This is fascinating and imaginative stuff!
Remembering to
Keep It Simple Stupid, and to use existing rules/stats whenever possible, here is my take:
Hanging Rope: 6 PointsBase it on the Whip, with the addition of +1 FV and the ability to ignore all armor except mystical armor or mystical armor bonuses.
FV +1; 1 Hand; Pluck -1; Ignores armor as stated above. If you wish to make it more effective, you could increase the Pluck penalty to -2 for the cost of an additional point.
Mask of the Damned: 9 Points plus cost of summoned DemonThis keeps it simple and straightforward: no additional rules necessary.
Lantern of Souls: 20 Points. Mystic Reliquary for potential zombies: 5 Points.Start by charging all characters that may be brought back as zombies an additional cost of 5 points, just like Thule’s Jagers. You don’t have to call it a Revivifier: I would suggest they carry a Reliquary (rules are in HVF) which contains the Mystic Power to zombify the carrier when he falls.
The rest is more complicated. The Lantern acts like Thule’s Arc Generator, except it doesn’t provide power to Arc weapons and devices. Costing the Lantern is difficult the way the rules are laid out, especially if you zombify the other side’s fallen characters. The Lantern has advantages over Thule’s arrangement (extended range of control of the zombies, plus they still operate if the Lantern breaks) and disadvantages (weaker zombies [although they gain the Berserker talent under certain circumstances], and they may turn on their creator!). My gut feeling is to just go ahead and charge 20 points for it, the same as Thule’s Arc Generator.
Maybe I am over thinking this one I am not sure
To simplify this item somewhat, I would probably do something like:
1. Only allow figures with Reliquaries to be turned into zombies.
2. Reduce the range of the Lantern to 12 inches.
3. Allow the Lantern’s owner to control any amount of zombies.
4. Use the Berserker Talent and limit Berserk zombie attacks to the nearest living figure.
What I’ve tried to do here is to keep the rules similar to the Thule’s Revivifier, but to give it a different flavor by adding the Berserker talent without adding too many additional layers of rules.
So the rules would read something like this:
Any figure with a Reliquary that is taken out of the game while within 12 inches of a Lantern of Souls immediately becomes a zombie at the beginning of the next turn. Figures with Reliquaries that are taken out of the game while more than 12 inches from a Lantern are simply removed from play. If the operator of a Lantern of Souls is taken out of the game, the Lantern ceases to have any effect. Zombie Stats: Pluck 6+, FV +1, SV 0, Speed 0 [may not run]; Anti-venom; Tough [since these zombies are relatively weak, I would recommend including the Terrifying talent]; Armor as for the figure's original type; Fighting attack as clubs; no Shooting attacks. Zombies may not voluntarily move more than 12 inches from a Lantern of Souls. If a zombie finds itself more than 12 inches from a Lantern of Souls, or the Lanterns cease to have an effect, the zombie will move towards and attempt to attack the nearest living figure (regardless of which Company to which it belongs), acting under the Berserker Talent. Zombies will continue to act under the Berserker Talent in this manner until taken out of the game, in which case they will not rise again.
These are great ideas, and obviously you can do whatever you like with them---that is the beauty of IHMN! Remember, I'm giving advice without benefit of knowing the Company's story and history: that could well affect my entire outlook.
I appreciate the opportunity to offer my humble help in your most worthy endeavor!