By Ryan Gibbons (squiggy680@aol.com)
After the release of their specimens the magi decided to attempt to create their own form of vampire-like creature. They unfortunately became over-zealous in their planning. They wanted to make their creatures more powerful than vampires, but did not know everything they needed to know about them. They wanted their creations to be totally immune to all forms of pain, disease, and death.
The magi never learned how the vampires became undead and were forced to use bodies that had already been dead to create their creations. Zombies were made from these corpses. The Zombies were not what the magi had expected. Although the Zombies could not be killed short of cremating them, they had to eat human flesh and had little if any, memory of their past lives.
Even though these creations were less than what was expected many magi used them as expendable servants. Then in the late fourteenth century a young mage learned how to create a Zombie from the corpse of a Werewolf. This was a great mistake. This Zombie was once a Get of Fenris and remembered his past life. For some unknown reason Zombies created from Werewolf corpses remember much of their past lives. This Get of Fenris saw the reanimation and slavery of the dead as an affront to Gaia herself. He did not blame the Zombies for what they were, but blamed the magi for making them that way. He then rallied the Zombies to revolt against their oppressors, the magi. This revolt lead to the freedom of many Zombies, but also lead to the destruction of their new leader. Because of his destruction, Zombies would never again form any lasting groups or societies.
The uprising of the Zombies deterred many magi from creating any more Zombies, but a few still practice the art on occasion.
Being dead, Zombies can be considered quite a power in their own right. Death to them is like a liberating experience if a very frightening one. It gives them the chance and power to right their past wrongs.
Zombies feel no pain and can act normally while being severely injured. Zombies are given many more health levels than any other creature for this reason. Being dead, they cannot regenerate lost cells, however. They must either feed upon human flesh or rest in their burial ground (if they have one.) The only way to fully destroy a Zombie is to cremate it (therefore, to kill a Zombie it must be "barely mobile" and burned by fire.)
Being dead, Zombies have one less spot for each attribute than any other class, but this is a small hindrance.
The eating of human flesh is a natural function for a Zombie. A Zombie can store the flesh in the hollow recesses of its body and use it at its discretion. To heal it must use a flesh point to heal one health level. Flesh points can also be used for many other things, mainly to perform its special traits. Normally only two points can be used a round (with the exception of healing), but this amount can be raised with the Digestion background. A full grown human will contain 10 flesh points, but if rushed in feeding, the Zombie may not be able to regain that amount.
When a Zombie reaches the "wounded", "mauled", and "barely mobile" health levels it will lose a limb. Which limb is lost is decided on a 10-sided die. Limbs can be regenerated in 1 hour by using 5 flesh points or with the regeneration background.
Roll | Limb Lost |
1 | none |
2 | toe |
3 | ear |
4 | finger |
5 | eye |
6 | forearm |
7 | lower leg |
8 | arm |
9 | leg |
0 | none |
Zombies can also change their forms at will. They can become more human looking in Humanoid form, go to their natural form as a Zombie, and become a hideous, hulking monstrosity known as a Ghast. The difficulties of these forms are 7 to become Humanoid, 6 to become a Zombie, and 8 to become a Ghast, unless these are lowered with the Mutation trait.
When creating a Zombie, you are given 7 points for you main Attribute group, 5 points for you secondary Attribute group, and 3 points for your final Attribute group. For Abilities you are given 18 points for your main group, 15 points for your secondary group, and 11 points for your final group. Traits get 3 points, Backgrounds get 5, and Virtues get 7 points. 20 Freebie points are given at the end of character creation.
Trait | Cost |
Traits | 7 |
Attributes | 5 |
Abilities | 2 |
Virtues | 2 |
Willpower | 2 |
Humanity | 1 |
Backgrounds | 1 |
Trait | Cost |
New Ability | 3 |
New Trait | 10 |
Willpower | Current rating |
Humanity | Current rating x 2 |
Virtue | Current rating x 2 |
Ability | Current rating x 2 |
Attribute | Current rating x 4 |
Trait | Current rating x 5 |
* | Student: Can tell the difference between a corpse and a dummy. |
** | College: Knows where all the parts belong. |
*** | Masters: Can determine cause of death. |
**** | Doctorate: Can determine exact time and date of death. |
***** | Scholar: Knows when, where, how, and why this person was killed. |
* | Can use three flesh points a turn. |
** | Can use four flesh points a turn. |
*** | Can use five flesh points a turn. |
**** | Can use six flesh points a turn. |
***** | Can use seven flesh points a turn. |
System: The target rolls Willpower if the Zombie's Humanity is 10-7, Willpower -1 if the Zombie's humanity 6-4, and Willpower -2 if the Zombie's Humanity is 3 and below (minimum of one die) to block the effects.
