In that case belial666's character Elena in Enduring the Apocalypse has a custom power called undying that might be appropriate. I can post a link later unless somebody beats me too it.
Yep, he took Living Dead and chopped off all the effects other than
No "death" result is ever permanentSo lets take a look at the Trappings of Living Dead
Living Dead [–1]
Description: You’re dead, but you keep walking around. It’s kind of gross.
Musts: You’ve got to be dead.
Effects:
Corpse Body. Your body is a corpse. is means that you cannot recover from consequences with time, because your body does not regenerate. Any physical consequences you suffer are permanent until you take some kind of effort to remove them (know any good taxidermists?) or seek supernatural assistance to reconstruct your body.Ok, this is a disadvantage that is probably worth a +1 bonus. Chop this off the Power and the cost rises to -2
Death is a Nuisance. Unless wholly destroyed or killed by special means, you’re already dead, and that doesn’t seem to have fazed you much. No “death” result is ever permanent unless special means are used (usually as determined by your creature type).This is the Major advantage of the Power, we wan't to keep that.
Dude! You’re Dead! And that’s pretty scary to a lot of people. When dealing with folks unaccustomed to the walking dead (and that’s most “regular” people), gain a +1 on Intimidation. The downside? Take a –1 penalty on nearly every other social skill (except Deceit). For every level of physical consequence you’ve sustained, increase the penalty/bonus by –1/+1. That said, the effect is short-lived with any one target—as they become accustomed to a reality where the dead walk, they eventually become inured to it as an additional reason to be terrified.
This trapping has some Positive as well as Negative effects. Negative effects dominate it somewhat however. Let's count this as another +1 Bonus. We're going to chop this one off as well, increasing the power cost to -3.
That Leaves us with a Power that provides the following Trapping
Death is a Nuisance. Unless wholly destroyed or killed by special means, you’re already dead, and that doesn’t seem to have fazed you much. No “death” result is ever permanent unless special means are used (usually as determined by your creature type).for a cost of -3
To Create a Trans-Mythic Recovery Power I'd probably just add a trapping like that to Mythic recovery, and make it vulnerable to the catch. It simply call it:
Recover from DeathUnless wholly destroyed, killed by special means, or taken out by an attack that meets your catch, you’re never going to die. No “death” result is ever permanent unless the catch is satisfied when it is created, or the special means are used. (Choose the special means when taking this power)In conjunction with Mythic recovery i'd probably charge only -2 for it. That would bring it in line with Physical Immunity.
Recovery from extreme consequences would be unaffected, those are plot consequences more that anything and should still be there.
So to sum up.
Trans-Mythic Recovery -8Like Mythic Recovery
Additional Trapping
Recover from DeathUnless wholly destroyed, killed by special means, or taken out by an attack that meets your catch, you’re never going to die. No “death” result is ever permanent unless the catch is satisfied when it is created, or the special means are used. (Choose the special means when taking this power)