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i think we should go w/ DnD zombie
When a creature reanimates as a zombie its abilities changes:
STR: +2 (A zombie isn’t stronger than a human, but it ignores pain and can therefore push its body to its limits)
DEX: -4 (A zombie suffers a loss of muscular coordination)
CON: +0
INT: =2 (A zombie brain is as effective as an animal, if not less effective)
WIS: -2 (A zombie uses his original ability modifier for listen and spot checks)
CHA: =2 (A zombie is obviously not very charismatic)
[edit] Skills
A zombie cannot have ranks in any skill and suffers a -5 penalty to all Dex, Int and Cha-based skills and gets penalties to other checks. A zombie can only use the following skills (penalties shown too): Bluff (Cha) (-4), Climb (Str) (-6)*, Escape Artist (Dex) (-4), Listen (Wis), Move Silently (Dex) (-6)*, Search (Int) (-4)*, Spot (Wis) (?)
* A zombie only uses this skill when hunting for prey.
[edit] Languages
A zombie loses all its speak and write abilities, and is left with groans and gutteral sounds.
[edit] Speed
A zombie’s speed is ½ of its original speed and can’t run.
Variant: Fast zombies, in the style of 28 Days Later or the Dawn of the Dead remake, would retain their original speed and would be able to run.
[edit] Initiative
A zombie doesn’t get its DEX bonus to initiative.
[edit] Attacking
Here're some different ways to handle zombie attacks:
[edit] Method 1
A zombie attacks normally. It has several different attacks:
* Bite: The zombie bites you and might infect the victim. If the victim succeeds a fortitude save (DC = 10+damage dealt) the zombies bite doesn’t infect you. The bite is a melee attack and deals 2d4 damage.
* Punch: The zombie punches you and deals 1d6 damage.
* Grapple: The zombie attempts to grapple the target. If the zombie can successfully grapple a target it gets +6 to attack rolls and “Fortitude save DCs” when biting. A zombie can’t pin an opponent.
Zombies main attacks are claws in melee or bites in a grapple. Zombies attempt to grapple following a successful touch attack (one AoO or more with the Combat Reflexes feat, and an opposed grapple check). If successful player is knocked prone to the ground along with the zombie. The zombie attempts to bite the player (another opposed grapple check) and does damage appropriate to its size (I use 1d6+2), transmitting the Virus to the player. When a zombie claws is mainly Zombie Master discretion, I usually have zombies claw when making AoOs or any time when the players are moving away from the zombie, simulating a failed one-handed grab tearing away flesh. Again damage is according to size (I use 1d4+2). If the zombies charge, they attempt a grapple with the standard +2 attack/-2DB and the additional AoO for the player.
A zombie loses all his class abilities, feats, talents, FX abilities and the like. A zombie gets the special ability Scent (Ex), though zombies can only smell humans.
[edit] Aging, rotting
Every 2 months after the zombie has been reanimated it gets 2 points of ability damage to all abilities. This is only relevant when making old zombies or determining when the zombie threat ends in an isolated area. (GMs may want to ignore this rule when running a campaign long time after the zombie invasion.)
[edit] Poison
Zombies are immune to all poisons and diseases.
[edit] Headshot rules
"Shoot 'em in the head, you gotta shoot 'em in the head..!"
There's only one way to bring down a zombie: destroying the brain. Here are variant rules for handling headshots:
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