TEXT: Issue # 17 
  Issue # 17 
  Feb 2017
  Feb 2017
  
  Get ready to blow your mind!
  Available now!
  
  Crawling Under A Broken Moon
  Welcome to the Seventeenth issue of Crawling Under A Broken Moon! 
  For this February issue I thought it 
  might be nice to cover something 
  romantic. Well… Necromantic really. 
  Its pretty much the same thing, right? 
  Anyways, all things undead have 
  been a fascination of mine since I was 
  young. The Romero films are fond 
  memories. While I’ve included bits 
  of undead in many issues, I thought 
  it was high time to have an issue 
  dead-icated to them, Umerica style.    
  So, prepare yourselves for a heapin’ 
  helpin’ o’ deadness by the Puget 
  Sound in the North Western stretches 
  of Umerica.
  Reid “Reidzilla” San Filippo
  This product is based on the Dungeon Crawl Classics Role Playing 
  Game, published by Goodman Games. This product is published under 
  license. Dungeon Crawl Classics and DCC RPG are trademarks of 
  Goodman Games. All rights reserved. For additional information, visit 
  www.goodman-games.com or contact info@goodman-games.com
  
  Contents
  An Interesting Place to Die ........................................................................3
  The Necromancers of the Space Needle and the Land of the Reanimatronic Dead
  The Wikinomicon  .....................................................................................11
  A pair of spells to die for
  NecroTech-R-Us  .......................................................................................15
  A gruesome collection of NecroTech items that can be bought for the right price
  ManaJava  ...................................................................................................19
  A brew made from ensorcelled coffee beans served up hot by a Baristamancer
  Twisted Menagerie  ..................................................................................21
  A slew of undead beasties to kill your players with
  Cover Art by
  Nate Marcel
  Interior Art by
  Nate Marcel, Claytonian, 
  Matt Hildebrand, Anna Costa, 
  James Yoder
  Written By
  Reid San Filippo, Talon Waite, 
  Tim Bruns, and Benjamin Baugh
  Edited By
  Gilbert Isla  & Sean Ellis 
  Designed and Published by
  Reid San Filippo, Shield of Faith Studios
  Submission Guidelines
  Original submissions are welcome. Anything published will belong to the 
  author, artist, and creator. For art submissions, please send a link to some 
  samples. Old school style black and white line art is preferred. Anything 
  post apocalyptic is always welcome. All contributors will get a free print 
  copy of the zine. Email: crawlingunderabrokenmoon@gmail.com
  plus a little
  help from
  
  3
  An Interesting Place to Die
  The Necromancers of the Space Needle and  
  the Land of the Reanimatronic Dead 
  By Reid San Filippo, Talon Waite, and Tim Bruns 
  History of the Region
  In the ruins of Old Seattle and the lands that surround 
  it dwell an inordinate number of necromancers. This, 
  of course, means there is also a startling amount of 
  undead in the region as well. As to why they gather 
  here in such numbers, the answer lies in the ancient 
  tower called the Space Needle which, unlike most of 
  the world, has been untouched by the ravages of time 
  or the cataclysm. Within the Space Needle is a place 
  where extra dimensional necromantic secrets can be 
  discovered by those willing to commit themselves to 
  seeking them.
  At first, this led to open warfare between the necromancers 
  who hungered for the illicit arcane secrets. After decades of 
  war, the survivors decided that the cost was too 
  high and peacefully settled on competitions 
  of innovative necromantic discovery to 
  determine who would gain access to the 
  Space Needle’s secrets each month. 
  These competitions have led to 
  many cutting edge advancements 
  in the formation of undead, 
  the many uses of reanimated 
  flesh, and necromantic magic in 
  general. The most widely known 
  application of these discoveries has 
  been NecroTech, advanced technological 
  devices using reanimated flesh as nigh-perpetual 
  motive force generators powered by negative energy batteries. Another is 
  ManaJava, a type of enchanted brew made from coffee beans affected by the 
  cosmic forces of the cataclysm and decades of necromantic background radiation.
  Looking for work in all of the wrong places
  Despite the area being thick with the walking dead, it is remarkably amicable to 
  traders and travelers looking for work. The necromancers who dwell here do not 
  
  4
  have time to hunt down the rare ingredients or technological components they 
  need for their great works; nor do they wish to waste time with mundane tasks 
  too complex for moronic reanimated servants. This means there is always work 
  for those who would risk the chance of ending up as part of the next great work…
  The following is a small list of the various Necromancer Guilds that an enterprising 
  group of talented individuals could inquire with to find employment:
  The STein SocieTy - Specializing in traditional (read primitive) scientific methods.
  The necrevoluTioniTeS - Avant garde theoretical NecroScience at its finest. A 
  think tank that does not dabble often in the actual application of their works. 
  necogniTion combine - The originators of NecroTech and still one of the finest 
  manufacturers of it.
  union of Service - Known for developing the RapidRaise system of accelerated 
  mass undead production.
  The AnTi-life leAgue - Specializing in the development of high-quality, 
  intelligent undead and self-improvement reanimation techniques.  
  When an adventuring party is attempting to find a paying gig, roll 1d8 on the table 
  below to see some possible opportunities.
  1 
   Only the best will do - (High pay) the guild needs a bushel of freshly harvested bodily 
  specimens. The catch is that they must fit a very specific criteria and be less than 6 
  hours dead. Roll 1d6 to determine the criteria: 1 - organs from a large predator creature, 
  2 - Eyes from adolescent humans,  3 - spleens untouched by drugs or alcohol, 4 - 150ft of 
  vegan intestine, 5 - brain and organs from a pre-cataclysm cryo-sleeper, 6 - 2d4 pairs of 
  femurs of an exact set of dimensions. 
  2 
   Keeping up with the John Does - (Medium pay) Sneak into a rival guild’s lab and make 
  copies of their current project plans and result reports. Portable scanner is provided but 
  must be returned intact.
  3 
   The Case of the Missing Corpse - (Medium pay) Investigate a break in that resulted 
  in the loss of several experimental cadavers. Bonus pay if the cadavers are returned 
  unspoiled.
  4 
   Dump and Run - (Low pay) An easy job. Just take these failed experiment corpses out 
  of the city and dispose of them discreetly. Unfortunately, the experiments get homesick 
  halfway there...
  5
  Looking for Mr. Goodbody - (Medium to High pay) As the guild was putting the final 
  “touches” on their latest and greatest creation, it decided to get some fresh air and left. 
  Nets are provided to help capture it, once located. Bonus pay if delivered unharmed. 
  6 
   Garden Run - Some rare herbs are needed for a new ManaJava concoction. Good news, 
  they are not too far from the city. Bad news, they can only be found in the Dead Woods, 
  the infamous dumping ground of decades of failed experiments. 
  7 
   Nerco Repo - (Medium pay) Several guild clients are very behind on their payments for 
  some cutting edge NecroTech. The guild wants either the items returned or payment in 
  full. 
  8 
   Spring Cleaning - (Low-High pay) The storage catacombs this guild uses to house failed 
  experiments has gotten a bit full. They need any active experiments “dealt with” so the 
  cleaning crew can get to work.
  
