Showing posts with label Zombies. Show all posts
Showing posts with label Zombies. Show all posts

Saturday, September 29, 2018

Zombies from 'Dawn of the Dead' (Zach Snyder Version)

'When there is no more room in hell, the dead will walk the earth.'
 
Typical Snyder Zombies










F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Fe (02)
I: Gd (10)
P: Fe (02)

Health: 36
Karma: 14
Popularity: 0*, although to the living, the group as a whole have a - 50 popularity.
Resources: N/A

Talents:
None, whatever skills or talents possessed in life are lost during the conversion.

Powers
Zombie State: The Snyder Zombies are undead creatures who exist purely to devour the flesh of the living. Unlike other zombies, the Snyder Zombies tend to maintain their speed and stamina longer, capable of moving at their top speed even during advanced stages of decomposition. The Snyder Zombies have the following abilities due to their state:

  • Undead: The Snyder Zombies are typical undead zombies - They cannot be stunned or killed through conventional means, except a shot the head, decapitation, or any other effect which destroys the brain. Snyder Zombies are immune to toxins, disease, poisons, and other similar effects. The Snyder Zombies do not have any additional damage protection, but are simply not affected by such, capable of ignoring limbs being missing, grievious bodily harm, etc.
  • Movement: Snyder Zombies are capable of full movevment and agility actions regardless of the state of their being. Snyder Zombies can move up to two areas per round and make 'push' their endurance for a full-on run for limited periods of time. As they do not tire, they can run for several blocks before losing interest or being unable to maintain speed.
  • Horde Mentality: The Snyder Zombies are much more like a group of pack hunters - easily spotting prey, moving in as a group, and attacking full-bore. The Snyder Zombies will opt for easier prey when presented with it, so if two people are running and one falls, the entire horde will stop to finish off the downed victim. Unlike other zombies, the Snyder Zombies seem to take their queues from an almost animal presence within them, attacking the easiest prey and throwing themselves fully at an object or defenses to breach them.
  • Zombification: Unlike Romero Zombies or Walking Dead zombies, the only way to become a Snyder Zombie is through a bite. The dead who are not bitten do not rise as zombies, nor can they rise even if feasted upon. If a Snyder Zombie gets a Red Fighting FEAT against an opponent, they have achieved a bite. The victim will have two minutes to two days before they turn, requiring an additional Endurance FEAT for every hour they are affected. For every two hours, the victim's Endurance drops by -1cs until reaching Shift 0. Once either the victim has failed an Endurance FEAT or reaches Shift 0 Endurance, they will Immediately turn, as seen with ana's husband Luis and countless others. The cause of the zombie 'virus' is unknown, and treatments do not seem to be working. It is assumed a cause can be discovered with a character who has In (40) reason and skills related to biology/medicine, but that's just a guess and left up to the Judge's discretion.

Contacts:
No Snyder Zombies have contacts. They will not recognize contacts nor will they be able to be socialized like Bub or Big Daddy.

Limitations:
Snyder Zombies have the following limitations:
  • Hideous Appearance: Snyder Zombies often look like they have been through serious trauma, and cannot hide what they are. They suffer -1cs reaction bonuses.
  • Animal Intelligence: The Snyder Zombies are little more than animals, and cannot 'learn' or adapt accordingly. The strength is in the mass/horde.
  • Sole Purpose: The Snyder Zombie's sole purpose is infecting others and feasting on flesh. There are no other purposes and cannot be resisted.

Notes:
Again, the Snyder Zombie has since been repeated in different literature, movies, and entertainment. I think that it's difficult to fully address the differences in those respects, but I think it was important to include them and I think that Snyder Zombies can be quite terrifying.

And no, no zombie baby stats....

Well...


ZOMBIE BABY:







F: Fe (2)
A: Fe (2)
S: Fe (2)
E: Fe (2)
R: Fe (2)
I: Fe (2)
P: Fe (2)

Health: 8
Karma: 6
Pop: 0
Re: N/A

Talents: None
Powers: See Snyder Zombie - only smaller and baby-like
Contacts: Uh....
Limitations: See Snyder Zombies and also...a baby.

Thursday, October 13, 2016

Melanie from 'The Girl with All the Gifts'



B>“Hungries toggle between two states. They’re frozen in place most of the time, just standing there like they’re never going to move again. Then they smell prey, or hear it, or catch sight of it, and they break into that terrifying dead sprint. No warm-up, no warning. Warp factor nine.”
Although we have become inundated with zombies of every sort, The Girl with All the Gifts
takes the zombie apocalypse in different ways, mirroring more 28 Days Later than the traditional Romero style of zombies. Dealing with the second generation born of the outbreak, the main character Melanie quickly becomes both the protagonist and the narrator’s viewpoint.

Melanie



Melanie

F: Pr (04)/Typ (06)
A: Typ (04)/ Gd (10)
S:  Pr (04)/Typ (06)
E:  Ex (20)
R: Ex (20)
I: Rm (30)
P: Gd (10)

Health: 32/42
Karma: 60
Resources: Fe (2)
Popularity:  0

Talents:
Melanie would be considered to have the student* talent.

