not other sapient undead.

They may also act as willing familiars to Vampires on the promise of conversion to full Vampire status.


Pseudo-Zombies.

Pseudo-Zombies are Afflicted: cursed, drugged, hypnotised, infected. 

The Affliction is like being under a permanent feign death/feign undead spell. The effect can be magical or non-magical - this is still a fantasy game/world, isn't it?

The initial Affliction can take effect instantaneously, or up to d3 days later, at which point the character falls into a cataleptic state.

They remain in this state, indistinguishable from death, for max. 2d4 days, or until the Afflicter (if it was deliberate) calls/comes for them, at which point they rise as a Pseudo-Zombie.

The original character can hear, smell and understand what is going on around them, but cannot act on this information: they are locked away, becoming a monster NPC. 

Common characteristics of the Pseudo-Zombie:

  • Actions, attacks, movement and Hit Dice as a regular Zombie.
  • Damage by weapon or d2 per unarmed blow; can grapple and strangle.
  • Ability Scores as follows: Dexterity 6, Intelligence 3, Wisdom 3, Charisma 3.
  • Feels no pain: halve all non-lethal damage.
  • Feels no emotion: Morale 12; no chance of going berserk; unaffected by non-magical fear etc; advantage/bonus vs. magical fear etc.
  • 75% chance of being mistaken for undead by other undead (mindless undead will not attack unless commanded; sapient undead, initial reaction is indifferent/neutral).
  • Aging, bleeding (but not blood-drain), hunger/fatigue, natural healing and air/oxygen consumption at 10% the normal rate.
    • Likewise, poison/venom takes x10 longer/ is only 10% effective (needs interpretation at the table for system variations).

Pseudo-Zombies have limited capacity for independence and most can be given only simple, single-phrase commands (2e). They do as they're told, to the best of their limited abilities. Could just about fire a hand-gun.

Pseudo-Zombies are usually mute or incomprehensible. Moans, groans, maybe a growl.

*Some are so broken by their Affliction that they must even be commanded to eat and drink (10% chance).

*11% chance the Pseudo-Zombie can understand full-sentence instructions with conditions, and use simple tactics and strategies (2e Ju-ju Zombie). Not very imaginative or spontaneous. Could (re)load a hand-gun; could make a head-shot (or a knee-capping).

Recovery.

It is possible to recover from zombification by removing the Affliction. This could be as simple and traditional as cure disease, neutralise poison or remove curse.

The Affliction could be durational or conditional, and/or might need replenishing or reinforcing periodically. 

There may be a period of convalescence or lasting effects following recovery.

*A Pseudo-Zombie can attempt a heroic feat of willpower each day to allow them up to d3 rounds of free-will/lucidity. This could even allow them to untether their astral body/soul, allowing a level of freedom while the empty flesh remains enslaved.

He's undead, I know, but Simon Garth (esp. set against/alongside Marvel Zombies) is pretty close to what I had in mind.
Boris Vallejo (1973) 

Further Elaboration.


*Activity Cycle.

When the Pseudo-Zombie is inactive (at rest), it is indistinguishable from dead (as for feign death). 

All processes noted above as reduced to 10% are reduced to 1% of normal, if you want that level of book-keeping.

Based on the 24-hour day, activity cycles can be randomised (e.g. 4d4 hours active vs. 2d4 inactive; 3d6 vs. d6; 2d8 vs. d8; d12 vs. d12), or could be a simple division, or marches/watches.

Pseudo-Zombies do not need the same level of rest and nutrition as a Normal Human, but they do need some. However, their master's command can override even this rudimentary self care, up to working them to death.

*Awakened/Thinking Zombies.

A bit of a misnomer.

As above, 11% chance the Pseudo-Zombie can understand full-sentence instructions with conditions, and use simple tactics and strategies.

This is the only clue that this one is any different.

The Pseudo-Zombie retains its knowledge, languages, memories and non-magical special abilities, and an Intelligence of 5-7. It can talk if commanded to, but will not start or carry a conversation. Dexterity 8.

The Awakened/Thinking Pseudo-Zombie is no more or less able to act independently than any other of its kind. Of course, if it was to gain some measure of independence, who knows? 

*Infestation.

15% chance the Pseudo-Zombie host d6 Rot Grubs, which do not find them to be worth eating - some tainting quality of the Affliction. They will be seeking a better host/meal.

It does not have to be Rot Grubs, any sufficiently small monster (pest or otherwise) could be suitable. In general, the infestation does not harm or inconvenience the Pseudo-Zombie.

The flexibility of what the Pseudo-Zombie Affliction is allows for it to be some kind of parasite of itself (cf. Brain Seed, Yellow Musk Creeper, Sea Spawn Minion).

*Sense of Smell.

16% chance of losing sense of smell when Afflicted.

A like chance that the loss is permanent if/once the Pseudo-Zombie recovers.

*Soul Jar.

The Pseudo-Zombie's original essence is kept imprisoned somewhere, usually in a specially prepared object, to secure control over the individual or just because it is a necessary part of the process.

Seizing the soul jar could allow you to seize control of the Pseudo-Zombie, or to magically/psychically attack the zombie master.

Destroying a soul jar does not necessarily free the Pseudo-Zombie; it may in fact doom them, or leave the soul untethered, lost and vulnerable.

*Zombie Masters.

Pseudo-Zombies can be controlled as per the BECMI undead Liege-Pawn system, with the Liege being either the one who placed the Affliction, or any sufficiently powerful and motivated sapient undead.

If the Pseudo-Zombies are Pawns of an undead (or demonic/diabolic) Liege, then they can be Turned (but not Destroyed/Dissolved).

Commentary.

Pseudo-Vampires get the most elaboration in the original MM2 entry, referencing bandits and Pseudo-Vampires interbreeding, with the possibility of other mixes with other Man-Types. I think this suggests that they were the original idea for what became the monster-type, the other varieties being extrapolated.

And Pseudo-Vampires turn up now and again in adventures, but as people pretending to be vampires rather than a named, separate monster. Strahd von Zarovich (at least in 2e Ravenloft boxed set) would pretend he was a half-elf to explain his pointy ears, so half-elves could vice versa.

Vampire with the undead tag removed, the Ravenloft Vampyre is a descendant of the 1e Pseudo-Vampire - though it doesn't look like they can or want to breed with humans. Double-Gotcha if you start mixing them in amongst the Vampires and the Pseudo-Vampires (and half-elf Goths), plus confusion on which is which because of pronunciation.

I've tried to keep the Pseudo-Zombie culturally neutral; avoided typing bokor, houngan, Haiti, and/or voodoo. But you know that's the well I'm drawing from.

In a magical world, it's likely simpler and cheaper to just animate dead to get you some zombies (and these Pseudo-Zombies come with a lot of mechanical baggage), but I like that there should be options for all levels of magic and pseudo-historical periods.

I don't know what zombies are like in the Chronicles/World of Darkness line, but I think the Pseudo-Zombie (esp. with untethered astral body/soul) might make for an interesting/angsty character to play.

The Whisperers from The Walking Dead were another possible direction to take. In fantasy dress, they'd be a necromantic Druid-Ranger culture, with zombie-leather armour and lich-bone knives. Something to think about, anyway.


1 comment:

  1. I got out of Shadowrun before zombies turned up so I don't know how they are handled there, but SR vampires match up pretty well with your P-Vs.

    I'm also reminded of Durham Red, whose mutant abilities map almost 1:1 to traditional vampires, except she's not a vampire. Except when she is.

    ReplyDelete