  5
  Notable Locations
  The SpAce needle
  Disk Level
  To this day, no sage or wizard has determined why the antennas of this structure 
  are the only means of communicating with the Grand Synod of Astrolichs, who 
  dwell in another dimension. All that is known is that as long as the rotating disk 
  level moves at a revolution cycle of 47 minutes, wizards occupying the disk level 
  can commune with the Synod in hopes of gaining elusive necromantic secrets. 
  As there is only so much room on the disk level, there is a great deal of competition 
  among the Necromancers that live within the ruins of Old Seattle. Only the best 
  and most ambitious have the privilege of “disk time”. 
  Skullbucks
  Skullbucks is the most prominent Manajava shop in the Space Needle. It is located 
  on the top floor below the disk level and houses spacious seating. There are two 
  rows of stand alone tables which are flanked by booths that are set into the walls. 
  The barista counter spans from one wall to the other offering several java stations 
  to choose from. 
  In addition to the grand operations of Skullbucks, it boasts their own unique 
  Manajava Blend called the Triple Burnt Chocolate Infusion as well as some 
  unusual regulars such as Gary the coffee drinking skeleton and his ward Krissy. 
  Triple Burnt Chocolate Infusion: This proprietary brew causes a 1d3 temporary Luck boost for 
  1d6 hours. This temporary Luck can be spent in the usual ways but once it’s gone the characters 
  start using their natural Luck. Abuse of this brew can quickly gain the ire of the gods.  (50-80gp)
  Gary the Skeletal Warrior - Gary was an adventurer from bygone days but his 
  success as one ended in the Space Needle as he and his group ran afoul of a 
  powerful Necromancer. During Gary’s resurrection something funky happened 
  and he retained all of his intelligence and freewill which he quickly turned on 
  his new-found master and slayed him. Gary soon realized there was no going 
  back to his former life so he got a job keeping the peace at Skullbucks and seeks 
  out the pleasure of life regardless of his skeletal state. As time went on, the 
  slain Necromancer’s brother died mysteriously and Gary adopted his daughter 
  Krissy who is an up and coming Necromancer, as well as one of the best baristas 
  Skullbucks has ever seen. 
  Gary (4th level Skeletal Warrior [2015 Gongfarmer’s Almanac, pg16 ]): Init +5; 
  Atk magic sword +d6+2 melee (1d8+2 plus Will save (DC 13) or be paralyzed, crit 
  on 19-20); AC 16; HD 4d10; HP 21; MV 30; Act 1d20; SP undead immunities and 
  crits, bound by will, addicted to coffee; SV Fort +2, Ref +3, Will +4; AL N.
  Gary is a six foot four skeleton clad in enchanted chainmail and a black robe. He 
  possesses a magical sword plus various other weapons and items.
  
  6
  Gary is always friendly to newcomers and will offer them information or even 
  help for a price. He is usually found in the corner booth by the bar brooding over 
  a cup of java and one of his romance novels where he can keep a close eye on the 
  rest of the room and Krissy. 
  Krissy - Krissy is the beautiful daughter of a Necromancer that died of mysterious 
  causes and is Gary’s unofficial adopted daughter. She works at Skullbucks as a 
  barista (if you ask around, one of the best if not the best) to earn some money 
  and collects magical information of various sorts. She is an up and coming 
  Necromancer and has been working on a plan to gain the favor of the Synod of 
  Astrolichs in order to leave the area once and for all. She is always professional 
  in dealing with customers and treats newcomers with measured paranoia as she 
  wants no interference in her plans. 
  Krissy (1st level Wizard): Init +1; Atk crowbar +0 melee (1d4); AC 12; HD 2d4; HP 
  5; MV 30; Act 1d20; SP very beautiful +3 to Per checks, SP spell cast 1d20+2: Spells 
  known: Charm Person, Chill Touch, Mend, & Sleep ; SV Fort +0, Ref +2, Will +3; 
  AL N.
  Krissy is curvy with beautiful large dark brown eyes, about five foot seven,  and 
  has dark hair that is just past her shoulder which possesses streaks of purple, 
  teal, pink, and blond color. She wears a combination of dark leather armor, the 
  Skullbucks standard uniform, and a pair of sneakers. 
  She is usually seen behind the bar with a smile on her, innocently flirting with 
  customers,  as she dances around to the music playing in the background. On her 
  breaks she usually sits with Gary and reads from a large old tome. 
  The undergrunge
  The whole of the Undergrunge is built in the flooded undercity of old Seattle. 
  When at peace, the rotting wooden streets are filling with undead, and decaying 
  buildings hold host to a booming, if sodden economy.  When at war, the 
  Undergrunge is a hopping musty music scene beset by soul-rending music and 
  sonic warfare. From the raw pumping grind of the Grunge Mummies to the sick 
  dance beats from Neclectro cult raves, domination of the Undergrunge quite 
  literally shakes the foundations of the city.
  The Undergrunge market is a place where anything can be had for a cost, and 
  it’s not always in material goods. Items, body parts, souls, and cheap beer are all 
  common place trading items in the deep blue market. It’s where a necromancer 
  can get what he needs, no questions asked, even in a city that usually doesn’t 
  ask questions about such things. The strange mixture of salt water, minerals, 
  magic, and radiation has given the local waters a preserving effect on dead tissue. 
  Combined with the market’s dark and secluded nature, it’s a natural spot for 
  trading the unnatural.
  The Grunge Mummies are a gang of reanimated flannel wrapped corpses that 
  bring a deep grinding sound and angst ridden lyrics to the scene. These Kizz 
  worshipers can head bang with the best of them, and they don’t even need to use 
  
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  their own heads.  The abundance of rotted wood in the Undergrunge has made 
  it easy for them to build rotting instruments that can drive that deep groove even 
  under water.  The deep distorted roar has been known to accompany raids from 
  skeleracoons, which seem drawn to and driven by the grunge.
  Meanwhile, Technos Discos has claimed his own cult in part of the Undergrunge, 
  driven by his Neclectro DJs.  These DJs use NecroTech keyboards, turntables, 
  and other instruments to create deathly hypnotic trance beats that drive the rave 
  zombies to dance and do their bidding.  When the bass gets thumping and the 
  lights start flashing, these rave zombies can even emerge from the Undergrunge 
  in search of a good time and an after-rave snack.
  QueeQueg’S Quoffee
  One of the most popular and prevalent coffee shops in Old Seattle. Each location 
  is small but is open 24 hours a day. Their signature coffin logo can be found nearly 
  anywhere in the city, either on a busy street corner or on discarded cups rolling 
  around in alleyways.  
  
