Zombies

General Information on All Zombies

Stats
Checks: always start with subrace checks and adjust according to zombie's stats.
Unrestricted Stamina: All Zombies have unlimited stamina
Accelerated Regeneration: all zombies have full regeneration in 3 turns.
Mental Deficits: All but Chained Zombies suffer mental deficiancies in the process of being animated (-5 mental checks).
Limited Movement: Zombies cannot walk faster than their human or animal counterpart, and usually slower at first (mvm -5 max).
Dietary Strength Bonus: +1 per vital organ consumed. Lasts 1 day.

Zombie Classes
Lesser Zombie: see page
Zombie: see page
Zombie Ghoul: see page
Great Zombie: see page
Dead Realms Zombie: see page
Grand Zombie: an independant zombie that is immune to all mental attacks, including domination. Grand Zombies can learn up to 4 limited paths of choice (any 12 spells from each path) or a spell book of 48 spells. Zombies that are not dominated from the beginning can become Grand Zombies, gaining an immunity to domination after surviving for six or months as an autonomous creature. Unchained Grand zombies are the most dangerous of all zombies, their instinctive will becoming their resolve. Grand Zombies are the only zombies which can become Zombie Liches, which occurs if an arcane level exceeds 35, at what time they gain +2 additional chosen paths, +1 inborn power, +100 HP, and +1 called immunity. (This zombie class is typically reserved for PCs, but can be used as an NPC as well). Any zombie type can become a Grand Zombie.

Diet: Zombies like to eat meat fresh and warm off the bones, but prefer vital organs, and yes, brains! There is actually a reason for this; all food but flesh of the dead turns to ash in their mouths. This results from so much necromantic energy infusing the zombies to maintain their stamina, regeneration, and movement. Fresh meat is much preferred by them over rotten food, thus they often hunt sources of meat. Vital organs above all make them feel invigorated, almost alive, and strengthen them. Some of them will eat rotten corpses if that is all they can find, even each other if hungry enough and no other food is available. If they starve (7 days without food), their HP drops to 100, but will not fall below that.

Zombie Types

    Information: Zombies are animated dead, and can be humanoid or animal, though more commonly they are raised from people. All zombies fall under at least one of these types. These types can also combine, in which case the zombie has traits of each type. Chained cannot combine with unchained zombies, and emmaculate cannot combine with decayed, mutilated, or unhinged types. Zombies are animated corpses. Normal foods turn to ash in the zombies mouths. This is a result of the high level of necromantic energies infusing them to animate them, regenerate them, and sustain their stamina. Only the flesh and vital organs of the dead can sustain them and they prefer it fresh.

    Chained Zombie: these are zombies which have a soul, either because a soul clung to their remains, or because the soul of the zombie was called back to its remains without resurrecting them other than animating the body. 20% chance of a zombie being raised as a chained zombie (NPCs). Chained zombies have a will and mind of their own, and can resist domination factors. They can be ethical as well, although the more hideous zombies tend to become more corrupted owed to resenting what they have become. These zombies can be any alignment.

    Unchained Zombie: a zombie raised from a body without a soul. These zombies have no morality to anchor their actions at all and are among the most dangerous, particularly if they are not dominated and controled by another. They act purely on instincts unless controlled. These are the zombies which attack ruthlessly to devour vital organs, brains their preferred food. These zombies are immune to all mental attacks but domination.

    Unhinged Zombie: this zombie adapted to the fact that its jaw was ripped off (thus unhinged) before death. It is a raised, jawless corpse which eats souls to sustain itself. Some of them are also telepathic and have a telepathic or disembodied voice. The rest are mute. Take Eater of Souls, 20% chance of being telepathic (NPCs), called telepathy for PCs. This is the only zombie which does not die from beheading. Starvation kills it and it requires souls when wounded.

    Immaculate Zombie: a zombie that was raised from the victim of clean death which left no injuries on the flesh of the zombie. Their flesh is deathly pale however, and unless raised immediately after death, their eyes are clouded. Other than this single trait of demise, the zombie appears as it did before death. These zombies do not suffer a mental deficit.

