Zombie Woes [Archive] - Wizards Community

Post/Author/DateTimePost
JosephKell

09-21-07, 12:56 AM
First I want to say that this thread is inspired by a comic that isn't appropriate for all audiences. It is rather graphic in terms of the zombie-ness and even more so with the personalities of the characters.

So I recently started and finished reading the first 6 volumes of Robert Kirkman (http://en.wikipedia.org/wiki/Robert_Kirkman)'s The Walking Dead (http://en.wikipedia.org/wiki/The_Walking_Dead) (first issue online at image comics (http://www.imagecomics.com/onlinecomics.php?start=32), end of the list).

So I think a zombie game would be a lot of fun, but the whole point of a zombie game is the interaction of people as they adapt to a new world and the pressure that world brings.

It might seem ignorant, disrespectful, or just messed up to say this, but how can a person pretend to be stressed to the point of insanity when the whole time we aren't actually experiencing this world.

Without that interaction, what is the point? The game would become little more than a twink-fest of the players squirreling resources, building forts, busting a few zombie heads, and fending off rival survivors.

So does anyone have any tips, or should I just bite the bullet and find a different genre?

"In a world ruled by the dead, we are forced to finally start living."

P.S. Volume 7 comes out next week! :D
BigBobSr6000

09-21-07, 01:43 PM
I have done several zombie campaigns over the years. I have the players roll up at least 4 PC's each as the world of zombies is dangerous place. One starting PC the rest are back-ups. I have them make them as diverse as possible. I have them level up their back-up characters as the main one levels up. I insist on them having some background as to married, family, job, girl/boyfriends, loved ones, etc.

As to stress, insanity, etc. I have them make will saves at the openning of the zombie attacks. I start with DC15. The ones who passed cannot be affected for the next 24 hours (they have "steeled" themselves to the situation at hand). If they pass three in a row, not affected for 10 days of game play.

If fail could wind up with alcohol/drug addiction, disblief, an emotional disorder or an insanity. These are treated as a temporary problem initially. As they see and experience more and more horrific scenes, each that failed must make another will save. DC is increased by one to DC16. If fail this one, will last for 24 hours. If pass their condition does not worsen.

This is just an idea you could work from. I usually DM on the fly. I adjust this concept based on the players and scenario at hand. You could find or make up an InsanityTable to roll on if you wish.

hope this helps.
JosephKell

09-21-07, 04:04 PM
I have done several zombie campaigns over the years. I have the players roll up at least 4 PC's each as the world of zombies is dangerous place. One starting PC the rest are back-ups. I have them make them as diverse as possible. I have them level up their back-up characters as the main one levels up. I insist on them having some background as to married, family, job, girl/boyfriends, loved ones, etc.Oh I like that.As to stress, insanity, etc. I have them make will saves at the openning of the zombie attacks. I start with DC15. The ones who passed cannot be affected for the next 24 hours (they have "steeled" themselves to the situation at hand). If they pass three in a row, not affected for 10 days of game play.Okay, that seems a little too "all or nothing." But it is definitely something I can work from. Thank you so much.If fail could wind up with alcohol/drug addiction, disbelief, an emotional disorder or an insanity. These are treated as a temporary problem initially. As they see and experience more and more horrific scenes, each that failed must make another will save. DC is increased by one to DC16. If fail this one, will last for 24 hours. If pass their condition does not worsen.My only problem is "Where does the alcohol/drugs come from?"This is just an idea you could work from. I usually DM on the fly. I adjust this concept based on the players and scenario at hand. You could find or make up an InsanityTable to roll on if you wish.

hope this helps.It definitely helps.

I might just keep a madness score for every PC and maybe I will allow substance abuse to be a bonus vs the current score while simultaneously being a penalty on checks (probably as persistent -1 steps) and the ability to resist a rise in the current madness score (reduced madness threshold?). So like by drinking to a -1 persistent step, a player gets to ignore 5 of their madness points (to a minimum madness of 0). I'll probably also have rules for ignoring madness by spending an action point or through heroic behavior. Etc. Maybe include a Reduce Madness feat to get rid of X madness.