  8
  The most remarkable thing about Queequeg’s is that behind every barista counter 
  in each shop is the exact same tattooed man serving up the coffee. He does not say 
  much and refuses to explain how and why he is standing behind every counter at 
  the same time. 
  The tattooed man will allow regulars to run a tab and smiles wickedly when 
  someone asks what happens to those who skip out on their debt. He also will 
  make special request brews on occasion, if properly persuaded. 
  While Queequeg’s does not have a signature ManaJava brew of their own, they 
  have good ties with the Anti-Life League and might be able to offer some of their 
  more esoteric brews on request. 
  The cAThedrAl of STyle
  This garish temple is located a few blocks from the Space Needle and streets 
  around it are well lit. Its interior has the appearance of both a decadent place of 
  worship and a designer clothing store. This is because it is the home of Annanita, 
  the Fashion Lich who is an avid devotee of Lady Douangphrachanh (a local minor 
  deity of clothing design and trend setting). 
  The pious undead fashionista has been designing the clothes of the Necro-elite in 
  Old Seattle ever since contact with the Synod of Astrolichs was established. Each 
  article of clothing she makes is a work of art and costs x10 the normal amount. 
  Anyone wearing an outfit created by Annanita gains a +3 to all Personalty checks 
  involving social interactions, making a good impression, or giving commands. 
  The gilded and gaudy statuary littering the cathedral’s interior are more than 
  decoration. They are gargoyles (DCC RPG, pg 413) and Annanita can awaken 2d3 
  of these gaudy gargoyles with a simple snap of her withered fingers, once every 
  10 rounds (1 minute). 
  Annanita is always interested in exotic materials for her clothes and loves making 
  deals. If adventurers ask about some work, she will be looking for one or more of 
  the following materials, roll 1d8:
  1 
  Lobstrosity shell 
  5 
  Pigtipede skin
  2 
  Flying Laser Ursine fur 
  6 
  Xenotaur skin
  3 
  Scorpionoid shell 
  7 
  Dino-leather
  4 
  Lion Snake skin 
  8 
  Reindire hide
  The fuel fArm
  On the eastern edge of Old Seattle are a series of heavily fortified warehouse 
  buildings, each covered with dozens of scorch marks. The area reeks of gasoline 
  and large signs stating “NO FIRE BEYOND THIS POINT” ring the former 
  industrial park. 
  
  9
  Within each warehouse are dozens of convict slaves herding vast mobs of penned 
  in Petrol Zombies (CUaBM #6), collecting their petroleum vomit, or filtering the 
  vomit to be used for fuel. There is a 10% chance per 12 hours that an entire pen of 
  Petrol Zombies will spontaneously explode and fill that section of the warehouse 
  with fire and smoke. 
  Since NecroTech has lessened Old Seattle’s need for petrol, fuel can be purchased 
  here at good prices (10-30% off normal price). This fuel is a bit more volatile than 
  normal gasoline and is 8% more likely is catch fire or explode than usual. 
  The deAd WoodS
  North of the city is a large stretch of deep forest that many necromancers 
  have made use of to dispose of particularly embarrassing or dangerous failed 
  experiments. Decades of dumping caustic necromantic materials into the woods 
  has made it a weird, dangerous place to venture. It also is a treasure trove of 
  esoteric necromantic bits and bobs. 
  Possible encounters within the woods, roll 1d7:
  1 
   A Necrocornicon (CUaBM #10) has taken residence in a glen near the edge of 
  the woods. It has lured 2d4 young women from the city and turned them into 
  Wight Ladies. It will use its guise as a unicorn to lure intruders into an ambush 
  situation. 
  2 
   Many of the assorted body parts discarded in the woods have formed into 
  Parts Pile (pg 27) and continued gaining mass from other abandoned corpses 
  to reach an astounding 12 HD in size (+3 to hit, +3 to damage, and +3d16 
  action dice). Due to the general reek of rot in the area, a victim cannot smell its 
  approach. 
  3 
   A gaggle of 3d4 zombies (DCC RPG, pg 431) all connected by implanted wires 
  and surgical tubing so they must move as a group. This reduces the group’s 
  Move to 10.
  4 
   This area is haunted by 2d3+1 Ghouls (DCC RPG, pg 414) that have numerous 
  NecroTech halogen lamps embedded into their flesh that shine constantly. 
  They will use their lights to distract and confuse their prey. Once per encounter, 
  the group can produce an effect similar to the Color Spray spell, effect level 14 
  (DCC RPG, pg135). They also have been given an augmented Move of 50. 
  5 
   A glowing hollow strewn with various NecroTech lanterns is the home to 
  a Shadow (DCC RPG, pg 425). It has gathered the lights to set up a perfect 
  hunting ground here. In addition to its normal abilities, this Shadow is 
  resistant to spells (50% chance of any spell not affecting it)
  6 
   There is a pit here that appears to have been covered in once but has recently 
  been excavated, possibly from the inside out. 2d6 skeletons (DCC RPG, pg 
  426) still dwell in the pit and will climb out if they detect prey. Their bones are 
  fetid and covered in strange, bioluminescent  mold. Any creature damaged 
  
  10
  by one of these skeletons must make a DC 12 Fort save or contract Grave Rot 
  ( loss of 1 hp per day, and no natural healing). Grave Rot can be healed only 
  through magical means.
  7 
   A group of 3d4 Lab Assistants (see Peasant, DCC RPG, pg 434, armed with 
  bone saws - dam 1d5) are hastily burying dozens of blood soaked sacks. They 
  will flee if approached but are easily dominated (Per check, DC 10).  
  Things of value that could be found within the woods, roll 1d7:
  1 
  A mishmash of NecroTech components worth 3d16gp
  2 
   A set of ManaJava brewing equipment in good condition (CURSED: all java 
  brewed with this equipment will increase the chance of the drinker raising as 
  a random undead upon death by 3% per cup imbibed).
  3 
   A NecroTech JawBolter (pg 18), damaged (Fumble on 1-3). It has 4d6 shots left 
  in the battery and an 8 tooth jawbone loaded. 
  4 
   A soiled journal with 1d3 random wizard spells written in it. When a spell 
  from this book is learned, the roll for Mercurial Magic is made on a d30 instead 
  of a d100. 
  5 
   A bloody backpack containing: Thermal sleeping bag, a zippo lighter, bottle of 
  lighter fluid, hand-crank floodlamp, a box of 24 cheesy tuna flavored Go! Bars, 
  a 1 liter plastic water bottle (half full), and a compass.
  6 
   A patch of luminescent mystic herb plants. Over the course of 30 minutes, 
  5d20gp worth can be harvested from the patch. These herbs are best used in 
  necromantic rituals or ManaJava brewing but if taken raw they will render the 
  chewer numb to all pain for 2d4 hours. The GM will track all damage taken by 
  the character during the duration of the effect as they will have no real idea of 
  how damaged they are.  
  7 
   A small cage containing a floating, rune covered dog skull. If released, the 
  skull will serve its liberator loyally until death. It can perform tasks and tricks 
  similar to a well trained dog. 
  
  11
  Wikinomicon
  Blood Blade Weaving
  Level: 2
  Range: Varies
  Duration: Instant
  Casting Time: 1 Round
  Save: Varies
  General: The caster can manipulate his own spilled blood or the blood of his foes 
  to craft deadly attacks upon his enemies. At least 1d3 Stamina points worth of 
  blood is required to cast the spell (cannot be counted towards spellburn) and it 
  must have been spilled within the last 3 minutes. The caster can specifically choose 
  a lower effect than one that he rolled if he so chooses. 
  Manifestation: The blood effected floats into the air as the caster waves his hands. 
  It forms into lethal shapes to inflict pain and death upon the caster’s foes.
  Corruption: Roll 1d4: (1) blood oozes from the caster’s pores intermittently; (2) 
  The color of the caster’s blood changes{roll 1d5: 1 - yellow, 2 - blue, 3 - black, 
  4 - white, 5 - clear}; (3) The caster’s veins bulge permanently all over their body 
  and pulse visibly; (4) The caster has a 10% chance to vomit up blood every time a 
  spell is cast.
  Misfire: Roll 1d4: (1) one of the caster’s ally’s skin becomes covered in bruises; (2) 
  all edged weapons within 10’ of the caster begin to drip blood no matter how many 
  times they are cleaned; (3) one random being within 50’ becomes a hemophiliac; 
  (4) All cut wounds suffered within 100’ of this casting of the spell  for the next year 
  inflict an additional 1 point of Sta damage per wound due to excessive bleeding.
  
