Thursday, November 10, 2011

Zombies!!!

To continue with the previous post's theme, here are some zombie stats! The common zombie is a little changed from the core rulebook one, and some of the others are based on the stats I did for my adventure "Playground of the Damned." A few you might recognize from some popular four-player zombie video games of late. Are there any more that you would like to see come your way?



Zombie, Common
Sometimes called “shamblers” or “walkers,” these are the most typical undead fiends encountered by survivors. They hunger for the flesh of the living, but they aren’t particularly quick. The greatest advantage possessed by the living over these relentless monsters is their base stupidity—common zombies are less intelligent than animals and are easily distracted.

Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d4, Notice d4, Shooting d4
Pace: 4; Parry: 4; Toughness: 7

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.

Variant—Smart Zombie: Even zombies that have retained some basic cognition aren’t very bright—but they’re bright enough to open doors, go around barricades, and use simple tools. A few even seem to be able to understand simple words, though not to speak. A smart zombie has Smarts d4 and Shooting d4.


Zombie, Quick
No one knows why some zombies reanimate with greater speed and agility than others. Such creatures are far more lethal than their slow cousins, especially considering that it is virtually impossible to tell them apart before they start running. They also demonstrate some greater amount of cunning, roughly equal to that of a smart dog.

Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d4
Pace: 6; Parry: 5; Toughness: 7

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.

Variant—Fast Zombie: Some zombies aren’t just quick—they’re downright fast. These zombies have a running die of d10 and discard initiative cards of 5 or lower.


Zombie, Child
Children succumbed to the zombie plague in droves in its early days when it was airborne, though few children survive an attack intact enough to rise again. Those that do are a source of terrible despair to survivors.

Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d4, Notice d4
Pace: 4; Parry: 4; Toughness: 6

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Size –1: Child zombies are smaller than common zombies.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.


Zombie, Tough
Sometimes called “thugs” or “heavies” by survivors, these zombies have experienced a dramatic increase in muscle density from the zombie plague. They experience a sudden upswing in body mass and often literally rip their clothes from the size increase. Just as slow as common zombies, they seem to have a far more vicious demeanor. Survivors have reported behavior from these creatures that might be considered vindictive or even vengeful.

Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d4
Pace: 4; Parry: 6; Toughness: 9

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Powerful Blows: A tough zombie’s attacks are so strong that a survivor is likely to be knocked off his feet by them. After being Shaken or Wounded by a tough zombie’s slam attack, a survivor must attempt a Strength check or be knocked prone.
• Size +1: Tough zombies are somewhat larger than common zombies, roughly on the upper end of human normal.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.


Zombie, Belcher
These hideous monstrosities are so mutated and deformed that they barely look human anymore. Some are horribly bloated, while others have distended or entirely missing lower jaws. These adaptations serve to allow the zombie to project its stomach juices—a vile combination of decomposed tissue, strong acids, and flesh-eating bacteria—long distances at their prey. Survivors sometimes call these wretches “spitters” or “pukers.”

Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Pace: 5; Parry: 5; Toughness: 8

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Vomit: Belchers have a special ability to project a stream of vomit at their targets. This stinking, caustic fluid clings to human flesh and burns like acid. This acts as a Shooting attack with a range of 5/10/15. On a successful hit, the vomit deals 2d6 damage. After using this attack, a belcher makes a Vigor check at the beginning of its turn; until it succeeds, it cannot use this attack again. A creature that suffers any damage from a vomit attack grants zombies a +2 to Notice checks made against him until he spends an hour cleaning off.
• Weakness (Head): Called shots to a zombie’s head are +2 damage.
Variant—Mighty Belcher: Some belchers put out truly copious amounts of vomit. Instead of a single-target Shooting attack, such variant belchers emit a Cone Template of vomit. Creatures in the cone must attempt an Agility roll to avoid the damage.

Variant—Exploding Belcher: A few rare belchers are so swollen with the vomit they hold that they literally burst like a tick upon being killed. These belchers gain a +2 bonus to Vigor checks made to recover their vomit ability, as well as +1 Toughness and –1 Pace from their obesity. When an exploding belcher is killed, anyone adjacent to it suffers 2d6 damage; anyone further away than that but within a Medium Burst Template can attempt an Agility roll to avoid the damage.


Zombie, Fury (Wild Card)
Resembling gaunt men or women dressed in the rags of their former clothes, these viciously clawed zombies are another form of horrible mutation brought on by the zombie plague. Unlike common zombies, who emit a low moan when attacking prey, these zombies actually shriek loudly enough to be heard nearly a mile off. Their sudden attack often catches survivors completely off-guard—to their sorrow. The one advantage survivors have against furies is that they’re not very attentive; they often totally ignore the living unless someone walks right on top of them.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Stealth d6
Pace: 6; Parry: 6; Toughness: 8

Special Abilities:
• Claws: Str+d4. Furies do not bite on a raise, so they do not risk transmitting zombie plague.
• Fear: When a fury attacks, those witnessing the brutality of the attack must make Fear checks.
• Fearless: Zombies are immune to Fear and Intimidation.
• Frenzy: A fury can attack twice with its claws in one round.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.

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