 Powers:
Second Generation Hungry


Melanie is the second generation born to those infected by the Ophiocordyceps unilateralis spore and has been modified by the spore to both be immune to the effects that her parents had. Melanie still has adverse reactions when exposed to uninfected humans, as well as greater physical abilities (for her age and size). As one of the second generation hungries, Melanie maintains her intelligence (which is easily genius level), and is ignored by any other first generation hungries. Melanie however has some limitations out of her nature, which are listed in limitations.

The need to feed:
Although Melanie maintains her sentience in most situations, Melanie’s nature changes dramatically when exposed to uninfected humans. Melanie’s FASE increases as she immediately goes into ‘feeding mode’. As such, Melanie must be kept restrained when in flesh to flesh proximity to humans (Although those in hazmat suits and similar seem to be protected from this affect, and it is theorized by book fans that Melanie is actually different than the other second generation hungries in the ability to resist her instincts).


Contacts:
Melanie is generally well-liked by the surviving human scientists and could consider many of them friendly. Melanie’s main contact is Helen Justineau, the chief psychologist that Melanie interacts with.

Limitations:
Melanie’s limitations are due to her nature as a second generation hungry and her age. As such, Melanie has the following limitations:

The Need to Feed:
while also granted an increase to her FASE, Melanie potentially suffers from the same mindless need to feed that the other hungries do…. although this is debated due to Melanie’s interactions in the book. If Melanie is no different than the other second generation hungries, she must make a Psyche FEAT at –2cs whenever encountering uninfected humans. Hungries immediately attack with the purposes of devouring the uninfected, and will normally not stop until they have managed to devour the human in question.
Age:
Melanie is only ten years old, although she is an impressive genius.
Notes:
Originally I was going to do a write-up on the hungries, but I figured I’d focus more on Melanie as she is definitely the best example of both the infection and the second generation. I may still go back and write-up the hungries as I think the take on the ‘zombie’ infection is a cool one.
I tried to work out how certain effects would be within a game mechanic, hence the bump in Melanie’s stats when she goes into ‘feeding mode’. I figure this is pretty typical (within reason) when the hungries are agitated. I put Melanie’s reason as high as I did was based on discussion within the novel about her genius and the descriptions as it was outlined…but I’m not as confident about this and it is open to debate. I think it is possible the people around Melanie were overselling her genius, but not by much.

Wednesday, November 5, 2014

The Koblenz undead soldiers from 'Shockwaves' (1977)

Shortly before the start of World War II, the German high command began a secret investigation into the powers of the supernatural. Ancient legend told of a race of warriors, who used neither weapons nor shields, and whose superhuman power came from within the earth itself. As Germany prepared for war, the SS secretly enlisted a group of scientists to create an invincible soldier. It is known that the bodies of soldiers killed in battle, were returned to a secret laboratory near Koblenz, where they were used in a variety of scientific experiments. It was rumored, that toward the end of the war, allied forces met German squads that fought without weapons, killing only with their bare hands. No one knows who they were or what became of them, but one thing is certain, of all the SS units, there was only one that the allies never captured a single member of.’

There is something campy and yet terrifying about the underwater Nazis from the movie Shock Waves. Even for most of the movie, you don’t really shake the feeling that despite the campiness, there is something very surreal and very terrifying going on. Perhaps due to the presence of Peter Cushing or the sequences where the undead are resting in pools, there are moments where Shock Waves plays on the viewer, and it’s creepy movement. Films like Outpost, The Devil’s Rock and even the first Dead Snow I think attempt to capture the ‘Evil Nazi Horror’ concept, but I personally don’t think they are as creepy as Shock Waves.

Why The Shockwave ‘Zombies’

I think that the best reason I went with the undead Nazis from Shock Waves was the fact that it creeped me out of a kid, almost as much as the Blind Dead did with their undead horses. I think that the fact that they were zombies, but not Romero or Voodoo zombies and it was something I hadn’t seen before caused it to stay with me. It took years, but like Sugar Hill I finally got a copy of Shock Waves on DVD recently, and it wasn’t as awful as I thought it would be. I certainly think that the undead Nazis are good enemies and potentially good adversaries.



Shockwave ‘zombies’

 




Typical 'zombie'

F: Ex (20)
A: Gd (10)
S: Gd (10)
E: Am (50)*
R: Typ (06)
I: Gd (10)
P: Typ (06)

Health: 90
Karma: 22
Popularity: 0/-5 (as part of the Koblenz program)
Resources: N/A