  12
  Spell Effects
  1: 
   Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + 
  patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no 
  patron); (4+) misfire.
  2-11: Lost. Failure.
  12-13: Failure, but spell is not lost.
  14-15:  The blood hovers into the air and forms into dozens of glass-like shards. 
  These strike all foes within 10’ for 1d3+1 damage.   
  16-19:  The blood hovers into the air and forms into several jagged spikes. These 
  either strike all foes within 10’ for 1d5+1 damage or may be launched up to 
  100’, doing 2d8 damage to one target.
  20-21:  The blood hovers into the air and forms into 1d4+1 spinning blades. They 
  all fly into one target within 50 feet, causing 1d8 damage per blade and 
  then each blade can strike a different target up to another 50’ away for 
  1d8 damage. Alternatively, The blades can strike all foes with 15’ for 1d3 
  damage each blade.
  22-25:  The blood forms into spinning blades as above but 2d3+1 blades are formed 
  plus the initial and secondary ranges are increased to 100’.
  26-29:  The blood forms into 1d4+1 crimson javelins that each fly up to 150’ and 
  strike a different target for 3d4. Should any of the javelins kill their first 
  target, those javelins can then strike an additional target within 100’ for 
  2d4 damage.  Alternatively, all of the javelins can be launched at one target 
  within 150’, causing 2d8 damage per javelin. 
  30-31:  One foe within 50’ suffers 2d4 Stamina damage as one crimson javelin 
  bursts forth from its body for every hit die it has. These javelins then strike 
  different targets up to 150’ away for 3d6 damage. Should any javelin kill its 
  target with the first strike, it may be directed at another target within 100’ 
  feet causing 2d6 damage.
  32-33:  All foes within 10’ suffer 1d3 Stamina damage as blood violently bursts 
  forth from their bodies. 1d3 crimson javelins are formed from each foe’s 
  blood that then strikes a target of the caster’s choosing within 100’ for 3d6 
  damage. Should any javelin kill its target with the first strike, it may be 
  directed at another target within 50’ feet causing 2d6 damage.
  34+:  A sword of blood bursts forth from the veins of all foes within 50’ causing 
  1d4+1 Stamina damage to each one. Each vermilion sword then delivers 
  3d6 points of damage to their begetter for the next 1d4+1 rounds. 
  
  13
  Fleshcraft  By Talon Waite
  Level: 4
  Range: Touch
  Duration: 1 Hour/Per Caster Level 
  (Once per day/ per target)
  Casting Time: 1 Round
  Save: Fortitude vs. Spell Check DC (for 
  unwilling opponents)
  General: Flesh, organs, and bones become 
  mere clay under the Necromancers 
  caress. For unwilling targets this can 
  be a painful experience as bones and 
  flesh are moved and twisted to fit the 
  Necromancers vision. The caster can 
  specifically choose a lower effect than 
  one that he rolled if he so chooses. 
  Manifestation: The Necromancer grabs their target’s flesh and moves it in obscene 
  ways as their fingers can sink beneath the skin to manipulate the muscle and bone 
  underneath. 
  Corruption: Roll 1d6: (1) The caster’s flesh melts off of his face - leaving nothing 
  but a skull; (2) The casters muscles bulge and break through the skin - causing 
  a horrific image of raw muscle wrapped in thin tendrils of skin; (3) One of the 
  caster’s appendages grows to an abnormal size; (4) caster’s hands twist and curl 
  into claws; (5) caster’s hair grows and becomes stark white; (6) Caster’s voice 
  becomes raspy and sounds like bones grinding against bones. 
  Misfire: Roll 1d4: (1) The caster’s muscles knit together immobilizing him for 1d4 
  rounds; (2) The flesh becomes soft and malleable - appearing to almost fall of the 
  bone. Movement speed is reduced by ½; (3) Sharp bone spurs randomly erupt 
  from the caster’s body causing 1d4 damage; (4) The caster’s skull elongates and 
  narrows causing a -2 penalty to all vision and sensory related rolls that are beyond 
  10 ft. 
  Spell Effects
  1: 
   Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + 
  patron taint + misfire; (1-2) corruption; (3) patron taint; (4+) misfire. 
  2-11: Lost. Failure.
  12-17: Failure, but spell is not lost.
  18-19:  The Necromancer is able to subtly affect their target’s body and can move 
  1 attribute point to another between all attributes except Luck. The target 
  experiences agonizing pain and must make a Will save or pass out for 2d4 
  rounds in addition to suffering 1d3 points of damage. 
  
  14
  20-23:  The Necromancer is now able to move up to 3 attributes points from any 
  combination of attributes to any combination of other attributes, except 
  Luck. The target experiences agonizing pain and must make a Will save or 
  pass out for 2d4 rounds in addition to suffering 1d3 points of damage. 
  24-25:  At this level of control, the Necromancer can reduce or increase two attributes 
  of his choice, except Luck, by either +2 or -2 in addition to increasing or 
  decreasing movement by 5ft. The target experiences agonizing pain and 
  must make a Will save or pass out for 2d4 rounds in addition to suffering 
  1d3 points of damage. 
  26-28:  The Necromancer can reduce or increase two attributes of his choice, except 
  Luck, by either +3 or -3 in addition to increasing or decreasing movement 
  by 5ft. The target experiences agonizing pain and must make a Will save or 
  pass out for 2d4 rounds in addition to suffering 1d3 points of damage. 
  29-33:  The Necromancer can reduce or increase two attributes of his choice, except 
  Luck, by either +3 or -3 or move any combination of 6 attributes points 
  around between all attributes except Luck in addition to increasing or 
  decreasing movement by 10ft. The target experiences agonizing pain and 
  must make a Will save or pass out for 2d4 rounds in addition to suffering 
  1d3 points of damage. 
  34-35:  The Necromancer can reduce or increase any three attributes of his choice, 
  except Luck, by either +2 or -2 or move around any combination of 6 
  attribute points between all attributes except Luck in addition to increasing 
  or decreasing movement by 15ft. The target experiences agonizing pain and 
  must make a Will save or pass out for 2d4 rounds in addition to suffering 
  1d3 points of damage. 
  36-37:  The Necromancer can reduce or increase any three attributes, except Luck, 
  by either +3 or -3 or move around any combination of 9 attribute points 
  between all attributes except Luck in addition to increasing or decreasing 
  movement by 15ft. The target experiences agonizing pain and must make a 
  Will save or pass out for 2d4 rounds in addition to suffering 1d3 points of 
  damage. 
  38+:  The Necromancer can reduce or increase any three attributes, except Luck, 
  by either +4 or -4 or move around any combination of 12 attribute points 
  between all attributes except Luck in addition to increasing or decreasing 
  movement by 20ft. Or the Necromancer can choose to  permanently affect 
  an attribute by +1 or -1. The target experiences agonizing pain and must 
  make a Will save or pass out for 2d4 rounds in addition to suffering 1d3 
  points of damage. 
  