I was planning on adapting Saga to d20 Modern (since the classes save Jedi pretty much already work).

A few things I really like are:
1. How Defenses are calculated (but I plan to use a players roll all dice, then giving defenders a +11 on attack rolls, so a tie goes to the players).
2. Grab mechanic is perfect for Zombies, they have to grab before they can bite. The only things about it that I don't like are: (1) -5 on grab attempt (I am assuming that Zombies will have low attack rolls to begin with like a +3 so a 14 Dodge DC, and that is before condition penalties), (2) grabbing only roots the target (and the target can auto clear 1 grabber per character level as a standard action), there isn't a penalty to Reflex Defense vs more zombies. I want the Zombies to be non threatening when alone, but even with a flanking bonus, zombies in swarms just don't seem that dangerous.
3. Condition killing would be the only way to finish off a zombie (they are already at -10 hp since they are dead). And different numbers of starting -1 steps could easily mimic how to damaged a zombie already is. Maybe I'll make it so that a critical hit one-shots a zombie (even with the more forgiving, natural 20 is a critical).
4. Grapple rules, apparently with Pin, you can make an attack with a light weapon automatically after winning a grapple.

For madness, I will need to do a Madness Threshold, probably mimic Damage Threshold and do it as Will Defense + Misc.

Maybe make Madness checks DC 10 + Number of Zombies / Number of Humans (rounded down, max +10) + 5 if surprised. I think the +5 surprise would only apply if a character were surprised and a zombie managed to grab the target before the target's turn.

So if a Zombie were to come out of a dark room to grab a PC (primary or reserve), everyone makes perception checks vs surprise as normal, but only the person grabbed (if successful) suffers an extra +5 on the number they need to meet/beat.

Oh! I might make the Madness score a penalty on both Damage Threshold AND Madness Threshold. The Damage Threshold also represents resisting shock. And maybe when the Madness score equals the Madness Threshold (not counting current Condition penalties), they snap? (Become a NPC when I feel like it without warning.)

Also, I might do the PC Stable idea a bit different, having it so that each player has four PCs that they can use depending on the (perceived) objective. That way, if I have only 3 players, I can easily do 3 PC scrounging missions as each player gets to take one of their characters.

I don't really plan on PCs getting too many levels, since each player will have two to four PCs I think that should help relieve any "my character is stagnant" feeling.

I'll probably also make a once per day secret check for seeing zombies that beating to get to a person (even if they can't get there). In this case it would be zombies held back by a fence. Maybe start that DC at 5 + Log_e(number of zombies).
BigBobSr6000

09-21-07, 04:59 PM
I really like the Madness Threshold(MT) idea. Some other game systems assign a numeric Horror Factor(HF) to creatures, situations, scenes. (Keep in mind not all zombies ecnounters result in zombie attacks, especially if they are currently feeding). Just the site of the destruction would be enough to drive some mad. EX: Seeing zombies tearing apart screaming children around an overturned school bus: HF 30. A single Zombie HF 10. Zombie child HF 15. etc.....

Failing a MT could result in an all out attack by the one who failed (Barbarian Rage, Blood Rage). Or frozen to the spot in terror (Really bad fail). In any case I assign like 1d4+2 rounds (this changes as to situation) for this temperary madness to last or until someone or something snaps them out of it.

As to "all or nothing" if they fail by 1-5 maybe just a quirk appears like repeating things or an eye twitch, something small but not over powering. Fail by 6-10 in and out of reality. "I remember when......" or split personality... anyway you get the idea.

Drugs and alcohol comes from abondoned homes, hospitals, drug stores, liquor stores, maybe a PC has some and wants to steal or "buy" from them......etc.

As to zombie attacks. I give all my zombes a "lunge attack" anytime they are within 10 feet of a target with a +5 to hit. All zombies have "claw, claw, bite" three attacks.

Other things, "feeding frenzy", all Zs within 100 ft rush toward fresh "meat" as it were. Just like sharks. During this frenzy all get +4 to STR and +2 to attacks. Keep in mind, this only happens if Fresh Blood is spilled.