* | Make human frightened, but still capable of rational thought. |
** | Make human run away in fear. |
*** | Make human go into fetal position and lose all memory of the encounter. |
**** | Make human go into a rampage and attack the closest living thing. |
***** | Make human take orders from Zombie for a short time. |
* | Max flesh points of 28. |
** | Max flesh points of 31. |
*** | Max flesh points of 34. |
**** | Max flesh points of 37. |
***** | Max flesh points of 40. |
Difficulty | |||
Level | Humanoid | Zombie | Ghast |
* | 6 | 5 | 7 |
** | 5 | 4 | 6 |
*** | 4 | 3 | 5 |
**** | 3 | 2 | 4 |
***** | 2 | 1 | 3 |
* | Eyes of the Dead: The Zombie can see perfectly in any situation (ex. Thick fog, total darkness, blinding light.) |
** | Whispers of the Dead: The Zombie can place suggestions into the mind(s) of one or more people if they are grouped together. Whether or not they act on the suggestions depends on the persons character traits. |
*** | The Speaking Dead: The Zombie can "speak" with any corpse that has died within the past week. The corpse can only tell what it knew in life. The corpse can decide on what or what not to tell the Zombie. |
**** | The Dead Awaken: The Zombie can take control of a freshly dead body and force it to move at its will for a limited time. The Zombie can still take action separate from the corpses. |
***** | Life Denied:* The Zombie can sap the life from any living thing over a period of time. |
*System: Every round the Zombie attempts to take life from a target, it rolls Willpower against the target's Willpower roll. For every round the Zombie is successful the target loses one health. If the Zombie is unsuccessful for a round the target takes no damage, but the Zombie can try again next turn. This contest continues until the target is unconscious, the Zombie is barely mobile, or the Zombie stops the attempt to take life from target.
* | One additional die to soak rolls. |
** | Two additional dice to soak rolls. |
*** | One additional success in soak rolls. |
**** | One additional success and one additional die in soak rolls. |
***** | One additional success and two additional dice in soak rolls. |
* | Unmarked grave (one point regained every week.) |
** | Grave in a cemetary (two points regained every week.) |
*** | Grave in a family plot (three points regained every week.) |
**** | Family tomb (four points regained every week.) |
***** | Personal tomb (five points regained every week.) |
Fame: How famous you were while you were alive, and how many people remember you.
* | You were as popular as any musician that only had one hit song. (1 in 5000 people will remember your name.) |
** | You were in public demand for half a year. (1 in 500 people remember your name.) |
*** | You were moderately successful for most of your life. (1 in 50 people remember your name.) |
**** | You were like Elvis. You were wildly popular during your life and your memory lived on after your death. (1 in 5 people remember your name) |
***** | You were like a Mozart of your time. (Everyone remembers your name.) |
Influence: Influence the Zombie has over his fellow Zombies.
* | Moderately influential. |
** | Well-connected. |
*** | Position of influence. |
**** | Broad personal power. |
***** | Vastly influential. |
Larder: Amount of flesh points a Zombie has stored away in a location know only to it and can use once per week if necessary.
* | 4 flesh points |
** | 8 flesh points |
*** | 12 flesh points |
**** | 16 flesh points |
***** | 20 flesh points |
Regeneration: Speed of regrowing limbs without the use of flesh points.
* | One limb in three months. |
** | One limb in two months. |
*** | One limb in one month. |
**** | One limb in one week. |
***** | One limb in one day. |
Undead Life: Amount of time since the Zombie was resurrected (helps with knowledge of the time-period.) Without this background the Zombie has generally just been awakened within the last 24 hours.
* | 1 week |
** | 1 month |
*** | 1 year |
**** | 1 decade |
***** | 1 century or more |
Memory points | Memory Kept |
1 | Knows nothing of its past life |
2 | Remembers a total of one year of its past life |
3 | Remembers many bits and pieces of its past life |
4 | Has only small holes in its memory |
5 | Remembers everything of its past life |
Speech: The Zombie's ability to control its speech and how well it is understood by others.
Speech Points | Speech Ability |
1 | Unintelligible |
2 | A few words are understood |
3 | Can form whole sentences, but not much else |
4 | A slight lisp |
5 | Perfect speech |
Movement: The Zombie's ability to move and control joints and muscles.