  15
  NecroTech-R-Us
  By Reid San Filippo and Talon Waite
  Out of the necromantic competitions that Old Seattle is obsessed with have come 
  many avant garde apparatus that might be of interest to a wasteland wanderer. 
  Here are a few that are the most common known.
  Nexoskeleton - Biological Power Armor Crafted From Reanimated Flesh
  Original concept extracted from a dream had by Benjamin Baugh, used with permission.
  Nexoskeletons are horrific biological power armors 
  crafted from reanimated flesh and enhanced with 
  eldritch technologies. All Nexoskeletons possess 
  the following universal traits;
   
  a Mindless undead ignore the 
  wearer
   
  a Lay on Hands can damage 
  the wearer 
   
  a All 
  versions 
  of 
  the 
  Nexoskeleton run on negative 
  energy and each one possesses 
  a unique network of batteries to 
  store this energy (see the Necro-
  batteries section, pg 18). Each 
  suit has roughly a dozen or so 
  batteries implanted in it and cannot 
  function for more than a few days 
  without recharging.   
   
  a Those that die while wearing a suit 
  of  Nexoskeleton tend to raise 
  as a Power Wight (pg 23) due 
  to the suit bonding to their corpse. 
  Hide of Undeath (light nexoskeleton): This suit of leather armor is made from the 
  cured hide of zombies. The hide itself appears to be a pale green and grey color 
  but otherwise appears to be a normal set of hide armor. If you look closer there 
  is strange circuitry that can be seen embedded in the hide. When a person wears 
  the armor they automatically feel stronger and out of touch with the living world. 
  
  16
  Hide of Undeath possesses the following abilities when worn:
   
  a +3 AC, -3 Check Penalty, Fumble Die d8
   
  a STR increased by +1
   
  a Personality decreased by -2 
   
  a Becomes immune to sleep, charm, and paralysis spells, as well as other 
  mental effects and cold damage. 
   
  a Damage Resistance 1d3 against bludgeoning weapons/attacks
  Rattlebones (medium nexoskeleton): This armor appears to be scale mail but 
  made from chunks of overlapping bones and metal plates. The metal appears 
  rusty in some places and in other places, polished like new. 
  Rattlebones possesses the following abilities when worn:
   
  a +5 AC, -5 check penalty, -5’ speed, Fumble Die d12
   
  a STR increase by +3
   
  a Personality decreased by -4
   
  a Becomes immune to sleep, charm, and paralysis spells, as well as other 
  mental effects and cold damage. 
   
  a Damage Resistance 1d3 against piercing and slashing weapons/attacks 
  Frankenfort (heavy nexoskeleton): This massive suit of armor is about 9 feet tall 
  and appears to be stitched together from various fleshy sources with crisscrossing 
  leather and metal plates along with random bolts sticking out of various places. 
  The wearer literally climbs into the back of the armor and the armor seals itself up 
  around the wearer. 
  Frankenfort possesses the following abilities when worn:
   
  a +8 AC, -8 check penalty, -10’ speed, Fumble Die d16
   
  a STR increase by +6
   
  a Personality decreased by -8
   
  a Becomes immune to sleep, charm, and paralysis spells, as well as other 
  mental effects and cold damage. 
   
  a Damage Resistance 1d5 against all non magical attacks 
   
  a Once every 1d4 rounds can shoot a bolt of lightning (atk ranged 2d6 dam) 
  
  17
  Undead Grafts
  Sometimes there are no other means to fix an injured comrade except by grafting 
  something undead to their still living body. These undead grafts can take the 
  shape of mere skin patches, to eyes, a jaw, or even entire limbs. These grafts 
  appear obviously unliving but each has been enhanced with various tech.  All 
  can be seen with wires, bolts, metal plates, tubes, strange protruding vials with 
  bubbling liquid, and the like. 
  The melding of undead with living flesh is a sanity breaking experience. The 
  subject must make a Will save (DC 10) or permanently lose 2 points of Intelligence 
  or Personality for each graft attachment process they go through.
  Eye of the Watcher: One or two eyes from the reanimated undead replace a 
  person’s normal eyes. If only one eye is replaced they gain Darkvision 60 ft. 
  but if both eyes are replaced they gain Darkvision 120 ft. 
  Ears of the Bat: These elongated bluish ears give a bonus of +2 to all hearing 
  checks. 
  Golem Jaw: This oversized fanged boned maw gives a bite attack that does 
  1d8 points of damage. Due to the character’s elongated and obscene jaw it 
  makes it hard to speak and it takes a Will Save of DC 10 to be able to focus 
  enough to speak in full sentences. 
  Zombie Arm: This zombified arm increases the owner’s Str by +1 (when 
  using said arm) and does other normal arm things. If both arms are zombified 
  then the owner’s strength is increased +3.
  Claw of the Wright: This pale hand ends in a set of black, wicked claws that 
  do 1d6 damage. 
  Legs of the Brute: If both legs are possessed the speed increases by 15ft. 
  Cured Skin: These patches of what appears to be dried mummy flesh is 
  imbedded in the owner with various patterns. This gives the owner a +2 AC 
  bonus. 
  Flesh Engines
  These hideous, muscle driven motors create a tremendous amount of torque for 
  comparatively small amounts of negative energy, usually provided by a system 
  of Necro-batteries. If used to replace vehicle combustion engines, they reduce the 
  Speed and Max values by one but the fuel die is replaced by a battery die that is 
  +2 die steps bigger. Smaller versions can be used to drive power tools and the like. 
  These are even more efficient and last 100% longer on a Necro-battery charge.
  
  18
  Necro-batteries
  Most of the NecroTech devices encountered will incorporate or require negative 
  energy to function. The most common storage unit for these are Necro-batteries, 
  which resemble electrical charge packs but are much more ornate and usually 
  covered in runes. 
  Also unique to Necro-batteries, the method used to recharge them is based on the 
  owner’s alignment:
   
  a Lawful persons must recharge their Necro-batteries by a natural energy 
  source such as a lightning storm or spells effects that are necromantic or 
  elementally based. Spells cast for the purpose of recharging a Necro-battery 
  have no other effect. The replenishment is based on the level of the spell cast 
  or the number of damage dice divided by two for natural energy effects. 
   
  a Those of Neutral alignment can only recharge their Necro-batteries by 
  absorbing energy from the remains of undead foes. This is based on the HD 
  of the defeated undead. 
   
  a The chaotic ones must drain energy from other living creatures to replenish 
  the energy on a Necro-battery. This is based on the HD drained from the 
  creature.  
  JawBolters
  These appear to be some sort of rifle augmented with fleshy actuators and a 
  humanoid jawbone inserted into the side of the weapon. With internal feed 
  actuators, the jawbolter plucks the teeth off as the jaw feeds through the rifle, 
  similar to an ammo belt, and magically fires the teeth out like bullets. To reload, 
  just insert another betoothed jawbone. The bolter’s Necro-battery is good for 80 
  shots, roughly five human jawbones. 
  To function as ammunition for the jawbolter, a lower jawbone must be intact 
  when removed for the head and generally striped of flesh. 
  This takes from roughly 5 minutes for a fresh corpse to one 
  round for an old but intact skeletal remains. 
  JawBolter: Damage Die d8; ROF Single fire or Auto (8 rounds); 
  Initiative mod -2; Range 60/120/180; Ammo capacity 
  one jaw, ~16; Necro-battery life 80 shots; 
  Era 4 (Special).
  For additional information on 
  firearms see CUaBM #1, pg 14.
  