Don't forget zombie dogs, if you want.

Check out a book "Year of the Zombie" by Tim Willard. It's for d20 system.
JosephKell

09-21-07, 08:56 PM
Yeah I think your Horror Factor works better.

But I think having one Horror check at the end of the encounter is better, I would just have to tally up everything that happened in the encounter.

So here is my preliminary set of DC modifiers, everything starts at DC 10.DC Mod Description
+5 Grabbed by a Zombie
+1 Each additional Zombie to grab target
-5 Personally killed first zombie to grab target
+5 Witness someone get bitten
+1 Each additional person bitten (max +5)
+10 Witness something eaten almost entirely (don't stack with bites)
+2 5-20 zombies
+5 21+ zombies
+5 Zombies break through a barrier thought impenetrable
+10 Personally bitten
+2 Closest* victim is an acquaintence
+5 Closest victim is a friend
+10 Closest victim is a very close friend/family member
+5 Witness the reanimation of a close friend/family member*in terms of relationship, not proximity. So if a guy you know got bit, your friend got bit, and your best friend got bit, you only suffer the +10 (since it is the worst).

I think seeing a zombie pig out would just be the witness someone bit with the 5 extra bites for +10, and since there are probably 5 zombies doing the eating, that is another +2. DC 22 if nothing else is happening. But to walk in on a room where you sibiling was being eaten by a zombie would be DC 30 (10 + 10 for eaten + 10 for close relative).

But if a zombie were to grab you during the surprise round (+5 on Horror Check DC), and you were to retaliate on your turn and kill it before it could act, you would negate the fear of being grabbed (at least for the first one). I just figure that taking personal responsibility to destroy the thing that terrified you should have some sort of morale boost.

I'll probably tweak those numbers, but I was trying to use the number step pattern of Saga (1, 2, 5, 10, 15, 20... +5).

I think if someone has a Will Defense (save, whatever) bonus (since I am doing players roll everything) that is higher than the Horror DC, I will just call it as being immune. That would make Improved Horror Threshold worth taking (take it twice and you have +10 on your check).

The only problem is that having the check at the end of the encounter means I can't do something like "freeze" at the start of the encounter.

So maybe instead I should try to have a Surprise Round Horror Check and an After Action Horror Check?
BigBobSr6000

09-21-07, 09:12 PM
I like your HF chart, that's a good idea. Just remember to adjust things to the "feel" of the encounter and not to hung up on the table.

I do HF checks at point where a PC has never seen or experienced what happens. Depending on how they react to the HF check could affect the current round or the encounter. That could be anytime during an encounter. Beginning, middle, or end. If it has happened to them recently it would be less horrific the second time. The "mind" (for the most part) can get "used" to repeated horrific events. So, as I said, "The first time they see (blah,blah) is when the HF comes into play.

PCs should also get "+" or "-" based on their background. A butcher, war tried soldier, medical persons may be less traumatized by Zombie events. Where as the typical CPA would be horrified for awhile.

Also, don't forget the human bands that will shot, kill, rob the PCs for their goods.

Don't forget to check out the book in my last post.
JosephKell

09-21-07, 10:30 PM
I like your HF chart, that's a good idea. Just remember to adjust things to the "feel" of the encounter and not to hung up on the table.

I do HF checks at point where a PC has never seen or experienced what happens. Depending on how they react to the HF check could affect the current round or the encounter. That could be anytime during an encounter. Beginning, middle, or end. If it has happened to them recently it would be less horrific the second time. The "mind" (for the most part) can get "used" to repeated horrific events. So, as I said, "The first time they see (blah,blah) is when the HF comes into play.Perhaps they should get their Insanity score as a bonus to resist more damage?

If I bracket the fail by into 1-5, 6-10, 11-15, etc to determine how much your insanity increases, I think it could easily represent adapting to the horrors of the world.

