megaplayboy Posted August 6, 2008 Report Share Posted August 6, 2008 Just something I came up with while bored: Semi-fast zombie: increase DEX by 2, increase movement to 1" less than normal humans Fast zombie: Increase DEX by 3, increase movement to 6"/phase Faster zombie, Increase DEX by 5, SPD by 1, increase movement to 7"/phase Fastest zombie, Increase DEX by 8-10, SPD by 2, increase movement to 10"/phase (nearly fast enough to chase slow-moving cars) Semi-strong zombie: increase STR by 2 Strong zombie:increase STR by 3-5 Stronger zombie: increase STR by 8-10 Strongest zombie: increase STR to 25-30 semi-tough zombie: increase body by 1, rPD by 1 tough zombie: +3 body, +2rPD tougher zombie: +5 BODY, +3rPD toughest zombie: +10 BODY, +6rPD semi-smart zombie: +3 INT, can do very simple tasks like opening a door, surrounds a target before attacking smart zombie: +5 INT, can use blunt objects as clubs, uses stealth and rudimentary pack tactics smarter zombie: +8 INT, can use melee weapons and sometimes guns, can understand spoken language, capable of barter smartest zombie: +10 INT, can use sophisticated weapons and drive vehicles, capable of speech and full reasoning Other variants: Semi-armored zombie (this could be a zombie SWAT team guy or soldier): +6 rPD, Act. 11- Fully armored zombie(a secondary mutation has given the zombie a tough armored hide): +8 DEF Leaping zombie: +5" leap Fanged zombie: add +2 DC to the zombie's bite sharp-fanged zombie: add AP to the fanged zombie's bite venomous fanged zombie: add a paralyzing venom to the zombie's bite more infectious zombie: speed up the effects of the zombie-virus by one or two steps on the time chart exploding zombie--2-3d6 RKX, destroys zombie, trigger: stabbed or shot in the vitals (basically, gas builds up in the body...uh, you get the idea) acidic zombie: spits acid at prey Quote Link to comment Share on other sites More sharing options...
Curufea Posted August 7, 2008 Report Share Posted August 7, 2008 Re: Zombie variant options There's some interesting variants in Unhallowed Metropolis as well... Modular Zombie: dismemberment does not stop its parts moving, only destroying its brain does. Zombie Lord: an almost smart zombie that commands others. Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted August 7, 2008 Author Report Share Posted August 7, 2008 Re: Zombie variant options There's some interesting variants in Unhallowed Metropolis as well... Modular Zombie: dismemberment does not stop its parts moving, only destroying its brain does. Zombie Lord: an almost smart zombie that commands others. Yeah, the "smartest zombie" has the zombie lord potential, actually. Quote Link to comment Share on other sites More sharing options...
Mindscape Posted August 7, 2008 Report Share Posted August 7, 2008 Re: Zombie variant options My favorite change to the classic zombie was one that I made. The zombies had and EB linked to a Drain CON I believe (haven't used it in forever). I defined it as they would pull out a random rotting organ and throw it at the PC's. The looks I got when they though they had some thime before the zombies got into combat range. Quote Link to comment Share on other sites More sharing options...
The Monster Posted August 11, 2008 Report Share Posted August 11, 2008 Re: Zombie variant options My favorite change to the classic zombie was one that I made. The zombies had and EB linked to a Drain CON I believe (haven't used it in forever). I defined it as they would pull out a random rotting organ and throw it at the PC's. The looks I got when they though they had some thime before the zombies got into combat range. That is too sweet! Consider it stolen. How about: Hungry Zombie: Healing 2d6 Self Only, OAF live human flesh of opportunity Devouring Zombie: Aid 2d6 STR & BODY Self Only, OAF live human flesh of opportunity Horrific Zombie: Drain PRE 1d6, Ranged Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted August 11, 2008 Author Report Share Posted August 11, 2008 Re: Zombie variant options Howling zombie: +3d6 PRE attack Summon other zombies(must come from area, under own power) Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted August 11, 2008 Author Report Share Posted August 11, 2008 Re: Zombie variant options anti-zombie countermeasures: sealed hazmat suit 1 PD Armor Invisibility to smell group, fringe effect Stink bomb/pepper spray bomb (Flash vs. smell or darkness vs. smell) This is on the theory that zombies use smell to zero in on prey. sweat/pheromone spray: Images vs. smell (make a zombie smell like a human) Quote Link to comment Share on other sites More sharing options...
Curufea Posted August 12, 2008 Report Share Posted August 12, 2008 Re: Zombie variant options My favorite change to the classic zombie was one that I made. The zombies had and EB linked to a Drain CON I believe (haven't used it in forever). I defined it as they would pull out a random rotting organ and throw it at the PC's. The looks I got when they though they had some thime before the zombies got into combat range. Isn't that from the original Quake game? Quote Link to comment Share on other sites More sharing options...
Ian Mackinder Posted August 13, 2008 Report Share Posted August 13, 2008 Re: Zombie variant options How about an Extra-Flexible (and/or Extra-Squishy) Zombie? You think you've got your barricades and fields of fire all nicely set up, until these nasty buggers start squeezing their way in, up through small sewer pipes or any gaps where a "normal" zombie couldn't POSSIBLY fit. Quote Link to comment Share on other sites More sharing options...
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