  19
  ManaJava
  ManaJava, a mystic brew made from 
  necromantically ensorcelled coffee beans 
  grown in irradiated soil, is available in many 
  varieties. The enchanted effects of the drink 
  are only potent while it is still hot. Storing it 
  in a heated container can extend its potency 
  for 6d6 hours. Reheating the drink will not 
  restore its magic properties. Below are a 
  handful of examples that a Baristamancer 
  might have available.
  Spirit Spice - Imbiber can choose anytime 
  within the next 6 hours to transform into a 
  gaseous form for 1d4 turns. While in this 
  form he is immune to mundane physical 
  attacks. (10-20gp)
  cinnamon Heat - For 1d4 hours, imbiber 
  resists first 10 points of cold or ice damage 
  taken each round, and receives a +4 bonus to 
  all saves to resist cold-based effects. (10-20gp)
  mint mentiS - For the duration of 1d3+1 hours, the imbiber gains a +1 die step 
  bonus to all Int checks. If more than one draught is taken within a 24 hour period, 
  when the duration expires the imbiber suffers a -1 die step penalty to all Int checks 
  per draught taken for the next 24 hours. (20-50gp)
  Bitter BooSt - For the duration of 1d3 turns the imbiber gains an extra 1d14 action 
  die. Once the duration has elapsed, the imbiber suffers a -1 die step penalty for the 
  next 1d3 hours. This penalty may be delayed by drinking  another cup of Boost 
  but the final duration of the die step penalty will be (Number of Draughts +1)d3 
  hours.  (40-70gp)
  Vanilla Vigor - Allows the imbiber to remain awake for 3d20+40 hours without 
  needing any rest, after which they will fall into a deep, coma-like sleep for the next 
  2d24+10 hours. No natural healing occurs during the period of wakefulness or 
  slumber.  (10-20gp)
  power-ccino - For the duration of 1d3+1 hours, all spellburn committed by the 
  imbiber gains double the normal spellcasting bonus. Once the duration is over, 
  the imbiber suffers an amount of temporary attribute damage equal to the amount 
  spellburned under the ManaJava’s effects. Each point of attribute damage is 
  randomly assigned to either Str, Agi, Sta, Per, or Int.  (50-80gp)
  
  20
  Raise Mocha - When fed to a dying person or recent corpse this draught will 
  temporary animate the body as a Caffeinated Corpse (See pg 22) under the control 
  of the cup holder.  (40-70gp)
  nexpreSSo - A potent potable that only a select few can brew. The drinker gains a 
  pale pallor and similar qualities and immunities as an undead (while still being 
  alive) for 1d3+1 hours. They are immune to critical hits, disease, poison, sleep 
  spells, charm spells, and paralysis spells, as well as other mental effects and cold 
  damage. If a double shot is taken, the imbiber also uses Crit Table U: Un-dead 
  (DCCRPG, pg 390) if they score a critical hit on an opponent. A triple shot grants 
  the imbiber power similar to the Chill Touch spell (DCCRPG, pg 133). They receive 
  a +1 to attack rolls, and every creature the imbiber attacks takes an additional 1d4 
  cold damage.
  The drawback of this brew is threefold: firstly, the drinker can no longer feel their 
  body as a living person can so they are unaware of how much damage they take 
  from any attack, other than general observations based on the size of the wound. 
  The GM will track all damage taken during the duration of the effect. Next, the 
  during the duration of the effect, the imbiber can be turned as an undead of equal 
  hit dice plus one. Finally, should the imbiber die within one day per shot taken, 
  they will automatically raise in a few hours as a Shadow (DCCRPG, pg 425).  
  (70-100gp)
  eleVating repoSe - This brew was developed by the Anti-Life League and is only 
  available on request from the few baristas that they are allied with. In addition, 
  it takes months for the meticulous preparation and brewing process to be done 
  correctly so it is VERY expensive (~1000gp). 
  When imbibed, the drinker will experience the ultimate coffee experience and 
  then gently drift off into a peaceful sleep as they die. 2d24 hours later they may 
  raise as an intelligent undead. Below is a list of saving throws that must be made 
  (rolled in order) to see how the conversion process went:
   
  a Fort save (DC 13) versus Death (no reanimation possible). On a success, 
  they roll on Table 9-5: Physical Appearance of Un-dead to determine the 
  nature of their undeath.
   
  a Will save (DC 13), success indicates the imbibers class abilities, alignment, 
  memories, and personality remain in tact. Failure could mean they are a 
  different person now or that they were possessed upon reanimation.
   
  a Fort save (DC 13), success indicates their Hit Die is increased by +1 die step 
  (reroll all HP). Failure means their Hit Die is reduced by -1 die step (reroll 
  all HP). If the save result was over 20 they also gain 1d3 additional hit dice.
   
  a Will save (DC 13), success indicates they may roll one time on Table 9-6: 
  Traits or Properties of Un-dead (DCC RPG, pg 381) to determine what 
  powers unlife has bestowed upon them. If the save result was over 20 than 
  they may roll twice and keep both powers. 
  
  21
  Twisted Menagerie
  Rave Zombies
  Rave Zombies (the dancing dead):  
  Init +1; Atk thrashing limbs +3 melee 
  (1d4); AC 13; HD 2d7+2; MV 30; Act 
  2d16; SP undead immunities and crits, 
  infectious dance; SV Fort +3, Ref +1, Will 
  NA; AL C.
  These crazed undead can spontaneously 
  raise from the corpses of Technos Discos 
  followers (usually in groups of 3 or 
  more) or can be created by necromancers 
  that have learned to raise the dead with 
  enchanted music. It is unknown if this 
  necromantic raising process taps into the 
  power of the Terrible Bringer of Beats or 
  another, more vile, source of horrifying 
  melodic energy. 
  These zombie like creatures tend to 
  dress in remnants of garishly colored 
  clothing and usually are adorned with 
  at least 2d4 eternal chemiluminescence 
  accessories (usually bracelets, necklaces, 
  or other bubbles). There is a 1 in 6 
  chance for each Rave Zombie to be 
  armed with a Glowstick Flail (damage 
  1d4+1, eternal dim-light radius 15 feet) 
  that spontaneously appeared when that 
  Rave Zombie was raised.  Also, techno dance music emanates from their bodies 
  loud enough to be heard up to ¼ mile away per 3 Rave Zombies present.
  Rave Zombies are constantly dancing, even while running. Any magics or effects 
  that cause them to be totally immobile will  inflict 1 point of damage per round to 
  them as they attempt to gyrate against their bonds. This will also silence the music 
  radiating from their bodies.
  Anyone within 100 feet of a group of Rave Zombies must make a Will save (DC 
  8+1 per 3 Rave Zombies in the group) or be compelled to dance. Other actions can 
  be attempted while dancing but they suffer a -2 die step penalty. Each round spent 
  dancing requires a further Fort save (DC 8+1 per 3 Rave Zombies in the group) 
  or suffer 1 point of temporary Stamina damage. Anyone reduced to 0 Stamina by 
  dancing will die and raise as a Rave Zombie in 1d3 turns. The only way to free 
  dancing victims is to kill all of the Rave Zombies or prevent them from dancing for 
  at least one minute (10 rounds). 
  