PCs should also get "+" or "-" based on their background. A butcher, war tried soldier, medical persons may be less traumatized by Zombie events. Where as the typical CPA would be horrified for awhile.Cutting up a dead animal that has been drained of blood is very different than a dead thing trying to eat you alive. I doubt that any modern profession can get you ready for the shambling dead (except maybe being a Zombie buff, but that would just give you the knowledge to get by, not the experience to not freak out). So I think this would be better represented no modifier and just rely on the built in class defense bonuses.Also, don't forget the human bands that will shot, kill, rob the PCs for their goods.I didn't forget. Or did you mean about humans inflicting psychological damage on each other? I think that would easily fit in with the table if it included a "+2 Witness person be unexpectedly murdered" (but it would be in the "bitten" path).Don't forget to check out the book in my last post.I didn't forget, I am just uncertain if I feel like spending the money right now. I know it is cheap, but $12.99 is the same as what The Walking Dead Vol. 7 will cost me next Wednesday (and I literally just bought Volumes 1-6, first one was 9.99, the rest were 12.99). :D

I am revisiting your claw-claw-bite thing, instead I think I'm just gonna op to not apply the -5 penalty to grabbing and allow a grab to automatically deal 1d4+Str damage from pinching. I want to have a way for them to hurt the PCs without having to bite all the time...

Or maybe having them be that lethal (going for the bite first) is a good thing?

Actually requiring a grab to be in effect works great, since a character spend a standard action to break 1 grab per character level. I might instead make it 1 grab + 1 grab / 3 levels beyond 1st.

I just don't like the idea of a level 8 PC being able to break the grab of every zombie grabbing them, but then that is the whole standard action.

You know, I think the developers had a good reason for 1 grab per character level. Especially since there is a scene in Safety Behind Bars where a character is utterly swarmed, you can't even see him, and he manages to kill them all without getting bitten.

It sort of works, those times you see a person get grabbed and bitten before they can react, it is because a zombie grabbed them during the surprise round AND the zombie had a better overall initiative (so it could act to bite before the victim got an action).
BigBobSr6000

09-21-07, 11:53 PM
Perhaps they should get their Insanity score as a bonus to resist more damage?

Yes, I like that.

If I bracket the fail by into 1-5, 6-10, 11-15, etc to determine how much your insanity increases, I think it could easily represent adapting to the horrors of the world.

That makes sense.

Cutting up a dead animal that has been drained of blood is very different than a dead thing trying to eat you alive.

You are correct, but I meant in a slaughter house for the butcher. A War Vet who has seen death and destruction first hand. The zombie part yes, but to the generic "blood & guts" part they have partaken of it in some form or another might given them a slight edge to resist madness. Same for certain medical staff.

I didn't forget. Or did you mean about humans inflicting psychological damage on each other?

That too, but physical attacks more so. Humans "feeding" on humans sort of to speak.

I am revisiting your claw-claw-bite thing, instead I think I'm just gonna op to not apply the -5 penalty to grabbing and allow a grab to automatically deal 1d4+Str damage from pinching. I want to have a way for them to hurt the PCs without having to bite all the time...
Or maybe having them be that lethal (going for the bite first) is a good thing?

That's fine, I tend to make my Zs more lethal but slow. All a Z wants to do his feed on human flesh. Even without arms, they will bite, bite, bite, etc. So, first and foremost the Bite Attack should be the first thing they do whether they grab or not.

I just don't like the idea of a level 8 PC being able to break the grab of every zombie grabbing them, but then that is the whole standard action.

In a Z swarm or mob there are 8 more waiting, pushing, shoving. I have my players make Strength and Balance checks to see if they are pushed back or knocked to ground by weight of the Zs. Even if they are not grabbed by any Zs. And don't foget the fatigue facter of the PCs and lack of sleep. Zs maybe slow but don't need rest and are ever coming until destoyed.

I hope this helps some more. You have given me some good ideas as well. Thanks.....
JosephKell

09-22-07, 02:14 AM
Oh! I know how to handle the bite thing (for zombies without arms I mean). Zombies just aren't proficient with their bite attacks, in Saga that -5 to attacks (unless they have a grab on)!

But I think I'm still going to treat them so that if they have hands they will use those first (to grab). And probably a bite without grabbing provokes an AoO.

