Ellen Cooperrider, néé Wheeler, is an attractive woman of 23. She is slim, blonde, and unusually pale, perhaps because of her experience. Her fiancé is Aaron Driben, a dark haired, also slim, 25 year old, ex-Army lieutenant. He is now working in security, perhaps eventually to get a job with Pinkerton's or some other agency. He has scars and bruises, recently inflicted, and his left arm is broken and hangs in a sling by his side. He carries a pistol (the same type as most of the player characters carry).
The story they have to tell is a harrowing one. About a year ago, Harry Cooperrider, Ellen's husband of four years, died of heart failure (natural causes). She grieved for about six months, then eventually started dating again. She met Aaron, they fell in love, and he proposed. Two nights after the engagement, they were sitting at Ellen's home one late evening, when they heard a knock at the door. It was what appeared to be the departed husband, somewhat the worse for wear. Ellen screamed, and Driben tried to keep the walking corpse from her. It appeared again three nights after that, breaking in through a window, then again after two nights, at a friend's house, then again yesterday, at a hotel room in another city.
The grave where Harry is buried is curiously undisturbed. If the Investigators come back one dark night and unearth the body (graverobbing is normally considered illegal) they will notice that it shows no signs of walking about. What's more, a Spot Hidden, or any Investigator looking specifically for this, will notice that the marks of decay on the body are different from those on the corpse that walks. This is not the same corpse!
Wherever Ellen is hidden, "Harry" will be able to find her. The Investigators should be able to destroy him several times, but he will just keep coming back, stronger. If the Investigators decide to break off, and leave the couple to their fate, eventually "Harry" will kill both of them. When the Investigators hear of this, it will cost each 1d4 SAN, +1 for each day over the first that they have spent with the deceased.
Every night, at total darkness, about an hour after sunset, it will rise out of the ground, preferably at the graveyard where Harry is buried, but in any case no more than about two hours walk/shamble from where Ellen is. It will then proceed towards her. It will always infallibly know the direction where she is. When it takes enough damage to be destroyed, or at sunrise in any case, it will vanish without a trace (not even the graveyard odor it carries with it, or any muddy footprints) until the following night. It may be played either as the strong, menacing, silent type, or with entreaties, such as "Darling, why have you forsaken me? Come back to your husband now, please. We can be together again - forever," in a deep, graveyard or monotone voice. In any case, it is an automaton, and will not respond to speech or even understand it.
First, and easiest, there is just telling Ellen that she is causing this. It would take either an Oratory or a Debate, plus either a Psychoanalysis or Psychology roll, to convince her enough so that the corpse would not walk - but Ellen, and Aaron, will both be initially hostile to the idea. It could even take several successes, or several days, or require Impaling rolls, if the Keeper likes the nightly combat or chase sequence with the monster.
Then there is Psychoanalysis, just to make Ellen feel less guilty about Harry's death, and re-marrying. Though it would, of course, take time far beyond the span of the game to "cure" Ellen's problems, it would only take abut 1d3+1 days of successful Psychoanalysis rolls to stop the corpse from coming. During this time, the corpse will keep showing up, but on any day that the roll succeeds, it would not gain any Strength or Constitution, and on an Impaling roll, it would lose 4 points of each. The advantage of this method is that it doesn't require the Investigators to confront Ellen, and they might even happen on the cure without even realizing what was going on, just from seeing that Ellen needs to talk.
Then there is always Magic. If the players figure out an ingenious use of the spells they have, it might work to dispel the corpse permanently. "Mundane" spells, such as damage causing spells, or summoned creatures, or tricking the creature through a Gate, would only get rid of the creature for the night, like normal weapons, but perhaps the Investigators could Mind Link with Ellen somehow. Let them be creative.
Finally, there is Catharsis. If the corpse seems on the verge of destroying the Investigator group (after all, they only heal at normal rates), and you are feeling like a particularly kind Keeper, let Aaron Driben (or, if he is being played as a Player Character, some relative of Ellen's, a parent or such) rush forth and be destroyed. Then Ellen can, with a horrid scream, confront "Harry," realize that she is animating him, and dispel him. But don't even think about how much SAN loss that would cost her - if you, the Keeper, change your mind later, and decide that you were too generous, this would be an excellent excuse to have her show up in a future scenario as the adversary, summoning up all sorts of imaginary - but - deadly creatures.
Whenever the characters think of even a marginally reasonable stratagem to destroy the corpse, let them get away with it - the corpse is, after all, not too bright, and it will just come back the next night. But it will not fall for the same trick twice, and its very stupidity may help it evade some traps. If the characters cast spells against the corpse that it needs to resist with POW or Magic Points, the first time each spell is used, treat the corpse's POW as 1 - for subsequent uses, treat the corpse's POW or Magic Points as Ellen's 25. If most characters in your campaign carry guns, the corpse should take half damage from all guns, due to being a corpse and not really caring about being shot through any vital organs. If few characters in your campaign have or use guns, do not do this, since they have to be able to destroy it a few times while they investigate. It just shouldn't be too easy.
Ellen Wheeler Cooperrider
STR:8 CON:10 SIZ:10 INT:13 POW:25 DEX:9 APP:15 EDU:10 SAN:40
HP:10
No Useful Skills. Others (Dance, Cook, R/W English, etc.) 55%.
"Harry Cooperrider," the Corpse
STR:13 (goes up) CON:13 (goes up) SIZ:14 INT:5 POW:1 (or 25) DEX:8
HP:14 (goes up) SAN cost: -1d6/-0
Fist 50%, Grapple 25%
+1d4 Hand-to-Hand Damage Bonus,
Takes Half Damage from all guns.