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Old School Zombies


ArmlessTigerMan

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At the Shady Acres home for retired adventurers...

 

The Blonde Phantom: "...And there I stood, with only half a clip left in my trusty nickel-plated .45, surrounded by a gibbering horde of zombies!"

 

Quantum Lass: "Were they fast zombies, grandma?"

 

The Blonde Phantom: "Fast zombies? You whippersnappers and yer sorry excuses for zombies! Back in my day, we had real zombies to worry about!"

 

Zombi

City of Doom, by Walter Gibson

The Shadow, May 1936

 

Val Char Cost
15 STR 5
8 DEX -6
10 CON 0
10 BODY 0
3 INT -7
0 EGO 0
10 PRE 0
10 COM 0
1/6 PD 0
1 ED 0
2 SPD 2
5 REC 0
20 END 0
5" RUN-22" SWIM03" LEAP0Characteristics Cost: -8

Cost Power END
60 Dulled Senses: Automaton (Takes No STUN)
7 Tireless Sinews: , Reduced Endurance on Strength (0 END; +1/2) (7 Active Points)
-2 Mechanical Gait: (0 Active Points); No noncombat on running (Power loses about a fourth of its effectiveness; -1/4)
Equipment
1) Broadsword: Killing Attack - Ranged 1d6 +1
2) Helmet and Chestplate: Armor (5 PD) ; Activation Roll 11- (-1)
Powers Cost: 65

Cost Skill
2 Language: Unknown Language: Fluent Conversation
1 WF: Blades
2 +1 Broadsword
Skills Cost: 5

Val Disadvantages
25 No free will: Must obey the Voodoo Master, Very Common, Total
10 Dulled Senses: -2 to all perception rolls, Frequently, Slightly Impairing
27 Zombie Bonus

Base Points: 0

Disadvantage Points: 62

Total Character Cost: 62

 

background: The Zombi are the victims of Dr. Rodil Mocquino, the self styled 'Voodoo Master.' These poor souls have been repeatedly subject to Mocquino's mind control device until their free will has been obliterated.

powers/equipment: Zombi are slow moving and insensate. Mocquino has outfitted them with broadswords, as well as helmets and breastplates that are strong enough to withstand pistol fire. Dr. Mocquino has trained the Zombi respond to commands in an unknown language.

tactics: Being slow and dull-witted, the Zombi are best suited to attacks in confined spaces. Dr. Mocquino uses them to guard his headquarters. The Zombi have a limited memory. Their standing orders are "Advance to within sword length of intruders, and attack."

 

Mindless Monster

The Mindless Monsters, attributed to Alan Hathaway

Doc Savage Magazine, September 1941

 

Val Char Cost
33 STR 36
10 DEX 0
18 CON 16
11 BODY 2
10 INT 0
10 EGO 0
20 PRE 0
10 COM 0
7/13 PD 0
4 ED 0
2 SPD 0
11 REC 0
36 END 0
37 STUN 0
6" RUN02" SWIM06 1/2" LEAP0Characteristics Cost: 54

Cost Power END
6 Feels No Pain: Armor (6 PD / 0 ED) (9 Active Points); Only protects against stun, not body (Limited Type of Attack; -1/2) (added to Secondary Value)
5 Not Impressed: +10 PRE (10 Active Points); Defense only (Power loses about half of its effectiveness; -1) (added to Primary Value)
Powers Cost: 11

Val Disadvantages
20 Physical Limitation: Rapid Aging, All the Time, Greatly Impairing
20 Psychological Limitation: No free will, must obey master, Common, Total
5 Distinctive Features: Pale skin, blank stare, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Zombie Bonus
0 Normal Characteristic Maxima: No Age Restriction

Base Points: 0

Disadvantage Points: 65

Total Character Cost: 65

 

background: The Mindless Monsters are the side effect of a mind control concoction developed by an evil pharmacist. In moderation, it makes the subject susceptible to command. When given a fatal overdose, the victim gains inhuman strength at the price of rapidly using up all of their vitality. Rapid aging ensues, leaving the victim a pale, wrinkled corpse within minutes as they die of old age.

powers: They are extremely strong, able to flip over trucks, rip doors off of cars, and crush people to death.

tactics: The monsters are dosed and then used to commit robberies, as the villain tests his creation and gears up for wholesale terror and conquest.