I got your private message, lots of interesting stuff. I hadn't thought of the air plane thing. Very cool... and just a little terrifying.

However, for avenues of infection, I plan to use Robert Kirkman's version which is "Everyone is already infected, they just have to die before they will reanimate as a zombie." It seems a little more I Am Legend (great book from 1972 I think). Zombie bites still kill, but I suspect that is more a factor of "mundane" infection (wouldn't be so bad if zombies flossed ;) ).

And I think I'm gonna go with your point of allowing zombies to squeeze. I'll probably not even give them a penalty on attacks (for squeezing), the way I see it, zombies move so "straight" that they don't need the same space we "movers" use in a fight.

But I don't see many people eating other people since the dead can reanimate anywhere from minutes to hours after death (seems to depend on how warm it is). But I guess if you... never mind, I don't like where that train of thought was going.

I'm gonna stat up generic zombies in a separate post. I'm thinking to distinguish between Roamers and Lurkers I'll probably just make each of their one trained skill be Perception and Stealth respectively. Since Roamers notice things and take off shambling after potential food, but Lurkers are easily mistaken for the true dead, until you get too close.
BigBobSr6000

09-22-07, 06:08 PM
Zombies just aren't proficient with their bite attacks, in Saga that -5 to attacks (unless they have a grab on)!

My Zs have a plus to hit. Or at least "+0". And I level my Zs up as NPCs as the PCs level up. They become more deadly. At -5 all the time they have to roll a Nat 17 to even hit a person with a 12 AC/DB (10 + 2 from Dex 14). If roll after roll of no one getting hit, the players will wonder where the danger is in Zombies.


But I don't see many people eating other people since the dead can reanimate anywhere from minutes to hours after death (seems to depend on how warm it is). But I guess if you... never mind, I don't like where that train of thought was going.

I did not mean people eating people, I meant killing them and stealing their items and rations. Hence the comment "feeding" on them sort of to speak.

As to shaking off "grabs" at one per level, that is too easy. Once the Z has made a successful grab, a grapple is started. The NPC/PC grabbed must make a counter Str check to see if they break the grab. Not automatic. That's one rule I won't use. That means to me a 1st Level PC could shake off a 20th Level monster that grabbed him automatically. That does not make sense to me.
JosephKell

09-22-07, 09:13 PM
My Zs have a plus to hit. Or at least "+0". And I level my Zs up as NPCs as the PCs level up. They become more deadly. At -5 all the time they have to roll a Nat 17 to even hit a person with a 12 AC/DB (10 + 2 from Dex 14). If roll after roll of no one getting hit, the players will wonder where the danger is in Zombies.Yeah...I did not mean people eating people, I meant killing them and stealing their items and rations. Hence the comment "feeding" on them sort of to speak.Oh. Of course.

As to shaking off "grabs" at one per level, that is too easy. Once the Z has made a successful grab, a grapple is started. The NPC/PC grabbed must make a counter Str check to see if they break the grab. Not automatic. That's one rule I won't use. That means to me a 1st Level PC could shake off a 20th Level monster that grabbed him automatically. That does not make sense to me.Grapple is different than Grab. To Grapple you need either the Pin or Trip feats. Grabbing is just an unarmed strike at a -5 penalty that deals no damage. But it roots the target and applies a -2 penalty on attacks (while grabbed) unless it is with a natural weapon or light weapon.

Although perhaps I will give Zombies the pin feat (since they get feats).

I'll start statting them up.

Edit: Saga makes no mention of "child" age category humans being small sized, but I think I'll give them the small size anyway.
BigBobSr6000

09-22-07, 10:03 PM
Good stuff here, let me know when and where you post your Zombie stats. And thanks for the ideas and critiques......Big Bob.
JosephKell

09-22-07, 10:40 PM
All Zombies have the following:
-- At least one -1 step on the condition track.
-- When brought to -5 steps on the condition track or hit with a critical hit they are destroyed in the brain.
-- Zombies benefit from a +2 racial bonus to Reflex Defense (it is hard to kill what is already dead).
-- Zombies can benefit from armor.
-- Zombies can only use survival to track. They inevitably find their way towards people.
-- Zombies can only use their attacks of opportunity to initiate a grab.

