Imaginos
10-01-2008, 09:15 AM
Just to keep this alive somewhere online, I'm reposting my take on zombies from the relevant post on rpghost forums.
Body Power: Zombie
No PR cost, always on. The Zombie actually has no Power Score, but it does not require PR cost for its attacks. The zombie does not feel pain, but due to no Power score and lack of pain sense, it cannot roll with punches. Any damage done to the zombie is straight off of hit points. Immunity to poisons and venoms as well.
If this is applied to an existing character, I would add 3d6 to STR and CON, while applying Lowered Intelligence and reduced agility to the original stats. This yields a slower, dumb, but stronger and tougher zombie. The STR and CON bonuses are because the body no longer knows the limitations it had when it was human - it doesn't realize it is tearing muscles or popping joints when it exerts it's strength. This does not fit with Romero zombies, but works with some others where the zombie form is more powerful. For Romero zombies, don't apply the STR and CON bonuses.
Poison/Venom - Zombie Infection
If the zombie succeeds in doing hit point damage to a victim with a carrier attack (bite), the victim must make a d% save versus CON (can lower this to d20 for less threatening zombies). If failed, the victim becomes ill with fever and chills over the next 24 hours. After 24 hours, the victim makes another d% save versus CON. Success means the victim manages to fight off the venom flowing through its body. Failure means the victim dies and will rise as a zombie within 1d6 minutes. If the victim dies before the first 24 hours pass, they automatically fail the second save and are resurrected as a zombie within 1d6 minutes. This power does not have a PR cost or have any charges, it is always an option as a carrier attack.
Body Power: Zombie
No PR cost, always on. The Zombie actually has no Power Score, but it does not require PR cost for its attacks. The zombie does not feel pain, but due to no Power score and lack of pain sense, it cannot roll with punches. Any damage done to the zombie is straight off of hit points. Immunity to poisons and venoms as well.
If this is applied to an existing character, I would add 3d6 to STR and CON, while applying Lowered Intelligence and reduced agility to the original stats. This yields a slower, dumb, but stronger and tougher zombie. The STR and CON bonuses are because the body no longer knows the limitations it had when it was human - it doesn't realize it is tearing muscles or popping joints when it exerts it's strength. This does not fit with Romero zombies, but works with some others where the zombie form is more powerful. For Romero zombies, don't apply the STR and CON bonuses.
Poison/Venom - Zombie Infection
If the zombie succeeds in doing hit point damage to a victim with a carrier attack (bite), the victim must make a d% save versus CON (can lower this to d20 for less threatening zombies). If failed, the victim becomes ill with fever and chills over the next 24 hours. After 24 hours, the victim makes another d% save versus CON. Success means the victim manages to fight off the venom flowing through its body. Failure means the victim dies and will rise as a zombie within 1d6 minutes. If the victim dies before the first 24 hours pass, they automatically fail the second save and are resurrected as a zombie within 1d6 minutes. This power does not have a PR cost or have any charges, it is always an option as a carrier attack.