Movement Points | Movement Ability |
1 | Can barely walk |
2 | Trips constantly |
3 | Shuffles feet, but manages well |
4 | Normal movement, maybe a few hitches in stride |
5 | Perfect movement, almost a gymnast |
Willpower: The Zombie's power of will. Willpower equals Memory doubled (Willpower = Memory x s.)
Humanity: How much a Zombie looks like a normal human. Humanity equals the sum of Speech and Movement (Humanity = Speech + Movement.)
ZOMBIE The Revival NAME: NATURE: PAST LIFE: PLAYER: DEMEANOR: YEAR OF BIRTH: CONCEPT: BURIAL GROUND: DATE OF DEATH: ATTRIBUTES PHYSICAL SOCIAL MENTAL STRENGTH *OOO CHARISMA *OOO PERCEPTION *OOO DEXTERITY *OOO MANIPULATION *OOO INTELLIGENCE *OOO STAMINA *OOO APPEARANCE *OOO WITS *OOO ABILITIES TALENTS SKILLS KNOWLEDGE ALERTNESS OOOOO DISQUISE OOOOO COMPUTER OOOOO ATHLETICS OOOOO DRIVE OOOOO ENIGMAS OOOOO AWARENESS OOOOO ETIQUETTE OOOOO IINVESTGATION OOOOO BRAWL OOOOO FIREARMS OOOOO LAW OOOOO DODGE OOOOO MELEE OOOOO LINGUISTICS OOOOO EMPATHY OOOOO LEADERSHIP OOOOO MEDICINE OOOOO EXPRESSION OOOOO PERFORMANCE OOOOO MORTOLOGY OOOOO INTIMIDATION OOOOO SECURITY OOOOO OCCULT OOOOO STREETWISE OOOOO STEALTH OOOOO POLITICS OOOOO SUBTERFUGE OOOOO SURVIVAL OOOOO SCIENCE OOOOO ADVANTAGES TRAITS BACKGROUNDS VIRTUES RIGOR MORTIS OOOOO _______________ OOOOO MEMORY *OOOO FRIGHT OOOOO _______________ OOOOO HOLLOWNESS OOOOO _______________ OOOOO SPEECH *OOOO NECROMANCY OOOOO _______________ OOOOO DIGESTION OOOOO _______________ OOOOO MOVEMENT *OOOO MUTATION OOOOO _______________ OOOOO OTHER TRAITS WILLPOWER HEALTH _______________ OOOOO O O O O O O O O O O NICKED o _______________ OOOOO o o o o o o o o o o BRUISED o _______________ OOOOO HUMANITY HURT (-1)o _______________ OOOOO O O O O O O O O O O HARMED (-2)o _______________ OOOOO FLESH BUILDUP INJURED (-2)o _______________ OOOOO o o o o o o o o o o BATTERED (-3)o _______________ OOOOO o o o o o o o o o o WOUNDED (-3)o _______________ OOOOO o o o o o o o o o o TRAUMATIZED (-4)o _______________ OOOOO o o o o o o o o o o MAULED (-4)o _______________ OOOOO EXPERIENCE CRIPPLED (-5)o _______________ OOOOO BARELY MOBILE o ATTRIBUTES:7/5/3 ABILITIES:18/15/11 TRAITS:3 BACKGROUNDS:5 VIRTUES:7 FREEBIE POINTS:20o7/5/2/1) MUTATION HUMANOID ZOMBIE GHAST STRENGTH (-1) STRENGTH (+2) STAMINA (-1) NO STAMINA (+1) DEXTERITY (+1) CHANGE DEXTERITY (-1) APPEARANCE (+2) APPEARANCE (-2) INTELLIGENCE INTELLIGENCE (-1) (+1) Incite mild Incite full Delirium Delirium in the in the living living NECROMANTIC POWERS _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ _________________________________________________________________________ Merits & Flaws MERIT TYPE COST FLAW TYPE COST COMBAT WEAPON ROLL DIFF LOAD RANGE RATE CLIP Brawling Table ________ _____ ____ _____ ______ _____ ____ Maneuver Diff Dam ________ _____ ____ _____ ______ _____ ____ HEADBUTT 5 Str+1 ________ _____ ____ _____ ______ _____ ____ CLAW 5 Str+2 ________ _____ ____ _____ ______ _____ ____ PUNCH 6 STr ________ _____ ____ _____ ______ _____ ____ GRAPPLE 6 STr ________ _____ ____ _____ ______ _____ ____ KICK 7 Str+1 ________ _____ ____ _____ ______ _____ ____ BODY 7 SPECIAL SLAM ARMOR _______________