Zombies

You can never have enough!

Description:

Options for for the Creation of Undead (Skeletons, Zombies, Ghouls)

This is an expansion of the Zombie power (as per the SWD) to make permanent zombies. Basically, if you weave the magic in via vivisection (while the individual is alive), it traps the tortured soul into the soon to be dead body. The “soul” keeps the body from rotting. The initial system shock results in them being equivalent of a zombie for a couple of months. After that, the tortured soul comes to the forefront, resulting in a transformation to a Ghoul (cunning, evil intelligence). If you weave the magic in on a dead body, you just get a permanent zombie that starts to rot (no soul) and eventually becomes a skeleton. The “dead” zombies have some variations below (Bloated, Intestines attack)

Zombies in Action

While fighting the zombies, “fun” things can happen when they are Shaken and the attacker has a Club for initiative:

  1. Strike severs the zombies legs. The zombie fights on (becomes Legless Zombie)
  2. Head severed, zombie Frenzy (+2 hit, +2 damage, -2 Parry. Zombie swings wildly. Anyone that enters its reach draws as Improved First Strike
  3. Guts split open – awful stench – as per Gasbag from Bloated (Gasbag)
  4. Guts split open – Intestines spill out – Reach 10’, it lashes out and can Disarm as its own action.
  5. Arm cut off – it continues to fight on. It does a touch attack/grapple to latch on. In combat, it will attack – Off Hand damage (HA!). PC must make an Agility check while fighting or fall prone each round. The first time this happens, auto attaches due to surprise
  6. On death, releases a swarm of undead bugs (Swarm)

Can avoid some of the nastier stuff (Guts splitting open, Frenzy) by Called Shot – head shots that kill generally avoid the effects.

PCs are looting the bodies. One is not quite “dead” yet. Attack with surprise unless the PC used a Heal check to confirm dead. Dismembering avoids issue.

Disease

Those that are Shaken or take a Wound must make a Vigor check. Failure indicates infection. Victim takes one level of Fatigue. Every hour, victim makes Vigor check (with appropriate penalties) and continues to look worse (pale, sweating, feverish). If Incapacitated, then die and rise up as a zombie in d4 minutes.
Note: some people are very susceptible to the disease. If killed by an infected zombie, they may rise in d4 rounds. (dramatic purposes only). Note 2: Wilds that become zombies maintain their original abilities for d4 days. Afterwards, they fade and the Wild becomes a more powerful undead (ghoul for example).

Cured by???? Greater Healing?

Zombie, Adult

These walking dead are typical groaning fiends looking for fresh meat. They were adults before they got infected, so they’re bigger and stronger than kid zombies.

  • Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  • Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
  • Pace: 4; Parry: 5; Toughness: 7
  • Bite/Slam: Str.
  • Fear: The first time a character sees a normal zombie, he has to roll a Guts check. They’re scary.
  • Fearless: Zombies are immune to Fear and Intimidation.
  • Infection: If a zombie’s attack inflicts a Wound on a victim, that target must attempt a Vigor roll. On a successful roll, the attack that did the damage was a slam; on a failure, the target has been bitten and is now infected. An infected character makes a Vigor roll every hour; a failure inflicts a level of Fatigue that does not go away, and failing at Incapacitated causes the victim to rise again as a zombie.
  • Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison and disease; no additional damage from called shots (except for called shots to the head).
  • Weakness (Head): Called shots to a zombie’s head are +2 damage.

Zombie, Bloated

These walking dead swelled up from the gases inside them and from eating too much (of what, it’s better not to imagine). Now, they’re enormously bloated and can belch out nauseating fumes.

  • Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
  • Skills: Fighting d6, Intimidation d6, Notice d4
  • Pace: 4; Parry: 5; Toughness: 8
  • Bite/Slam: Str.
  • Fear –1: The first time a character sees a bloated zombie, he has to roll a Guts check at –1. They’re really scary and kind of gross.
  • Fearless: Zombies are immune to Fear and Intimidation.
  • Gasbag: Once per encounter, a bloated zombie can belch a foul cloud of rot and decay. This cloud fills a Medium Burst Template centered on the zombie. Anyone within the cloud must attempt a Vigor roll or gain a level of Fatigue. This Fatigue vanishes after an hour of rest breathing clean air. This will also occur if destroyed without using a Called Shot to extremities.
  • Infection: If a zombie’s attack inflicts a Wound on a victim, that target must attempt a Vigor roll. On a successful roll, the attack that did the damage was a slam; on a failure, the target has been bitten and is now infected. An infected character makes a Vigor roll every hour; a failure inflicts a level of Fatigue that does not go away, and failing at Incapacitated causes the victim to rise again as a zombie.
  • Slow: Bloated zombies waddle more than even other zombies. They have a d4 running die.
  • Size +1: Bloated zombies are big and fat, making them somewhat tougher than the run of the mill.
  • Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison and disease; no additional damage from called shots (except for called shots to the head).
  • Weakness (Head): Called shots to a zombie’s head are +2 damage. Note this can bypass the Gasbag effect.

Zombie, Kid

These walking dead are typical groaning fiends looking for fresh meat… just a little smaller and weaker.

  • Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d6
  • Skills: Fighting d4, Intimidation d6, Notice d4
  • Pace: 4; Parry: 4; Toughness: 6
  • Bite/Slam: Str.
  • Fear: The first time a character sees a kid zombie, he has to roll a Spirit check. They’re scary.
  • Fearless: Zombies are immune to Fear and Intimidation.
  • Infection: If a zombie’s attack inflicts a Wound on a victim, that target must attempt a Vigor roll. On a successful roll, the attack that did the damage was a slam; on a failure, the target has been bitten and is now infected. An infected character makes a Vigor roll every hour; a failure inflicts a level of Fatigue that does not go away, and failing at Incapacitated causes the victim to rise again as a zombie.
  • Size –1: These zombies are smaller than normal zombies.
  • Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison and disease; no additional damage from called shots (except for called shots to the head).
  • Weakness (Head): Called shots to a zombie’s head are +2 damage.

Zombie, Legless

These aren’t so much walking dead as crawling dead. Being low to the ground makes them sneaky, though.

  • Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  • Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6
  • Pace: 2; Parry: 5; Toughness: 6
  • Bite/Slam: Str.
  • Fear: The first time a character sees a legless zombie, he has to roll a Guts check. If he doesn’t see it until it attacks him, he rolls at –2. They’re really freaking scary when they do that.
  • Fearless: Zombies are immune to Fear and Intimidation.
  • Infection: If a zombie’s attack inflicts a Wound on a victim, that target must attempt a Vigor roll. On a successful roll, the attack that did the damage was a slam; on a failure, the target has been bitten and is now infected. An infected character makes a Vigor roll every hour; a failure inflicts a level of Fatigue that does not go away, and failing at Incapacitated causes the victim to rise again as a zombie.
  • Size –1: Since it’s missing half of its body, a legless zombie is a little less tough than a normal one.
  • Slow: Legless zombies can crawl pretty quickly, but they can’t really run. They roll a d4 running die.
  • Sneak Attack: Legless zombies start every combat the same way—crawling silently up to their intended target and biting him on the leg. If a legless zombie succeeds in his Stealth roll, he gets the drop on his victim.
  • Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison and disease; no additional damage from called shots (except for called shots to the head).
  • Weakness (Head): Called shots to a zombie’s head are +2 damage
Bio:

“Brainsssssss”

Zombies

Savage Ravenloft amerigoV