 

The Reanimated

Herbert West: Reanimator by H.P. Lovecraft

Home Brew, February 1922

 

Val Char Cost
15 STR 5
11 DEX 3
13 CON 6
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
8 COM -1
3 PD 0
3 ED 0
3 SPD 9
6 REC 0
26 END 0
28 STUN 3
7" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 25

Cost Power END
3 Savage Attack: Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 1
2 The Quick and the Dead: Running +1" (added to Primary Value) 1
Powers Cost: 5

Cost Skill
5 Stealth 12-
3 Shadowing 11-
Skills Cost: 8

Val Disadvantages
15 Craves Human Flesh, Common, Strong
15 Animal Intelligence, Common, Strong
8 Zombie Bonus
0 Normal Characteristic Maxima: No Age Restriction

Base Points: 0

Disadvantage Points: 38

Total Character Cost: 38

 

background: As a young medical student, Herbert West formed certain theories concerning life and death, believing that once the spark of life was extinguished, a new, artificial spark could take its place, and the dead could live again.

powers: This write up exemplifies subjects from early in Dr. West's career. He sought out prime physical specimens that had died sudden deaths, thus the relatively high characteristic scores (when compared to normal humans.) These subjects invariably 'came back wrong,' as violent killers craving human flesh. The experiments that escaped from West roamed the countryside, savagely killing people and eating them.

tactics: These reanimated are feral creatures, seeking out weak victims and feeding on them. They have no intelligence, only animal cunning.

 

The Red Eyes

The Hills of the Dead, by Robert E. Howard

Weird Tales, August 1930

 

Val Char Cost
13 STR 3
11 DEX 3
10 CON 0
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
3 PD 0
2 ED 0
3 SPD 9
5 REC 0
20 END 0
22 STUN 0
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 15

Cost Power END
24 Unnatural Vigor: Physical Damage Reduction, Resistant, 50%, Not v.s. animal attacks (+0) (30 Active Points); Still suffer disabling effects of attacks to hit locations (-1/4)
5 Denizen of the Night: Nightvision
Powers Cost: 29

Cost Skill
5 Climbing 12-
Skills Cost: 5

Val Disadvantages
20 Vulnerability: Fire, Common, Vulnerability Multiplier (2x BODY)
10 Fear of Fire, Uncommon, Strong
5 Distinctive Features: Ashen skin, bloodshot eyes, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
14 Zombie Bonus
0 Normal Characteristic Maxima: No Age Restriction

Base Points: 0

Disadvantage Points: 49

Total Character Cost: 49

 

background: A twist on the Lost City cliche, this lost city is teaming with zombies. The Red Eyes inhabit an ancient city in the hills of the African jungle. Their history and origin is unknown.

powers: The Red Eyes are products of evil magic. They are able to withstand a lot of punishment, the special effect being that they suffer the effects of damage; broken necks, limbs, etc... These creatures are nocturnal, and are afraid of fire. Their dead flesh is also attractive to carrion feeders, like vultures, which would happily feed on the Red Eyes.

tactics: These creatures are nocturnal, leaving their silent city at night to abduct victims from the local tribes, in order ot devour their souls!

 

Optional rules for zombies:

Goodnight Gracie: A killing attack that causes a certain amount of body damage to the head hit location will automatically incapacitate zombies. This helps speed up combat as the gm only needs to track head shots, and can basically ignore the stun and body of other attacks. Also useful for downgrading zombies from Menace to Mook status, depending on the effect desired.

 

stories available here:

www.blackmask.com

cribbed ideas from Twilight of the Dead

http://www.yamoslair.com/totd.html

as well as movie zombies here

http://surbrook.devermore.net/adaptionsmovie/moviechar.html

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