Typical Greater Zombies

F
Gd 10
A
Pr 4
S
Rm 30
E
In 40
R
Ty 6
I
Pr 4
P
Gd 10
Res
Ty 6
Pop
Ex -20

*off
Ex 20
*dex
Fe 2
*upr
Rm 30
*res
Rm 30
*log
Pr 4
*alt
Ty 6
*will
Ty 6
*mat
Ex 20
*pub
Ex -20

*def
Ty 6
*bal
Ty 6
*lwr
Rm 30
*sta
Am 50
*mem
Gd 10
*awr
Fe 2
*pre
Ex 20
*$
Fe 2
*sec
Ex -20

Health:
Karma:
84
20
NH:
MH:
112
22

Origin:

Like their 'normal' zombie counterparts, greater zombies are formerly inanimate dead bodies that have risen from the grave due to mishaps of nature, science or magic. Greater zombies possess much greater power however, and enough intellect to put it to use!

Known Powers:

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

Damage Reduction: greater 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.

Lockjaw: one distressing new ability their status gives them, greater zombies can clamp onto something with their teeth and hang on. This does not inflict additional damage each turn, but removing a greater zombie's lockjaw requires a Remarkable (30) FEAT.

Regeneration: while they lack a 'natural' metabolism, a greater zombie can regenerate lost health and regrow lost bits - by consuming the flesh of the living. They regain one lost Hpt by eating a pound of animal flesh, or five lost Hpts by eating one pound of human flesh.

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

Self Sustenance 2: no longer amongst the living, greater zombies do not need to eat, drink, breathe or sleep. While they may find themselves immobile for vast stretches of time, greater zombies are never 'unconscious', and always alert and aware (after a fashion).

Weaknesses / Limitations:

Curse of the Zombie: all greater zombies may transform living humans into another zombie by biting them. Upon being bitten, one must pass a red End (res) FEAT roll or be afflicted by the mechanism that causes zombification, all of which progress in a like manner.

Once afflicted, the victim must pass an End (res) FEAT each hour or lose one End rank. Some time after the victim dies from this End loss, the body will rise again as a zombie, assuming the statistics and powers listed for regular zombies under most circumstances (exceptional abilities may alter this some).

Inert Metabolism: the problem with greater 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.

Once it takes damage, a greater zombie will not recover from it without consuming living flesh (per the above). If this is not done, Bits that are chopped off become inanimate again, and won't grow back on their own. However, if they take no damage to the brain, zombies can persist indefinitely.

Even at but one Hpt!

Equipment:

While regular zombies cannot make practical use of equipment, greater zombies do not have this limitation (aside from a general manual dexterity problem). Greater zombies may use any devices their living counterparts can, as long as they have the bits to do so with.

Quirks:

Unattractive: greater 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 greater zombie may only have this at level 1, whilst one who is in a serious state of disrepair may have it at 3 or more...

Talents:

Since greater zombies possess all the intelligence they had upon dying, they will retain whatever talents they learned in life. There are no 'stock' talents for greater zombies on top of these, though, so just run with what they had before their 'change of status'.

Contacts:

Typically none. Greater Zombies, despite being able to remember all their former friends (and enemies!), often have a hard time retaining them after rising anew. That and their general behavior doesn't help in this regard, either. But some manage to keep friends from before (or make new ones).

Extra Goodies:

Typical Greater Zombies Classic Text File Download

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