Talents:
Military*
Unarmed Combat
Small-unit tactics

Powers:
'Undead Nature': The Koblenz undead soldiers are essentially zombies of the truest sense: They are not alive nor are they dead - completely immune to the effects of their environments, capable of some independent thought and action, and unable to be hurt in the conventional means. How the Kolbenz Zombies have been reanimated and through what means they are maintained remain a mystery, but it is assumed that it was some combination of forbidden science and technology. As the Koblenz 'Zombies' are reanimated, they have the following abilities:
  • True Undead Nature: The Koblenz Zombies do not need to breath, eat, sleep, or regenerate. The Koblenz zombies simply ignore environmental conditions such as heat, cold, submersion, darkness, or other traditional environmental means. They are considered completely impervious to environmental conditions. In addition, the Koblenz zombies seem to possess typical (06) body armor, effectively ignoring any damage at that level. The Koblenz zombies cannot be stunned nor can they be affected by stagger or similar effects - They can however be slammed and still are affected by area attacks. The Koblenz Zombies are not forced to make Endurance FEATs vs. Death, instead they simply ignore the effect but take the damage at rank. When either separated from their visor or reduced to 0 health, the Koblenz Zombies simply cease action and are destroyed.
  • Heightened Senses: Although not specifically addressed as such, the movie supports evidence that the Koblenz zombies can see heat and in total darkness, as well as being capable of spotting hidden humans either directly or through listening for breathing.
  • Non-Decay: Although the Koblenz Zombies are dessicated in many ways, they do not decay nor do they suffering from being 'water-logged' through deep submersion. The Koblenz Zombies seem to be adapted for their nature and are not restricted by decay or any other similar effect.
  • Surprise Attack: The Koblenz Zombies seem to be able to effect successful surprise attacks, gaining a +1cs to do stealth/sneak checks.

Contacts:
The Koblenz Zombies do not maintain their contacts, even with their still-living superior officers. The Koblenz Zombies are effectively unable to communicate outside of themselves and choose not to.

Limitations:
Horrifying Visage: The Koblenz Zombies are very easy to spot, and cannot hide their nature or are unable to do so. As such, the Koblenz Zombies suffer a -1cs to reaction bonuses or ability to disguise exactly who and what they are.
Limited Numbers: The Koblenz Zombies cannot make more of themselves, and are limited to the numbers they had when originally returns (approximately a platoon is left). As such, they are limited to their larger actions, and when destroyed, and further limited.
Goggles: The Koblenz Zombies are armed with a set of goggles which seem to not only amplify their senses but also keep them going somehow. When the goggles are destroyed or removed, the Koblenz Zombie simply becomes a corpse. How and why this works is still unknown, but it is shown to be the most effective means to destroy them. The goggles require a successful Fighting or Agility FEAT in order to remove, which the Koblenz Zombie may oppose.
War Criminals: The Koblenz Zombies are technically war criminals and would be hunted by appropriate agencies if discovered.

Notes:

Terrible but memorable movie. The reason of the high Endurance rank is that the Koblenz Zombies are build for primarily being able to 'survive'. They are easily capable of acting and reacting at that level, possibly higher, but I chose to limit them at Am (50) for the reason that I think that simply put, it's doubtful the human body could sustain any higher, regardless of the technology.

Wednesday, November 6, 2013

Daryl Dixon from 'The Walking Dead'

Daryl Dixon




 

 

 

 

 

 

 

 

 

 

 

 

 

 

Daryl Dixon

F: Ex (20)
A: Ex (20)
S: Typ (06)
E: Ex (20)
R: Typ (06)
I: Ex (20)
P: Gd (10)

Health: 66
Karma: 36
Popularity: 5 (Among the Survivors)/-5 (Amid the remnants of Woodbury)
Resources: Pr (4)

Talents:
Crime
Brawling
Mechanic
Tracking
Hunting
Crossbows
Firearms
Sharp Weapons
Marksman*
Leadership*
Knowledge: Survival
Knowledge: Post-Apocalypse Georgia
Knowledge: Walkers

Powers:
Will to Live (or Lord loves a redneck): Like Rick Grimes and The Governor, Daryl has a desire to live that allows him to seemingly perform power-like effects, some of which seemingly are just dumb luck, while others are simply his unwillingness to break against the world of the living dead:

  • Dumb Luck: More than once Daryl has been saved by nothing short of dumb luck. In situations in which Daryl must make a Psyche or Endurance FEAT vs. death, walker bite, or traumatic injury (psychological or physical) Daryl may spend karma after the effect. Examples of this were during the search for Sophia, when Daryl was unconscious and regained consciousness just as walker attempted to bite him, which only succeeded in biting his boot. Several other instances throughout the series mirror this effect.
  • Resolve: Daryl has the ability to keep going even when faced with terrible trauma. Daryl can substitute his Endurance FEAT for his Psyche when situations present themselves, and can shake off stun effects with an Endurance FEAT. Mirrored most famously after he was injured from the fall during the search for Sophia and was shot in the same episode.
  • Iron Will: Goes without saying, that Daryl ignores damage and trauma with Gd (10) ability.
  • Fast Healer: Daryl regains Endurance ranks faster than a normal fellow survivor, allowing him to gain Endurance back as if he had a +1cs higher.