"Adult" Zombie
Medium Zombie nonheroic 4
Init +2; Senses Perception +2 (+7 Roamers)
--------------------------------------------------------------------------
Defenses Ref 12 (flat-footed 12), Fort 10, Will 10
hp -10 (already dead); Threshold 10
--------------------------------------------------------------------------
Speed 4 squares
Melee Pin +4 (1d4+1 bite) or
Melee bite -1 (1d4+1 bite)
Special Attack of Opportunity grab -1
Base Atk +3; Grp +4
--------------------------------------------------------------------------
Abilities Str 12, Dex 11, Con -, Int -, Wis 10, Cha 1
Feats Armor Proficiency (light), Combat Reflexes, Pin, Skill Focus (Survival), Skill Training (Survival)
Skills Stealth +2 (+7 Lurker), Survival +12
Possessions tattered clothes

"Adult" One-armed Zombie
Medium Zombie nonheroic 4
Init +2; Senses Perception +2 (+7 Roamers)
--------------------------------------------------------------------------
Defenses Ref 12 (flat-footed 12), Fort 10, Will 10
hp -10 (already dead); Threshold 10
--------------------------------------------------------------------------
Speed 4 squares
Melee Pin +4 (1d4+1 bite) or
Melee bite -1 (1d4+1 bite)
Special Attack of Opportunity grab -1
Base Atk +3; Grp -1
--------------------------------------------------------------------------
Abilities Str 12, Dex 11, Con -, Int -, Wis 10, Cha 1
Feats Armor Proficiency (light), Combat Reflexes, Pin, Skill Focus (Survival), Skill Training (Survival)
Skills Stealth +2 (+7 Lurker), Survival +12
Possessions tattered clothes

"Adult" No-armed Zombie
Medium Zombie nonheroic 4
Init +2; Senses Perception +2 (+7 Roamers)
--------------------------------------------------------------------------
Defenses Ref 12 (flat-footed 12), Fort 10, Will 10
hp -10 (already dead); Threshold 10
--------------------------------------------------------------------------
Speed 4 squares
Melee bite -1 (1d4+1 bite)
Special Attack of Opportunity grab -1 (can't grab)
Base Atk +3; Grp -1 (can't grapple)
--------------------------------------------------------------------------
Abilities Str 12, Dex 11, Con -, Int -, Wis 10, Cha 1
Feats Armor Proficiency (light), Combat Reflexes, Pin (can't use it), Skill Focus (Survival), Skill Training (Survival)
Skills Stealth +2 (+7 Lurker), Survival +12
Possessions tattered clothes

Zombie Modifiers
Zombies missing one or both legs: Reduce speed to 2 squares.
BigBobSr6000

09-23-07, 12:49 AM
Good work on the Zs for SW Saga stats. Keep in mind a Z could be in different types of armor if become one in aromor. Say a StormTrooper:D :confused: Or a policeman in body armor, a soldier in full combat gear, a knight in shinnig armor:P
JosephKell

09-23-07, 01:19 AM
But if the only armor that matters is that on the head... Yeah, since the typical way to kill a Z is through conditions, I guess it makes sense to go with the simplest rules of just letting Z's get the full benefit of armor (instead of just a +1 on top of the tiny target head. Normally a Nonheroic with 11 Dex has a Ref Def of only 10, instead of 12.).

