Skyrock
t. Sgeyerog :DDDDD
- Registriert
- 10. September 2003
- Beiträge
- 13.448
Diese Zombies sind als Alternative zu den Zombies in Zombie Run gedacht und von den Eigenschaften her an denen in den Romero-Filmen angelehnt. Man sollte 99% der Szenarien unverändert weiterbenutzen können.
Der Kernunterschied zu den Zombies in Zombie Run ist die hinzugefügte Angst vor Feuer, und die Existenz von außergewöhnlich schlauen Zombies die Erinnerungen an ihr früheres Leben behalten haben und Werkzeuge nutzen können.
Zombie
Those are your typical flesh-eating shamblers.
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Notice d4
Pace: 4 ; Parry: 5; Toughness: 7
Special Abilities:
Smart Zombie
Those are exceptional zombies which have retained some intelligence and memories. They are still driven by their instincts to devour human flesh, but are much more cunning than the typical shamblers.
(Examples: Big Daddy in Land of the Dead, Bub in Day of the Dead, Cemetery Zombie in Night of the Living Dead)
Attributes: Agility d4, Smarts d8 (A), Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Guts d8, Notice d8
Pace: 4 ; Parry: 5; Toughness: 7
Special Abilities:
Der Kernunterschied zu den Zombies in Zombie Run ist die hinzugefügte Angst vor Feuer, und die Existenz von außergewöhnlich schlauen Zombies die Erinnerungen an ihr früheres Leben behalten haben und Werkzeuge nutzen können.
Zombie
Those are your typical flesh-eating shamblers.
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Notice d4
Pace: 4 ; Parry: 5; Toughness: 7
Special Abilities:
- Bite/Claws: Str damage.
- Dead Slow: Shamblers have a Pace of 4 and cannot run.
- Fearless: Shambling zombies are immune to Fear and Intimidation (with the exception of Pyrophobia below).
- Grab and Bite: Zombies always make Grappling attacks. If a zombie gets a raise, it automatically bites its opponent for Strength damage. If a zombie hits but does no damage, it still grabs its opponent who has to shake it off—a delay that can mean certain death if you’re surrounded by 30 or 40 of the things.
- Infection: Whatever brings the zombies back to life is very infectious. Whether the infection actually turns people into zombies or simply kills them, which in turn causes them to come back as zombies, no one knows (and anyone who could have made an educated guess is probably dead).Whenever a zombie scores a wound, it has taken a bite out of the character. Even if someone with the Healing skill heals the wound, the bitten character is infected. Each day he must make a Vigor roll at –2. If he fails, he suffers another wound. If the character is an extra, he dies sometime that day and comes back as a zombie in 1d6 rounds. A Wild Card can lose his usual three wounds, but at the fourth he becomes Incapacitated. The next time he fails a Vigor roll, he dies and becomes a zombie in 1d6 rounds. There’s no way to stop this. Wild Card or extra, once a character is bitten, it’s just a matter of time. The only way to avoid the effects of a zombie bite is to soak the wound with a benny.
- Invulnerability: Attacks to anywhere but the head can only leave a shambler Shaken; they can only be killed by injury to the brain.
- Life Sense: Whether they sense motion, heat, or have particularly keen senses of smell, zombies are very good at detecting living creatures (i.e. food). They get +2 on all Notice rolls to sense living things (including rolls against surprise attacks and rolls to detect characters using Stealth).
- Pyrophobia: Zombies have an animal's instinctive fear of fire. Anyone wielding an open flame (torch, blast lamp etc.) can attempt Intimidation against a zombie and gains a +2 bonus. When a zombie gets struck by fire or is adjacent to an at least bonfire-sized flame, he has to make a Guts check or get panicked.
- Unarmed Defender: Zombies count explicitely as Unarmed Defenders.
- Undead: Zombies add +2 to their Toughness, never suffer Fatigue, +2 to recover from being Shaken. Called shots do no extra damage and can be only Shaken by normal damage, not killed The only way to kill a zombie is a head shot or by damage from ire, an explosion, or any other attack that damages the entire body including the head. They catch ire as usual (6 on 1d6). You can also dismember them. This requires an aimed shot at each limb (–2) that scores at least one wound. This doesn’t kill them; it just makes it impossible for them to move and attack.
