Zombies

Base Cost: ranges from 0 (fresh) to -2 (falling apart)

F
Pr 4
A
Fe 2
S
Ty 6
E
Ex 20
R
Fe 2
I
Pr 4
P
Fe 2
Res
Sh 0
Pop
Gd -10

*off
Ty 6
*dex
Sh 0
*mgt
Pr 4
*res
Gd 10
*log
Sh 0
*alt
Ty 6
*will
Sh 0
*mat
Sh 0
*pub
Gd -10

*def
Fe 2
*bal
Pr 4
*vgr
Gd 10
*sta
Rm 30
*mem
Pr 4
*awr
Fe 2
*pre
Pr 4
*$
Sh 0
*sec
Gd -10

Health:
Karma:
32
10
NH:
MH:
42
6

Origin:

The typical zombie is a formerly inanimate dead body, one that has risen from the grave due to mishaps of nature, science, or magic. Regardless of the impetus of their reanimation, all zombies have the same basic abilities, and can quickly grow to become a serious menace.

Known Powers:

Agelessness: being physically dead, zombies lack a metabolism to speak of. As such, they do not age whatsoever. If carefully maintained, a zombie can last indefinitely for labor or other uses; they do not age, even if they can be destroyed by conventional means.

Damage Reduction: zombies are surprisingly tough, despite often looking like they're being held together by the tiniest of threads. They enjoy -1 CS Damage Reduction against all physical attacks that do not strike them in the head; other damage forms affect them normally.

Environmental Independence: no longer amongst the living, zombies do not need to eat, drink, breathe, or sleep. While they may find themselves immobile for vast stretches of time, zombies are never 'unconscious', and always alert and aware (after a fashion).

Resistance to Cold and Pressure Variance: as walking corpses, zombies need not worry about the rigors of extreme cold or pressure on their bodies. Possessing this power at Unearthly (100) rank, a zombie can maneuver in the depths of the sea or in interstellar space equally well.

Limitations / Enhancements:

Curse of the Zombie: all zombies may transform living humans into more of their kind upon biting them. Victims of a zombie bite must pass a red Endurance (res) ACTION roll or be afflicted by one of the mechanisms that causes zombification, all of which progress in a like manner.

Once afflicted, the victim must pass an Endurance (res) ACTION each hour or lose one rank of such. Some time after the victim dies, their body will rise again as a zombie, assuming the statistics and powers listed above under most circumstances (exceptional abilities may alter this some).

This is a weak character limitation.

Languorous: the problem with zombies, as far as a long-term existence is concerned, is that they have no metabolism. Since their body is 'just there', with most of it slowly decomposing, zombies lack the abilities that come with a metabolism - like healing.

In other words, once a zombie takes damage, it will not recover from it. Ever. Bits that are chopped off become inanimate again, and will not grow back on their own. However, as long as none of the damage taken is to the brain, a zombie can persist indefinitely, even at zero Health!

This is an extreme character limitation.

Equipment:

Usually none. Most zombies cannot operate equipment, much less hold it. However, useful items can be strapped (or nailed) onto a zombie, or even taped into its hands. Using such 'modifications' is another matter however, as the zombie must figure out how with a Reason (log) ACTION.

Quirks:

Unattractive: zombies are icky! Depending on how 'fresh' they are will determine the severity of this quirk. For example, an intact body freshly turned into a zombie may only have this at level 1, whilst a rotting half-skeleton will have it at level 3.

Talents:

Usually none. Zombies of truly exceptional people may exhibit some trace of a skill they had in their original life, however. Typically those talents that come through are physical in nature, but not always; of course, not too many people would employ a functionally skilled zombie regardless.

Contacts:

Usually none. The vast majority of zombies are shambling menaces devoid of reason or logic. Sometimes they'll have a passing memory of their past life, which may draw them to locations they once knew, but for the most part a zombie isn't intelligent enough to make friends.

Characteristics:

Braaains! Zombies are not sentient, and will do whatever they were ordered to by their creators in a shambling, moaning, and generally inept fashion. If uncontrolled, they will usually range far and wide in their attempt to consume the flesh of living human beings.

Appearance:

Zombies are deceased humans. How they look often depends on their state of decay or if they have been damaged; they may range from freshly dead to virtually skeletal, and are often missing bits. If they wear clothes, it'll be worn or tattered, and may in fact be quite dated.

Ecological Niche:

Zombies occur as accidents of nature or by specific intent. The former is often a disaster for any humanoid ecology, while the latter can serve to be a source of cheap (if of arguable effectiveness) labor. Either way, zombies and civilization clearly do not mix well.

Variant Zombies

For the most part, the creatures described above will be those which you will encounter on adventures or investigations into the bizarre. However, as many and varied as the sources of zombification can be, sometimes zombies will appear with different capabilities entirely.

One type of zombie variant is that which can move much, much faster than the shambling norm. These zombies should have an Agility score of Poor (4), but still with a (dex) of Shift 0, and a (bal) of Good (10). This accounts for their ability to maneuver at higher speeds.

Another is that which seems to harbor a much higher intellect than its normal fellows. These have a Reason score of Typical (6) with a (log) of Poor (4) and a (mem) of Good (10). While still sluggish from being dead, these zombies can think - and worse, they can plan.

A rare form of zombie actually combines these two traits to present a truly terrifying foe - particularly in large numbers. These can often overrun an entire society in no time, causing a complete collapse of such frighteningly fast... and thus must be eliminated quickly.

Generating 'fast' zombies cost a player one more point than the norm, while a 'smart' zombie costs two more points to generate, and 'fast and smart' zombies cost a player three points more - assuming someone wanted to build a zombie character to play.

Legal Hoopajoob:

This Costumed Adventurer Simulation Engine text is provided under the Creative Commons Attribution license. You may use this material in any way you see fit, whether copying, distributing, or displaying all or part of said text, as long as I am credited in works utilizing it.

If you would like more information about me for attribution, you can contact me via e mail (DashApostrophe@gmail.com).

Extra Goodies:

Zombies Costumed Adventurer Simulation Engine Text File Download

Zombies Imagery

Return to Exobiology 101!

Return to Variant Earth 13 Zombies!

Questions or comments? Contact the author at your convenience!