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Zombies


jwpacker

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Re: Zombies

 

Slow, Clumsy Zombie

 

These are your basic stupid zombies, but don't underestimate them.

 

Running -2" (-4)

-5 DEX, but maintain SPD (-10)

50% Resistant Damage Reduction (Physical) (30)

Tireless, +5 REC (10)

LS: Does not sleep (3), Does not breathe (10)

1/2 D6 Major Transform Recent Dead into Zombie (10)

 

x2 BODY from Fire (-20)

Distinctive Features: Zombie! (Not Conceal, Fear) (-25)

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Re: Zombies

 

Not undead, but is an automaton.

 

I knew I'd have a use for this eventually..

 

http://www.herogames.com/forums/showthread.php?t=38961&highlight=stunning+news+for+robots

 

 

"His servants," said the old hag, "the things you call zombies, are not truly dead. He makes them from living people he has enslaved, and they do still need to breathe and to eat, although it is true they feel no pain, nor take pleasure in the taste of such food as he provides. But I know the charm by which he enchants them; it is sewn into their skin, over the breastbone, Here." Her clawlike hand strikes the center of his chest, faster than he imagined the old woman could move. "Strike that charm, break it or tear it from the victim's body, and they will again feel pain and pleasure. Remembering what it is to feel, they may then rebel against him - or at the least, will be no harder for you to fight than any other human being. When you hit them, it will hurt them."

 

 

 

Soulless Servant

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 [1]

11 DEX 3 11- OCV: 4/DCV: 4

13 CON 6 12-

10 BODY 0 11-

8 INT -2 11- PER Roll 11-

0 EGO 0 Automaton

15 PRE 5 12- PRE Attack: 3d6

8 COM -1 11-

 

2/4 PD 3 Total: 2/4 PD (0/2 rPD)

3/5 ED 6 Total: 3/5 ED (0/2 rED)

2 SPD 0 Phases: 6, 12

5 REC 0

26 END 0

Total Characteristic Cost: 20

 

Movement:

Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

Periapt against Pain and Pleasure, all slots IIF Fragile (Focus ; -1/2)

Notes: The periapt is sewn into the skin over the breastbone. It may be targetted with an attack at -6 or is destroyed by any blow to the chest if the attacker also makes a Luck roll.

40 1) Beyond Pain: Automaton (Takes No STUN) (60 Active Points); IIF Fragile (Focus ; -1/2)

12 2) Beyond Harm: Armor (2 PD/2 ED) (18 Active Points); IIF Fragile (Focus ; -1/2)

3 3) Vigilant: Life Support (Immunity: Alcohol; Sleeping: Character only has to sleep 8 hours per week) (4 Active Points); IIF Fragile (Focus ; -1/2)

 

Skills

20 Assorted abilities useful to their master

 

Total Powers & Skill Cost: 75

Total Cost: 95

 

50+ Disadvantages

5 Distinctive Features: Unemotional; does not respond to pain or pleasure (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Situations)

10 Distinctive Features: Mindless automaton passing for human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses (i.e. Telepathy))

10 Physical Limitation: Does not feel pain or pleasure. (Frequently, Slightly Impairing)

20 Accidental Change: Reverts to a normal human if the periapt is destroyed or removed. Probably a tired and confused normal human. Always (Uncommon)

 

Total Disadvantage Points: 45

 

 

 

 

I am not sure if "Focus" was the proper limitation for what I was trying to do. It's best to think of destroying the periapt as the "reversal condition" for the original Transformation. The characteristics may change some too, especially the PRE may go down when the person reverts to normal.

 

 

Lucius Alexander

 

The palindromedary reminds me that time passes.

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Re: Zombies

 

More like your classic undead. If you assume 50 base points, there's 10 points left unspent for the necromancer to put into weapon familiarities or other skills.

 

lesser shambling corpse

Val Char Cost Roll Notes

15 STR -10 12- Lift 200.0kg; 3d6

8 DEX -6 11- OCV: 3/DCV: 3

0 CON -20 9- Dead

10 BODY 0 11-

8 INT -2 11- PER Roll 11-

0 EGO 0 9- Automaton

15 PRE 5 12- PRE Attack: 3d6

0 COM -5 9- Looks Dead

 

2/4 PD 3 Total: 2/4 PD (0/2 rPD)

2/4 ED 6 Total: 2/4 ED (0/2 rED)

2 SPD 2 Phases: 6, 12

0 REC -6

0 END 0

Total Characteristic Cost: -48

 

Movement:

Running: 3"/6"

Leaping: 2"/4"

 

Cost Powers END

45 Beyond Pain: Automaton (Takes No STUN (loses abilities when takes BODY))

46 Beyond Life and Death: Life Support (Eating: Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

15 Does Not Bleed

18 Beyond Harm: Armor (2 PD/2 ED)

22 Tireless : +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points)

7 Relentless: Running +3" (3" total), Reduced Endurance (0 END; +1/2) (9 Active Points); Turn Mode (-1/4)

 

Talents

10 Dormancy: Simulate Death - 16 (+7 to roll)

 

Total Powers & Skill Cost: 163

Total Cost: 115

 

50+ Disadvantages

25 Distinctive Features: Shambling Corpse (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15 Physical Limitation: Damage can only be restored by necromantic magic (Frequently, Greatly Impairing)

15 Hunted: Assorted people and forces that object to undead abominations 8- (Mo Pow, Harshly Punish)

10 Susceptibility: Contact with holy items 1d6 damage per Turn (Uncommon)

10 Vulnerability: 2 x Effect Necromantic powers (Uncommon)

 

Total Disadvantage Points: 75

 

 

Lucius Alexander

 

Sator Arepo Tenet Opera Rotas

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Re: Zombies

 

More like your classic undead. If you assume 50 base points' date=' there's 10 points left unspent for the necromancer to put into weapon familiarities or other skills.[/quote']

 

These are the very sort of chappies I was looking for. Now to tweak them enough that my players, who almost all seem to hang here, take too much notice. :)

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Re: Zombies

 

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 -2

2" SWIM 0

3" LEAP 0 Characteristics 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" RUN 0

2" SWIM 0

6 1/2" LEAP 0 Characteristics 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" RUN 0

2" SWIM 0

3 1/2" LEAP 0 Characteristics 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" RUN 0

2" SWIM 0

2 1/2" LEAP 0 Characteristics 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:

http://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/adapti...moviechar.html

Originally posted by ArmlessTigerMan, HTML converted to BBCode by Gawain.

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