Contacts:
The Extended Atlanta Survivors, but specifically Rick Grimes and the remaining original group (Glenn, Carol, and Carl)

Limitations:
Devoted to his 'family': Daryl is devoted to his family, initially only to his brother Merle and then later the original Atlanta survivors. Daryl will place himself in danger if it means helping them, and refuses to give up even if the odds are against him (shown in the devotion to finding Merle in the ruins of Atlanta, the search for Sophia, and the search for Carol). When faced with choices between family and personal survival, Daryl will always choose family, or in most cases, what would be best for them.
Traumatic History: Daryl had a traumatic history which has been discussed in detail (and even shown in the video game featuring him). As such, Daryl has a hard time trusting anyone initially. When Daryl gives his trust, it is complete.

Equipment:
Daryl, like most of the survivors, uses whatever is at hand, but prefers two specific pieces of equipment: A Horton Scout HD 125 crossbow with modified scope and a Busse Team Gemini Knife, which has been him since the beginning.

Zombies from 'State of Decay'

Zombies from 'State of Decay'

Typical Zombie





 

 

 

 

 

 

 

F: Gd (10)
A: Pr (04)
S: Typ (06)
E: Gd (10)
R: Fe (02)
I: Gd (10)
P: Fe (02)

Health: 30
Karma: 14
Popularity: (In the SoD world) -50 (as a group, everyone hates them grinning smiley)
Resources: N/A

Talents:

None

Powers:

  • Undead State: SoD Zombies are similar to all other zombies, in that they are undead, incapable of being stunned, kill results (Except decapitation), toxins, poisons, or related attacks that can affect a normal, living human. SoD Zombies do not spread their contagion by bite, however, and they are not as slow or as limited as their counterparts in other zombie fictions.
  • Heightened Hearing: A SoD zombie has Gd (10) enhanced hearing, capable of hearing loud noises blocks away and determine the type as well as the direction. While the other senses are limited, SoD zombies are very perceptive of movement and sound, which can be used against them.
  • Horde: SoD Zombies can easily form larger packs or hordes, which consist of between 6 to 10 different groups. While the hordes can be dealt with and/or evaded, the hordes bolster the zombie's presence in an area, which in turn creates areas of 'infection'. 'Infected' are usually buildings or surrounding zones in which zombies have overrun the area and/or have at least 'screamer' zombie. The effect of an infection area is unique: It lowers the survivor psyche by -1cs until dealt with. The more hordes that appear, the greater effect and more infection zones.
  • Bursts of speed: Unlike shamblers of past zombie films, the SoD Zombies can run when agitated towards a target. The SoD Zombies can move 2 areas per round for a maximum of 4 areas before losing steam.

How to become a zombie?
Unlike regular zombie fiction, a simple bite won't turn a person, nor will catastrophic damage. Instead, the zombie animation process begins with the symptoms called 'The Black Fever'. The Black Fever's origin and source is unknown, but once an individual begins to show signs, they have between 1 - 3 days before they die. Within 1 - 5 combat rounds, the individual reanimates as a zombie, with the possibility of further enhancement occurring within 1 - 4 days. The contraction of the Black Fever seems random, as it affects different individuals of different backgrounds and abilities while ignoring ill or already bitten individuals.

Special Zombies

Either due to further 'deadvolution' or twists of fate, there are zombies that are 'different', and as such, present a greater threat. Let's meet some:

The Screamer


F: Pr (4)
A: Pr (04)
S: Pr (04)
E: Typ (06)
R: Fe (02)
I: Ex (20)
P: Pr (04)

Health: 18
Karma: 26

Powers:
The Screamer possesses the following powers:
  • Standard SoD Zombie Attributes
  • 'Leadership': Hordes attract Screamers, either because the Screamer is already "chewed up'" or that they drive hordes. At rate, the Screamer is usually at the center of all infections and major areas of zombie activity. The Screamer is usually behind a wall of zombies, and usually heavily protected from some reason
  • The Scream: The real danger of the Scream is its piercing scream - A Rm (30) intensity stunning attack which can render most individuals prone for 1 - 2 rounds. The scream also has the added benefit of attracting all zombies within 1 - 3 areas, and granting them speed bonuses as if they are agitated. The Screamer can scream every two rounds, and if there are two, they can chain their screams accordingly.

Limitations:
Outside of the obvious reduction in attributes, the Screamer also no arms, and cannot manipulate any object or obstruction.

The Feral



F: Rm (30)
A: Ex (20)
S: Gd (10)
E: Ex (20)
R: Fe (02)
I: Rm (30)
P: Pr (04)

Health: 80
Karma: 36

Talents: None

Powers:
The Feral is truly a monster, with the speed and ability to make it more than a match for the even seasoned survivor. The Feral is fast, relentless, and highly destructive in hand to hand combatant, and has the following abilities:
  • Standard Zombie Attributes
  • Tracking: Gd (10) ability to track opponents
  • Natural Weaponry: Claws: The Feral has Gd (10) claws which halve effective body armor and can rend easily into human flesh
  • Feral Attack: The Feral is capable of bounding into an opponent, performing a one area charging attack requiring and immediate stun/slam check versus Ex (20) intensity. The Feral can perform an agility to land on top of the stunned opponent.