I'm just gonna change it to a static racial bonus to Reflex Defense.
JosephKell

09-23-07, 03:50 PM
"Child" Zombie
Small Zombie nonheroic 4
Init +1; Senses Perception +1 (+6 Roamers)
--------------------------------------------------------------------------
Defenses Ref 12 (flat-footed 12), Fort 10, Will 9
hp -10 (already dead); Threshold 10
--------------------------------------------------------------------------
Speed 3 squares
Melee Pin +2 (1d4-1 bite) or
Melee bite -3 (1d4-1 bite)
Special Attack of Opportunity grab -3
Base Atk +3; Grp -3
--------------------------------------------------------------------------
Abilities Str 8, Dex 9, Con -, Int -, Wis 8, Cha 1
Feats Armor Proficiency (light), Combat Reflexes, Pin, Skill Focus (Survival), Skill Training (Survival)
Skills Stealth +6 (+11 Lurker), Survival +11
Possessions tattered clothes

"Child" One-armed Zombie
Small Zombie nonheroic 4
Init +1; Senses Perception +1 (+6 Roamers)
--------------------------------------------------------------------------
Defenses Ref 12 (flat-footed 12), Fort 10, Will 9
hp -10 (already dead); Threshold 10
--------------------------------------------------------------------------
Speed 3 squares
Melee Pin +2 (1d4-1 bite) or
Melee bite -3 (1d4-1 bite)
Special Attack of Opportunity grab -3
Base Atk +3; Grp -8
--------------------------------------------------------------------------
Abilities Str 8, Dex 9, Con -, Int -, Wis 8, Cha 1
Feats Armor Proficiency (light), Combat Reflexes, Pin, Skill Focus (Survival), Skill Training (Survival)
Skills Stealth +6 (+11 Lurker), Survival +11
Possessions tattered clothes

"Child" No-armed Zombie
Small Zombie nonheroic 4
Init +1; Senses Perception +1 (+6 Roamers)
--------------------------------------------------------------------------
Defenses Ref 12 (flat-footed 12), Fort 10, Will 9
hp -10 (already dead); Threshold 10
--------------------------------------------------------------------------
Speed 3 squares
Melee bite -3 (1d4-1 bite)
Special Attack of Opportunity grab -3 (can't grab)
Base Atk +3; Grp -8 (can't initiate a grapple)
--------------------------------------------------------------------------
Abilities Str 8, Dex 9, Con -, Int -, Wis 8, Cha 1
Feats Armor Proficiency (light), Combat Reflexes, Pin, Skill Focus (Survival), Skill Training (Survival)
Skills Stealth +6 (+11 Lurker), Survival +11
Possessions tattered clothes

Zombie Modifiers
Zombies missing one or both legs: Reduce speed to 2 squares.
JosephKell

09-23-07, 04:52 PM
A few more issues to finish polishing off are:
1. Zombie bite (probably a disease that can't be cured without amputation)
2. Cold Weather and Zombies.
3. Zombies and Stealth.

I'll start with weather since it is easier.

First, zombies can't make survival checks against extreme heat or cold. I think that the -1 persistent steps can't actually result in zombie death, but if a zombie is reduced to -5 steps, it is helpless except for being able to chatter and make noise (but not capable of attacking).

Zombie bite: The first time a creature is exposed to a zombie's bite, make an attack roll (1d20) against its Fortitude Defense. Each round that the attack fails, make an additional attack with a +1 bonus for each previous failure. Once the successful the creature starts taking 2d6 stun damage each hour. Treat the creature's damage threshold as 10 less.

The only way to stop the bite from making attacks every round is to amputate the affected region. But once an attack is successful, there is no way to stop the infection. If it is stopped through amputation, future bites start over with +0.

Amputating a limb is a full-round action that deals 2d6 damage, moves the creature -1 step on the condition track, and starts the creature bleeding. A DC 20 Treat Injury check stops the bleeding (but it requires appropriate supplies for tying off blood loss). At the end of each round (starting the round after the initial amputation is done) of bleeding is another 2d6 damage.

Loss of part of an arm prevents the creature from wieldling weapons or using tools in that hand and imposes a -5 penalty on skill checks and ability checks keyed to Strength and Dexterity.

Loss of part of a leg knocks a creature prone, reduces the target's speed by half, reduces its carrying capacity by half, and imposes a -5 penalty on skill checks and ability checks keyed to Strength and Dexterity.

Leg replacements:
- Peg Leg with Knee: Reduce penalty to Strength and Dexterity checks to -2 and change speed to normal. Running is now x3 instead of x4.
- Sport Prosthetic leg: Eliminate all penalties.