    Mutilated Zombie: a zombie that was raised from the victim of a brutal death almost immediately after death. They may be missing parts, have been gutted and have large cavities where their stomach, brain, or heart was, be missing limbs, etc. depending on how they were killed.

    Decayed Zombie: the raised corpse of a body that has been rotting for awhile. These zombies are usually, but not always unchained, depending on how desperately their soul clung to their remains. 20% chance of being an inhabited zombie.

    Plagued Zombie: this is a zombie that was raised from one who died from being ravaged by some terrible disease or plague. Their flesh is marred, pitted and decayed with disease and they command the Path of Disease.

Special Powers

    Zombie-Type-Specific

    Eater of Souls
    Unhinged Zombies only. Soul eaters rely on souls for food. Only Zombies with the ability or power to do so can go into the spectral realms to hunt for souls.


    Souls of the Recently Dead: Each soul consumed from those who just perished restores +500 health and full stamina.
    Lack of Nourishment: HP loss of -125 per day when no soul is consumed. Souls sustain the health and corporeal integrity of the flesh form.
    Damage: to restore lost HP from injuries or lack of nourishment, they must replenish health by consuming souls.
    Death of Body: if HP falls to 0 from either damage or starvation, the physical body dies and the Unhinged zombie is dead.
    Restoring Health: to restore lost HP, they must replenish by consuming enough souls to restore lost HP.
    Old Souls: souls in the spirit realm or abyss restore +100 HP per soul, The energy they provide is less because they are old spirits that have grown 'thin'.
    Consuming Powerful Spirits: restores full health, stamina, and any level losses. Powerful spirits are wraiths and phantoms which are well established and have grown stronger instead of thinner. These spirits will restore full health if consumed, increase HP by +1 per soul consumed, but are dangerous to attempt eating for they will fight back.
    Powerful Spirit Levels: random Level Roll; 6 d6, total=level. Powerful spirits include Wraiths, Phantoms and Poltergeists.
    Finding Souls in the Spirit Realms: +20% chance of finding 1 d6 soul/s per square mile. 30% chance of each soul being powerful.
    Finding Terrestrial Souls: +10% chance of finding 1 soul per day. 50% chance of soul being powerful. Graveyards, tombs and catacombs stand a 25% chance of finding 1 d6 souls with a 40% chance of each soul being powerful.

    Telepathy: Unhinged Zombie only unless zombie class allows telepathy.


    Receive Thoughts: hear thoughts as if spoken aloud unless someone is blocking.
    Whisper: channel thoughts to the minds of others.
    Projected Voice: project thoughts as a disembodied voice that is heard as if spoken aloud.

    Path of Disease: Plagued Zombie only.

    1-[1-3] Detect Disease: detect the presence of diseases.
    2-[4-6] Identify Disease: knowledge of disease is gained.
    3-[7-9] Infect: cause someone to contract a non-communicable disease as called.
    4-[10-12] Pandemic Bolt: slightly crippling, -1 AR, -1 per ace, also does aggravated damage for 1 turn, +1 per ace, and will spread to anyone within 1-3 feet of anyone hit.
    5-[13-15] Cure Disease: with higher roll than LoD of disease.
    6-[16-18] Disease Shield: protects from disease spells.
    7-[19-21] Infectious Cloud: anyone who contacts this disease cloud
    8-[22-24] Delay Disease: slows the progress of a disease for up to +1 week per success.
    9-[25-27] Contagion: infect someone or up to +1 targets per ace with a contagious disease as called. Does normal damage per day, can slow actions or halt them, and halts regeneration.
    10-[28-30] Disease Resistance: grants up to +10% resistance per success, duration of +1 day per success, or as called on a crit.
    11-[31-35] Deadly Contagion: spread a deadly disease through up to +1 targets per ace. Does critical damage per day and halts regeneration. Fails if it does not crit.
    12-[36] Epidemic: cause a mass plague as called, damage as called up to limit of roll, effects as called.
    12-[37-40] Formulation: formulate powers of disease, use them to create wards, artifacts, magic items, scrolls, spells, monsters of disease etc. as called.



Contents by JD and Sparky © Copyright 2008