Limitations:
  • Solo Hunter: while the Feral can be encountered in groups of zombies, the Feral tends to be by itself, and incredibly rarely with other Feral.
  • Always Attacking: The Feral cannot stop itself from engaging a human, even if the odds are against it or it is wounded. The Feral immediately attacks, and cannot stop itself nor make any check to break away.


The Bloater (Also called The Rotter)


F: Pr (04)
A: Pr (04)
S: Fe (02)
E: Pr (04)
R: Fe (02)
I: Ex (20)
P: Pr (04)

Health: 14
Karma: 26

Talents: None

Powers:
The danger of the bloater is that despite its slowness and obvious weakness, it remains one of the most dangerous and difficult zombies encountered. The Bloater has the following abilities:
  • Standard Zombie Attributes
  • Gas Bag: The Bloater's main ability is to close the distance between survivors and itself and then literally explode, releasing a Rm (30) intensity toxin which immediately works to weaken the survivor's FASE abilities for 1 - 10 rounds. The Bloater explodes with an area effect, creating a gas toxin that lingers for 1 - 6 rounds. Survivors caught in the explosion must make immediate Endurance FEATS or begin losing FASE (Which is easily recovered after the effects have worn off). Unfortunately, the survivor also loses Health scores related to the drop in FASE, and when surrounded by other zombies, it makes the Bloater incredibly dangerous. Even if the Bloater is picked off by a careful shot or trap, the toxic clouds are spawned for the appropriate time. On rare occasions, a Bloater can be successfully dispatched without exploding. This causes a chain reaction as the Bloater begins to swell until it explodes, which also releases the toxic cloud.

Limitations:
  • Obvious Appearance: As with all the special zombies, the Bloater has an obvious appearance
  • Self-Destructive: A bloater exists only to detonate itself, and as such, is extremely self-destructive.

The Big-Un (Juggernaut)


If the Feral is the most dangerous zombie for a single survivor to face, then the Big-Un is the zombie groups of survivor fear. The Big-Un is unstoppable, and is nicknamed 'The Juggernaut' for a reason....nothing slows it down, and few things stagger or stop it. To fight a Juggernaut one on one is suicide: They are the most phyiscally dangerous of the zombies, but they have major limitations to that strength and stamina.

F: Pr (04)
A: Pr (04)
S: Rm (30)
E: In (40)
R: Fe (02)
I: Pr (04)
P: Pr (04)

Health: 78
Karma: 10

Talents: None

Powers:

  • Standard Zombie Attributes
  • Body Resistance: The Big-Un is extremely tough, capable of surviving a head-on collision with a extended cab truck driving at 100+ miles an hour with a build-up of more than 300 feet, with only being staggered, slightly. The Big-Un is considered to have Rm (30) body resistance, as it is the most physically powerful zombie on the block. The Big-Un has a greater vulnerability to area affects however, granting it only Gd (10) protection against physical.
  • Charge: unlike the Feral who deftly attacks to overwhelm, the Big-Un is a charge, capable of overturning vehicles and sending opponents flying. The Big-Un can charge up to two areas without slowing down, granting it +2cs to damage.
  • The Grab: The Big-Un can grab an opponent and will use what karma it has to perform a kill-result upon them, by literally pulling them apart. It's gruesome to see, and can be countered if other survivors can make successful bullseye attacks (Or resist the Big-Un's strength).

Limitations:
  • Obvious Appearance: As with all the special zombies, the Big-Un has an obvious appearance, a massive figure who can be spotted easily.
  • Outdoors Only: The Big-Un is so large it cannot navigate into buildings, and is only encountered in open areas. The Big-Un cannot navigate around objects, and suffers a -1cs to its agility to do so.

The SWAT/Army Zombie
The remnants of the area's SWAT teams (and later Army base), the SWAT/Army zombies are special zombies which have protective armor on as they turned, specifically Kevlar helmets and heavy impact armor. Although slightly different in appearance, the larger SWAT zombie is much more difficult to bring down than the slightly more agile Army zombie. Like the Screamer, these zombies are usually encountered amid groups, including large numbers of each other.

F: Gd (10)/Ex (20)
A: Gd (10)/Ex (20)
S: Gd (10)/Typ (06)
E: Ex (20)
R: Fe (02)
I: Gd (10)
P: Pr (04)

Health: 50/66
Karma: 20

Talents: None

Powers:

  • Standard Zombie Attributes
  • Body Armor: Both the Army and SWAT zombies are clad in heavy Kevlar, including helmets, which make head-shots almost impossible. The body armor is of Ex (20) intensity. Both zombies are relatively physically powerful than the standard zombie, and as such, are not easily slammed by effects (Requiring Ex (20) or greater).

Limitations:
  • Obvious Appearance: As with all the special zombies, the SWAT and Army zombies are pretty easy to spot, even at a distance.
  • Slow moving: The SWAT and Army zombies do not have the same movement attributes as the standards, possibly due to some hampering of action from the body armor.