- Weakness (Head): Shamblers can be killed by any damaging blow to the head, and such called shots against the head receive +4 damage as usual.
Smart Zombie
Those are exceptional zombies which have retained some intelligence and memories. They are still driven by their instincts to devour human flesh, but are much more cunning than the typical shamblers.
(Examples: Big Daddy in Land of the Dead, Bub in Day of the Dead, Cemetery Zombie in Night of the Living Dead)
Attributes: Agility d4, Smarts d8 (A), Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Guts d8, Notice d8
Pace: 4 ; Parry: 5; Toughness: 7
Special Abilities:
- Bite/Claws: Str damage.
- Fearless: Shambling zombies are immune to Fear and Intimidation (with the exception of Pyrophobia below).
- Grab and Bite: Unarmed Smart Zombies always make Grappling attacks. If a zombie gets a raise, it automatically bites its opponent for Strength damage. If a zombie hits but does no damage, it still grabs its opponent who has to shake it off—a delay that can mean certain death if you’re surrounded by 30 or 40 of the things.
- Infection: Whatever brings the zombies back to life is very infectious. Whether the infection actually turns people into zombies or simply kills them, which in turn causes them to come back as zombies, no one knows (and anyone who could have made an educated guess is probably dead).Whenever a zombie scores a wound, it has taken a bite out of the character. Even if someone with the Healing skill heals the wound, the bitten character is infected. Each day he must make a Vigor roll at –2. If he fails, he suffers another wound. If the character is an extra, he dies sometime that day and comes back as a zombie in 1d6 rounds. A Wild Card can lose his usual three wounds, but at the fourth he becomes Incapacitated. The next time he fails a Vigor roll, he dies and becomes a zombie in 1d6 rounds. There’s no way to stop this. Wild Card or extra, once a character is bitten, it’s just a matter of time. The only way to avoid the effects of a zombie bite is to soak the wound with a benny.
- Invulnerability: Attacks to anywhere but the head can only leave a shambler Shaken; they can only be wounded or killed by injury to the brain.
- Life Sense: Whether they sense motion, heat, or have particularly keen senses of smell, zombies are very good at detecting living creatures (i.e. food). They get +2 on all Notice rolls to sense living things (including rolls against surprise attacks and rolls to detect characters using Stealth).
- Lurching Gait: Smart Zombies can run, even if a bit clumsily (+d4 Pace).
- Memories of Life: Smart Zombies retain enough memories of life to wield simple melee weapons (rocks, sledgehammers etc.), which negates their Unarmed Defender penalty and makes them much more dangerous to barricades. They may also recall simple facts from their lives (e.g., the way to their former safehouse and the existence of tasty humans inside it).
A few very exceptional ones (Smarts d10-12, Wild Card) even know how to operate simple machines (guns, phones etc.), and may have additional skills at d4 (Shooting, Repair, Knowledge skills etc.) at the GM's discretion. - Pyrophobia: Zombies have an animal's instinctive fear of fire. Anyone wielding an open flame (torch, blast lamp etc.) can attempt Intimidation against a zombie and gains a +2 bonus. When a zombie gets struck by fire or is adjacent to an at least bonfire-sized flame, he has to make a Guts check or get panicked.
- Undead: Zombies add +2 to their Toughness, never suffer Fatigue, +2 to recover from being Shaken. Called shots do no extra damage and can be only Shaken by normal damage, not wounded or killed The only way to kill a zombie is a head shot or by damage from fire, an explosion, or any other attack that damages the entire body including the head. They catch fire as usual (6 on 1d6). You can also dismember them. This requires an aimed shot at each limb (–2) that scores at least one wound. This doesn’t kill them; it just makes it impossible for them to move and attack.
- Weakness (Head): Smart Zombies take wounds from called shots to the head, and such called shots receive +4 damage as usual.