Zombie
Zombie, Undead; Minor; White Soul (100)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 35 | Hit Points | 13 | Combat | 45 |
| Endurance | 25 | Wound Thr. | 6 | Magic | - |
| Agility | 20 | Magicka | 10 | Evade | 20 |
| Intelligence | 10 | Stamina | 2 | Observe | 20 |
| Willpower | 10 | Initiative | +7 | Stealth | 20 |
| Perception | 20 | Action Pts. | 3 | Knowledge | - |
| Personality | 5 | Speed | 7m | Social | - |
| Morale | 50 | Size | Std. | Physical | 35 |
Weapons & Armor
- • Fetid Claws: 1d4; Slashing; Reach 1m
Special Abilities
- • Unstoppable (1 SP): As a Free Action to being reduced to
- 0 HP by any means, the Zombie can test Endurance at +25
- with a TN of 50. If it passes, it instead is only reduced to 1
- HP and continues to function as normal. Damage from
- weapons with the Crushing trait negate the +25 bonus.
Traits
- • Undead
- • Diseased (+20): If this creature deals at least one point of
- damage after mitigation to another character with their
- natural weapons then that character must test Endurance
- +20 or contract a Common Disease.
- • Dark Sight: A creature with this trait can see and act normally
- in areas with dim or no light.
- • Grabbing: A successful hit from a zombie automatically
- initiates a Grapple.
- • Swarm: A zombie gains +1 damage for each other zombie
- within Reach of the target.
- • Resistance (Frost, 2)
- • Resistance (Magic, 1)
- • Weakness (Fire, 3)
- “…a decayed servant may be raised many times, even if they
- have been dismembered by those who do not appreciate our
- Art. If one of your servants comes to an unfortunate end, you
- may raise the servant again by carefully gathering as many
- parts as you can find…”
-
- On the Preparation of the Corpse
- Dread Zombie
- Dread Zombies are more powerful undead corpses raised by
Encountering Zombie
Zombies are what a commoner thinks of when they envision necromancy. They are generally encountered either naked or sparsely clothed, with visible wounds and openings rotted into their chest and abdomen. If a corpse is fresh enough, it could even pass as a living creature, given thick enough clothes and a particularly convincing master. They are cheap for necromancers to produce since they do not require weapons like a skeleton; only some magicka and a corpse with most of its flesh intact. Though able to move via magic, their rotted forms make them frail and weak. As such, they are often used by necromancers in swarms, overwhelming their foes in a horde of gouging digits and flailing appendages.
Loot
- A character can attempt a +0 Alchemy test during a Short
- Rest to harvest a dose of Mort Flesh, which is an Uncommon
- Destruction ingredient. If the character fails this test, they
- instead contract Common Disease.
- 14