Wednesday, November 7, 2012

Walking Dead from 'The Walking Dead'












Average Zombie:
F: Pr (4)
A: Pr (4)
S: Typ (06)
E: Gd (10)
R: Fe (2)
I: Ex (20)
P: Fe (2)

Average Health: 24
Average Karma: N/A (Walkers do not have karma)
Average Popularity: As a group, -50 world-wide
Average Resources: N/A

Talents:
Walking Dead Zombies are brainless ghouls, and have no talents per say, regardless of the talents they had in life.

Powers:
Undead State: Walking Dead zombies are truly undead, and possess the following attributes:
  • Undead: the Walking Dead zombies are not alive, and do not need food, air, or rest (outside of human flesh).The undead suffer damage as a regular person does, but simply ignores it, unable to feel pain. In addition, the Walking Dead cannot be affected by toxins or anything that would affect biological beings. The Walking Dead can be destroyed en masse, and are not invulnerable: Their strength is their numbers.
  • Increased sense of smell: While not exactly superhuman, Walking Dead zombies hunt primarily by smell and hearing. The Walking Dead are considered to have Pr (4) hyper Olfactory.
  • Chain Hunting: Sound attracts the Walking Dead zombies, which quickly causes them to gather. If one zombie finds prey, another will follow, and so on.

Contacts: Walking Dead zombies have no contacts

Limitations:
Walking Dead zombies have many weaknesses, including:
  • Unusual Looks: Walking Dead zombies suffer a permanent -1CS reaction
  • Slow Moving: Walking Dead zombies always go last in a round, and can only cover 1/2 area per round
  • Inability to reason: As shown both in the comic and in the TV series, the lack of reasoning is the greatest weakness. Rick Grimes covered himself in zombie guts and was able to pass undetected through crowds of the undead for a short time.
  • Decomposition: Walking Dead zombies are in states of decomposition, and will literarly fall apart through natural wear and tear.
  • Unlike most zombie types, Walking Dead Zombies are not the cause of infection: Everyone is already infected, and will re-animate when killed, no matter the cause. A zombie bite is usually fatal due to combination of bacteria and where the bite is, and is not the cause for a person to re-animate. The disease affects everyone in the Walking Dead universe, and is considered to have Am (50) intensity for the purposes of contraction. The virus goes to work within 10 - 180 minutes of cessation of life, reanimating the body of the victim.

Tuesday, November 6, 2012

Simon Garth - The Zombie from 'Tales of the Zombie'





Simon William Garth

F: Gd (10)
A: Pr (04)
S: Rm (30)
E: Am (50)
R: Pr (04)
I: Gd (10)
P: Ex (20)

Health: 94
Karma: 34
Resources: Shift 0
Popularity: -10 as the Zombie, 2 as Simon Garth.

Talents:
Mystic Origin*
Resist: Domination (See Below)
In life, Simon Garth had Business/Finance


Powers:
Zombie: Simon Garth was transformed into a zombie after his death, and has often been 'resurrected' to serve one master or another. While Garth was initially mindless, time and time again Garth has been shown to regain some of his previous intellect. In addition, Garth's transformation wasn't the normal sort of zombie transformation, and has been discussed by mystics ranging from Damian Hellstrom to Dr. Strange.

As a zombie, Garth has the following abilities:
  • Zombie: While a zombie, Garth is more akin to the voodoo sort of zombie, although he was brought back from the dead rather than through the use of traditional toxins. Garth has the following attributes due to his weird nature.
  • Invulnerability: Garth is immune to all diseases (including the Marvel Zombies plague, making him the only being in the universe who is totally immune), as well as heat, cold, toxins, environment such as pressure and/or toxic conditions, as well as stunning attacks. In addition, Garth cannot be affected by sensory attacks or any sort, including powers which require sensory effects (Such as Pheromones). Garth will not react to damage normally, simply ignoring it.
  • Protections: Garth is protected from permanent damage, capable of being restored if torn apart or shredded beyond comprehension. Garth can fully regain his health and Endurance within 24 hours, faster if he consumes blood. Garth can fully regenerate himself if he consumes flesh or blood, but chooses for the most part not to do so.
  • Partial Comprehension: Garth has some partial comprehension on how things work, and therefore can act independently and operate simple machines.
  • Terrible Visage: When first encountering Garth, enemies must make an opposed Psyche FEAT (Vs. Good (10) Intensity) or lose the initiative to him. Garth's appearance can cause riots, as people are often terrified at his presence.
  • Amulet of Dhamballa: The mystical amulet which resurrected him is often the thing that set Garth apart from the other zombies. The Amulet is one of two such amulets, which grants complete control over Garth. As such, Garth cannot be controlled by any other means than the amulet (Such as Undead Control), but cannot resist any command usually given by the other amulet's holder. Garth can make a Psyche FEAT if commanded to kill/harm innocents or those who were familiar to him in life (Such as his daughter Donna). The Amulets have been destroyed many, many times, and reappear as often, leading some to believe they are mystical artifacts of some sort.
  • Plague Carrier: The Marvel Zombie Plague: After the events of Marvel Zombies 3, Simon Garth was made the receptacle for the virus. As such, Garth has become the defacto 'patient zero' of the disease, which is assumed to still be active. While Garth does not actively seek to bite and/or transfer the virus, it should be stated that he is still the main carrier within the 616 universe.
    My write-up on the Marvel Zombie Plague

Contacts:

Simon Garth has been 'acquired' by ARMOR, and theoretically would have the contacts there.
While 'Headpool' was present in the Mainline Marvel universe, Simon Garth was his main associate (and transportation)
Simon Garth also could count (living or dead) on his daughter Donna.