  22
  Caffeinated Corpse
  Caffeinated Corpse (the coffee animated ghoul): Init +3; Atk bash & bite +2 melee 
  (1d6); AC 12; HD 2d4+1; MV 60; Act 1d20; SP undead immunities and crits, jitter 
  touch, sense coffee 1000ft; SV Fort +5, Ref +3, Will NA; AL C.
  Ghastrista (greater coffee ghoul): Init +4; Atk bash & bite +5 melee (1d6); AC 14; 
  HD 6d4+3; MV 90; Act 2d20; SP undead immunities and crits,greater jitter touch, 
  sense coffee 1 mile, brew master; SV Fort +7, Ref +4, Will NA; AL C.
  Raised by pouring a rare brew of 
  ManaJava into a corpse’s mouth, these 
  undead will only be animate for a short 
  time unless they get more coffee…  and 
  they know it. They can sense the brewing 
  of coffee from 1000 feet away and unless 
  ordered otherwise by their master, they 
  will always be moving towards the 
  largest nearby source of coffee. 
  Caffeinated Corpses look similar to 
  “normal” zombies but are constantly 
  twitching from the enchanted caffeine 
  coursing 
  through 
  them. 
  Another 
  difference is that they run VERY fast 
  whenever they move. 
  After the initial cup of joe that awakened 
  them, 
  a 
  Caffeinated 
  Corpse 
  will 
  deanimate after 1d3 hours unless they can 
  find more sustenance. Each additional 
  cup of ManaJava consumed will extend 
  their existence by an additional 2d4+4 turns. Regular coffee can be consumed as 
  well but it only grants 1d3 turns of unlife per cup.
  A Caffeinated Corpse is under the control of whoever holds the cup that contained 
  the ManaJava that raised it. They cannot attack the cup holder or ignore their 
  commands. 
  Any living man-type creature struck by a Caffeinated Corpse must make a Fort 
  save (DC 14) or suffer jitters so intense they cause a -1 die step penalty to all actions 
  for the next 1d5 hours. These jitters can be temporarily relieved by consuming 
  coffee but only for 1d3 turns per cup. 
  There are stories of a greater type of Caffeinated Corpse, known as a Ghastrista, 
  that are much more intelligent and powerful. Should a Ghastrista gain access to the 
  proper equipment and supplies, they are more than capable of brewing their own 
  joe. They can even brew ManaJava with enough time and a source of enchanted 
  beans. The jitter effects of a Ghastrista’s attacks last for days instead of hours. 
  
  23
  Power Wight
  Lesser Power Wight (NecroTech enhanced corpse): Init +1; Atk bash +4 melee 
  (1d5+3) or weapon +4 melee (dam+3); AC 13; HD 3d12+4; MV 20; Act 1d20; SP 
  undead immunities and crits, ignore crit 33%, enhancements, absorb electricity; 
  SV Fort +7, Ref +1, Will NA; AL C.
  Greater Power Wight (reanimatronic juggernaut intellectual): Init +2; Atk 
  bash +8 melee (1d5+4) or weapon +8 melee or ranged (dam+4) ; AC 14; HD 
  6d12+10; MV 25; Act 2d20; SP superior intelligence, undead immunities 
  and crits, ignore crit 50%, enhancements, absorb electricity; SV Fort +9, 
  Ref +2, Will +6; AL N.
  Using the secrets of both golemcrafting and necromancy, these creatures are 
  always planned works created in a lab and never spontaneously occur. They are 
  creations formed from the finest parts of 
  various corpses and incorporate NecroTech 
  devices within their bodies. 
  They generally have the appearance of 
  heavy bodied, 7ft tall humans with arcs 
  of energy playing across several exposed 
  mechanical bits. Greater Power Wights 
  have a much more refined, less corpse-
  like appearance than their lesser 
  cousins due to the added 
  care taken during their 
  construction. 
  Due 
  to 
  redundant 
  systems and reinforced 
  tissues, Power Wights can 
  outright ignore critical 
  hits scored upon them 
  33% of the time. Greater 
  Power Wights ignore crits 
  50% of the time.
  Any electrical damage 
  inflicted upon one of these 
  creatures does no damage 
  but instantly heals the creature for ½ 
  of the damage normally inflicted.
  All Power Wights are constructed 
  with 
  several 
  useful 
  NecroTech 
  enhancements, Lesser ones having 
  1d2+1 and Greaters having 1d4+2. Roll 
  1d10 on the table below to determine what 
  enhancements a particular Power Wight has. Duplicate results are allowed and 
  either act independently or are combined into a greater enhancement.
  
  24
  1 
   Extendable Arm - The Power Wight’s primary arm can rapidly extend 10ft 
  farther than normal. This can be used to deliver a surprise melee attack (treat 
  as a backstab, once per combat) or attempt to grab a victim and quickly pull it 
  towards the wight (treat as a grapple attack with success indicating the target 
  is pulled next to the Power Wight).
  2 
   Powered Melee Weapon - One of the Power Wight’s limbs is equipped with a 
  NecroTech enhanced melee weapon that does +2 die steps more damage than 
  normal (one-handed weapons only).
  3 
   Armor Plating - The AC of the creature is increased by +3 and it ignores the 
  first 1d3 points of damage from all attacks.
  4 
   Negabolt Caster - Several electrodes protrude from the Power Wight’s body 
  and can be used to fire a bolt of negative energy at an opponent (negabolt +3 
  ranged, 3d5 damage, range 20/40/80). This requires an action and can only 
  generate one bolt per three rounds. Any undead hit by this bolt will actually 
  heal instead of suffer damage.
  5 
   Might Augment - The beast may supercharge its muscular system with 
  negative energy and +2 to all rolls involving Strength, including to hit and 
  damage rolls. This effect only lasts 1d3 rounds and requires 2d3 minutes to 
  recharge.
  6 
   Essence Drain - On a successful touch attack, the Power Wight forces the 
  target to make a Fort save (DC 13) or suffer 1d3 temporary Sta damage. The 
  energy drained from the target 
  can instantly recharge any other 
  NecroTech enhancement.
  7 
   Mystic Engine - Once every 3 
  rounds, as an action, the creature 
  can use the engine to cast a spell 
  built into the engine using 6d4 
  as the casting dice. The spell 
  available is determined randomly 
  from spell levels 1-3 each time it is 
  used.
  8 
   Necro-shock Leads - All melee 
  attacks made by the creature do 
  an extra 1d4 negative energy 
  damage.
  9 
   Speed Augment - The creature 
  may supercharge its neural tissues 
  with negative energy and gain an 
  extra 1d24 action die for 1 round. 
  This requires 3 rounds to recharge.
  