Limitation:
Zombie: Garth is a zuvembie, and as such, has several limitations:
  • Uncontrollable Powers - Horrific Visage: Garth's horrific visage is always on, and always causes problems and turmoil wherever he goes.
  • Controlled: Garth is under the control of whoever possesses the amulet of Dhamballa.
  • code vs. Killing: Despite his nature and early appearances, the Zombie does not go out of his way to harm innocents, and in fact, has gone out of his way to save innocents.

Amulet of Dhamballa

Big Daddy from 'Land of the Dead'





F: Typ (6)
A: Pr (4)
S: Typ (6)
E: Ex (20)
R: Pr (4)
I: Typ (6)
P: Typ (6)

Health: 36
Karma: 16
Popularity: -5 (Not personally, as a zombie)
Resources: Fe (2)

Talents:
Theoretically none, but Big Daddy displayed elements of:
Auto-mechanics (From previous life, in so far as to understand how to light a fire, use tools, and understand what gas is)
Leadership*: (Theoretically)

Powers:
Undead Zombie State: Big Daddy is a zombie, and as such, does not need to technically eat, sleep, breath, or any biological function. Big Daddy cannot be stunned, although he can suffer slams, and cannot be killed through Kill results, but only by reducing his health and Endurance to 0.

As a product of the infection, Big Daddy's decomposition rate is far slower than that of a normal corpse. As stated in the movie, it has been three years since the infection, and several of the zombies still look relatively 'fresh' despite being deceased for some time. Big Daddy is not a typical zombie, as most zombies do not have his ability to reason, awareness, or willpower.

Romero Zombies possess the following characteristics:
  • Immunity: Romero Zombies are immune from normal pain or conditions that would warrant a stun. As a product of their being undead, they cannot speak, but can utter grunts, growls, and moans despite their inability to breathe.
  • Limited Mobility: Romero Zombies can move only one area per round, and cannot 'sprint' nor can they dodge area affect attacks. Romero Zombies do not run.
  • Drive: Romero Zombies, like Big Daddy, are driven by the need to eat, and will eat anything living, from animals to preference of people. The bite of a Romero Zombie is considered toxic, and no living creature has survived more than 12 hours after being bitten.
  • Zombification: Romero Zombies spread due to bite. If a victim is bitten, they will have 1 - 12 hours based on Endurance before they 'turn'. A person could avoid being turned only if the bite was on a limb, and the limb was imediately severed. A Endurance FEAT would be necessary to ensure the infection did not spread after the amputation, as sometimes amputation is not quick enough.
  • Communication: As seen with the movie, BIg Daddy and other zombies have begun a limited form of communication through gutteral sounds, and can coordinate to a limited level. The communication chain is significant, and spreads zombie to zombie, thus 'chaining' large groups of zombies together.

Contacts:
None, although technically you could say the zombie horde.

Limitations:
  • Zombie: Big Daddy is obviously a zombie, and as such, is unable to hide (or understand to hide) his condition
  • Rage: Big Daddy understand rage, especially at seeing what was done to other zombies.

Tuesday, February 16, 2010

Alice from the first 'Resident Evil' (2002)





Alice



This is Alice prior to Resident Evil II  or any of the other series. This is just Alice from the first Resident Evil  movie.

F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Ex (20)
R: Gd (10)
I: Ex (20)
P: Rm (30)

Health: 90
Karma: 60
Resources: typ (6)
Popularity: 0


Talents:
Alice in the first movie has displayed the following talents:
Knowledge: Umbrella Operations
Knowledge: Umbrella security
Knowledge: Umbrella facility
Guns
Detective/Espionage
Martial arts A, C
Sharp Weapons
Thrown Weapons
Computers

Powers:
Psionic Potential*: Alice has shown signs of psionic potential, but no real powers at the beginning of the movie.
Iron Will: Ex (20): Alice has shown she possesses the ability to ignore damage, situations, or surroundings.

Contacts:
While once an employee of Umbrella Corporation, Alice's only real contact at the end of the first movie was Matt Addison. None of Alice's contacts survived the first movie.

Limitations:
  • Amnesia: Due to the nerve gas used to contain the T-Virus outbreak, Alice has partial amnesia early on.
  • Watched: Alice is watched by the higher ups at Umbrella Corporation.
  • Dark Secret: Alice may or may not be the result of an Umbrella Corporation experiment.

Wednesday, October 7, 2009

The Marvel Zombie Plague from 'Marvel Zombies'

The Marvel Zombie Plague

Stated to be extraterrestrial in origin (Army of Darkness vs. Marvel Zombies) the 'zombie' plague is a morphological virus which has severe psychological components. Brought to Marvel Earth 2149 by Magneto and Fabian Cortez, the carrier ( a version of Sentry) immediately infected the Avengers, who then began systematically devouring and spreading the plague to the metahuman community. Within three days, the entire planet's metahuman population (with very few exceptions) were affected, and the planetary population was reduced to a handful of survivors.

How the plague works:

The Plague is spread through fluid contact with the virus, requiring very little contact to immediately infect a hero or villain. A simple scratch can affect a hero within minutes (As seen in Marvel Zombies: Dead Days). The plague then begins to alter the individual's biochemistry, causing them to vomit up blood and other organic materials while it replaces them. Within minutes of introduction, the individual's physiology is altered to the point of no return, shutting down the healing and regenerative properties of the human body, arresting decomposition and cellular activity. In essence, the individual is dead, with continued brain function and partial digestive adaptability.

Within seconds that the physical symptoms have stopped, a psychological component begins to take effect, creating a psychosomatic element that creates great pain in the individual unless the individual consumes the flesh of the living. The pain subsides for minutes or seconds, but returns within one to six hours with greater intensity, lessening the time in which the consumption of flesh sates the pain. During this period, the individual's primary concern will be to sate the hunger, and will abandon any previous connections to family, friends, and allies in order to stop the pain. (As seen with Spider Man in Marvel Zombies: Dead Days when he ate Aunt May and Mary Jane).

If the individual can go without devouring anyone for a significant length of time, the hunger will abate and finally disappear, restoring the individual's personality to their 'normal' level, albeit with full memories of what they have done.


Game Mechanics:

For the purposes of the game, an individual is infected when they are exposed directly to the virus via an infected person, usually through bite. Once the hero is bitten, the following occures:

The hero must immediately make an Endurance FEAT against +2cs of their current Endurance. The FEAT is to determine the length of time before they themselves become infected. Androids and Robots do not need to make such a FEAT, nor do any heroes whose state is considered 'unliving'.

Regeneration, Recovery, resistance to Disease, or any healing abilities cannot arrest the plague once infected.

Depending on the FEAT result, the following time-frame is used to determine how much time a hero has before they turn:

-White: Immediate conversion within the same round of infection
- Green: 1 round before the conversion occurs
- Yellow: 1 to 10 minutes before the conversion occurs
- Red: 1 hour before the conversion occurs.

Note: Once the conversion occurs, the hero immediately begins to suffer the psychological need to feed:

- Heroes can resist the psychological compulsion by making a Red Psyche FEAT at - 2cs.
- Heroes lose all Karma once the conversion occurs.
- Heroes will immediately attack and consume those immediately nearby with intent on killing and devouring.

Once a hero undergoes conversion, they immediately become NPCs (unless your judge is running a Marvel Zombies campaign...ewwww)

The hero immediately loses any regeneration/healing abilities, and begin to slowly decompose. They retain their intellect and skills, as well as most of their additional powers. If their powers utilize something akin to worthiness or noble actions, they immediately lose access to them.

In addition, individuals gain the following:
- Unliving state: The infected do not feel pain, except for the hunger, and as such can even suffer dismemberment without even slowing down. As such, they cannot be killed through conventional means, such as complete molecular destruction or full destruction of the brain. The brain is the key component that drives the infected, and it must be completely destroyed to stop the infected. The infected can survive any condition including beheading (As seen in Marvel Zombies 2, issue 1) and do not require anything to continue to exist, save to stave off the hunger. In essence, the infected are immortal, remorseless beings who are parodies of their former selves.

- The hunger: The relentless drive that the infected suffer. At any time, the infected can try to resist the hunger, by making a series of Red Psyche FEATs. The first FEAT is to stop from devouring, requiring a Red Psyche FEAT at -2cs. If successful, the infected can resist the hunger for up to one hour, allowing them to be incarcerated or held in a detoxification center. The next FEAT is a Red FEAT at -4cs which will allow the Infected to resist the hunger through the worst parts of the addiction. The final Red Psyche FEAT is at -6cs, which is the worst part of the addiction. Should the infected manage to make the FEATS, they will overcome the hunger, and therefore, can be warily treated like the heroes they once were...however...

Should an infected ever devour a living being again, they immediately resort to the creatures they have become, requiring them to undergo the process again.


A Cure?

At this moment, there is no known cure for the Zombie Plague. It is reasoned that a cure would require both Mn (75) and above Reason and Mn (75) and above resources with additional talents to develop a cure or vaccine. Neither Mr. Fantastic or Doctor Doom came close to uncovering a solution to the plague, and agreed that fleeing the Earth was a better solution. If a cure was possible, it would have to be administered PRIOR to full conversion into an infected, during the first stages of exposure. Once the infection has set in, it is nearly impossible to reverse it, requiring nothing short of reality alteration.