  25
  10  Detachable Parts - The Power Wight can detach one or more body parts (max 
  equal to HD) without injury and they will function independently (atk +2 
  melee (1d3); HP 8; MV 15; Save All +1). The creature can see and hear perfectly 
  from each detached part. 
  Greater Power Wights are usually quite intelligent and have a penchance 
  for academic studies. As they are of Neutral alignment, they prefer to seek 
  enlightenment and survival instead of outright savagery. They will utilize 
  thoughtful tactics in combat, set traps, and employ minions when possible. 
  As they have an innate understanding of the nature of undead and NecroTech, 
  they can create 1d3 HD worth of unintelligent corporeal undead every week, given 
  the proper materials and lab space. Also, for every decade they exist they become 
  an expert at one particular field of academic study, gaining a +4 to knowledge rolls 
  regarding it.  
  Corpsenado
  Corpsenado (undead funnel cloud): Init +5; Atk wind buffet +9 melee (1d4+4) or 
  throw debris +5 missile (1d3+3) ; AC 18; HD 10d8+10; MV 90; Act 4d20; SP undead 
  immunities and crits, vortex, spawn zombies; SV Fort +12, Ref -5, Will +5; AL C.
  Only the ancient Astrolichs truly understand how to summon and control one 
  of these titanic abominations from the plane of Eternal Unrest. Many who try to 
  harness their howling rage eventually lose mastery over them and join the hungry 
  thralls within the funnel.
  The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal 
  is to scour the life from the surface of whatever plane of existence they inhabit. 
  In the distance they appear as a purplish tornado with arcs of greenish lightning 
  flashing from within. From a closer vantage point hundreds of animated corpses 
  can be seen flailing within the twisting funnel cloud and glowing eyespots are 
  visible peering out from its center mass.  
  During combat the Corpsenado can, as an action, fling 2d4 zombies (DCC RPG, 
  pg 431) out to a range of 150 feet. These zombies take no appreciable damage 
  from being thrown and are able to attack at the end of the round that they were 
  spawned. There is no limit to the number of zombies a Corpsenado can spawn.
  Anyone or thing within 50 feet of the funnel must make a Strength check (DC 15) 
  or be sucked up into the funnel. Victims caught in the funnel take 1d4 damage each 
  round from flying debris and have a 50% chance of being attacked by a zombie 
  that collides with them. All actions taken within the funnel are performed at -2 
  die steps. The victim must be inventive on creating ways to escape the funnel (i.e. 
  launching themselves off a large object within the funnel, shooting a grapple line 
  arrow into a nearby structure, using magic, a Mighty deed, etc). All DCs to escape 
  will range from 18-25. Anyone that dies within the funnel will raise as a zombie 
  within 1d4 rounds. 
  
  26
  Alternatively, a person caught within the funnel can attempt to maneuver into 
  the center, requiring a Str or Int check (DC 15) each round and attack the glowing 
  heart of the Corpsenado (AC 12; HP 20). If the heart is reduced to 0 hp, the funnel 
  will dissipate and return to its home plane. The heart cannot be attacked from 
  outside of the funnel by any mortal means.
  
  27
  Parts Pile
  Parts Pile (swarm of reanimated body parts): Init -1; Atk limb bash +3 melee (1d3) 
  or grapple +5 melee (see below) ; AC 11; HD 3d8*; MV 20; Act 3d16*; SP undead 
  immunities and crits, devour, surprise, stench; SV Fort +4, Ref -1, Will NA; AL C.
  When still, these amalgamated creatures appear to be a roughly 5 foot pile of foul, 
  rotting body parts of various humanoids. If an Int save (DC 15) is failed, the Parts 
  Pile swarm has successfully ambushed its prey and its opponents are surprised. 
  This gives the swarm +1 die step to all attacks during the surprise round. 
  Each round that the Parts Pile moves at least 10 feet it exudes a reeking miasma 
  at a 10 foot radius. Anyone caught in the miasma must make a Fort save (DC 10) 
  or retch for the next 1d4 rounds, imposing a -1 die step to all actions. The miasma 
  cloud only lasts one round. Also, as it moves the swarm leaves a trail of noxious 
  bodily fluids. This makes it easy to track.
  There is a 50% chance that in melee combat it will attempt to grapple an opponent. 
  If it is successful, the victim is dragged into the center mass of the pile. While 
  in the pile, the victim will suffer 2d3 damage per round as bits and pieces are 
  stripped from their body and the swarm will heal 1 hp per round it has a living 
  victim grappled within its mass. Also, any failed melee or missile attacks against 
  the Parts Pile have a 66% chance of hitting a grappled victim instead. 
  Should a Parts Pile have uninterrupted access to fresh corpses, it can slowly 
  salvage new parts to increase its power. For every five corpses it has access to, 
  taking 30 minutes per corpse, it gains 1 HD. Also, for every 3HD gained in this 
  manner it also gains +1 to hit, +1 to damage, and an additional 1d16 action die. 
  There are rumors of greater versions of the Parts Pile that can utilize tools and 
  are clever enough to set traps to capture prey. These Guile Piles can pick locks, 
  set traps, sneak silently, hide in shadows, and climb sheer surfaces as a 2nd level 
  chaotic thief. 
  
  28
  Coming Next Issue!
   
  ► A new Interesting Place to Die: The Menfish Pyramid of the Bass 
  Masters!
   
  ► Scrapplers of the Wastelands: A Mighty meaty mercenary PC class
   
  ► And much, much more!
  R.A.T.S. - Rodents of Abnormal Talent and Size
  By Talon Waite
  R.A.T.S. (fire breathing zombie rodents): Init +4; Atk bite +2 melee (1d4 +1 
  plus disease) or breath weapon; AC 13; HD 1d8+2; MV 30 or Climb 20; Act 1d20 
  SP undead immunities and crits, +5 sneak silently,  disease (DC 7 fort save or 
  additional 1d6 damage), breath weapon (once per turn cone of 10’ wide and 30’ 
  long, all within range must make a Reflex DC 12 save or take 1d6 fire damage); SV 
  Fort +4, Ref +2, Will NA; AL C.
  R.A.T.S. appear as a terrible mass of mangy fur patches, plague scarred skin that 
  is completely missing in places, sunken flesh, empty eye sockets, and at times 
  maggots can be seen worming their way through their very flesh. 
  These R.A.T.S. are not a side effect of necromantic energies gone awry, but are 
  a deliberate creation from one of the Necromancers in the space needle. This 
  individual realized that the best way to gain the upper hand with his competition 
  was to sabotage them. So, with careful study and years of experimentation the 
  R.A.T.S. were born. 
  These giant zombified rodents of abnormal talent and size were imbued with the 
  ability to breathe fire. This ability is what makes them so dangerous - as fire is the 
  quickest way to destroy years of scrolls and tomes, as well as important pieces of 
  equipment and other dead things. For some time there was a rash of mysterious 
  fires throughout the space needle before the residents realized the true horror of 
  the R.A.T.S. and they were traced back to their creator. 
  Every so often these R.A.T.S. still appear and wreak havoc because the formula for 
  creating these creatures survived the death of their creator and has been passed 
  around in several of the select circles of Necromancers. The R.A.T.S. were created 
  to be specialized soldiers and have no supernatural way of infecting other rodents 
  to become like them.
  Right before reanimation begins R.A.T.S. are bound to a special fetish which is 
  actually a  mummified body of a normal rodent. Once bound, they can follow 
  mental and verbal commands of the creator of the fetish (the fetish does not work 
  for other individuals). If the fetish or caster is destroyed, the R.A.T.S. bound simply 
  wander off in search of things to burn or eat. 
  Rumor has it that there are small groups (2-4) of these R.A.T.S. wildly roaming 
  around the lower parts of the Space Needle and surrounding areas. 
  
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  Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman Games
  Crawling Under a Broken Moon issue #17 Copyright 2016, Shield of Faith Studios
  Crawling Under a Broken Moon issue #1 - #16 Copyright 2014-2016, Shield of Faith Studios
  
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  CUBM17
  CUBM17
  In this issue:
  * The Necromancers of the Space Needle and the Land of the 
      Reanimatronic Dead 
  * NecroTech - wondrous items brought to you by cutting edge 
      necromancy
  * The Wikinomicon - containing a pair of spells to die for
  * And  a slew of new undead beasties to kill your players with
  
SOURCE: textdata/thevault/Crawling Under a Broken Moon/Crawling under a Broken Moon.-.CUBM Issue 17.pdf