-new zombies-
(new zombie features follow the zombie listing)
* =original feature found on this site

str-3 dex+3 con+1 int+1 per+2 wil+2
senses-like the living,nightvision
movement-the quick dead,burrowing,climbing
strength-3 pound weakling*,teeth
weakspot-blessed items
sustenance-occasionally,all flesh
intelligence-problem solving,long term memory
spreading the love-one bite,cross species*
special features-tiny(18 points)*
cost=39 points

devil mice are very difficult,and time consuming to create,but well worth the effort in relation to the amount of mayhem they can cause.the devil mouse appears as a gray leathery mouse with white and yellow patches,two long tails and a tiny set of man like arms that look like those of an unborn child in place of the front legs.the hind legs have long and sharp claws.devil mice dig and infest just like normal mice,but when a normal mouse is encountered the soon become subservient to the devil mouse.within the first week of release the devil mouse must feed on human flesh.until that time it works on driving the local insect population away.the lack of insect noises is a sure sign of infestation.the victims of a devil mouse bite will pass on with in 2 days,and when they are buried the can be revived by the mice creator to become full zombies.often the d.mouse will be used for infiltration and spying via it’s creator.seldom are there more then 2 ever active in a single location.

str +4 dex+3 con +2 int+0 per+2 wil+2
senses-like the living,infravision
movement-burrowing,slow and steady
strength-strong like bull,claws,teeth
weak spot-blessed objects
sustenance-weekly,all flesh must be eaten
intelligence- animal cunning,long term memory,team work
spreading the love-bury the body with rites*
special features-conditional regeneration*,foliage*,spines & thorns*
skills-tracking 3,stealth 2,brawling 3.
cost=51 points

the result of this process appears to be a blasphemous combination of human/animal bones mixed in with carved woods held together by living vines with a partially open live snake cased in the ribcage that appears to be torn apart by wire like vines and vessels.the automaton stands about 5 ft 2 with mostly blackened bones and fearsome claw like hands.very difficult to pick out of natural surroundings.these are typical used to protect voodoo altars.then always concealment.

str+4 dex+1 con+3 int-2 per+1 wil+2
weakspots-running water
getting around-slow and steady
strength-strong like bull,damage resistant,flame resistant,iron grip
senses-like the dead
sustenance-who needs food
intelligence-dumb as dead wood,team work
spreading the love-bury the body in clay
skills-brawling 3
cost=32 points

Entombed to protect their king the terra cotta warriors are simple golems.with little variation they can be used to simulate all order of guardians

str-2 dex+3 con+1 int+3 per+1 wil+1
weakspots-running water,blessed items
getting around-the quick dead,climbing
strength-3 pound weakling,claws,teeth
senses-like the living
sustenance-daily,all flesh
intelligence-animal cunning,teamwork
spreading the love-n/a
special features-tiny (12 pts),
skills-climbing 2,stealth 3,
cost=47 points

basic minor occult demons ala gremlins,ghoulies,the gate. new type of horde to be thrown at the characters or mixed in for flavor

new zombie characteristics

weak spot-item in stomach -4 points
the item place in the stomach is what keeps the creating enchantment active,so gutting the zombie and removing the item will stop them,however if the item is retrieved and placed back in a stitched up stomach the corpse will be re-reanimated.

weak joint-variable
excessively old or corpses that were reanimated in a rush often have this disadvantage.They have 2 or more joints that are easily severed.a well placed shot will remove the offending appendage if the targeting is made with a good or better. the weak joints can be wrist,ankle,knee.

weakspot-creation fetish-variable disadvantage.
a item external from the zombie that was involved with it’s creation can be used to damage the zombie.typical several are stored together in a small black magic shrine.for 1-5 points to totally destroy the zombie,or the shrine can simply be the source of added power to the zombie for half value.

weakspot- item(s) from former life-variable disadvantage
this creature maintains a close tie to it’s living existence.items of an intensely personal nature can be used to control of damage the zombie with a difficult test of faith.

right in the dudleys weak spot-4 point disadvantage
hitting the zombie south of the breadbasket will cause major damage due to the nature of the magic involved in creating the zombie being sensual black magic.

weakspot-running water-6 point disadvantage
because of their elemental creation these zombies will be damaged by water in motion.squirt guns do the same damage as real guns.the water does not have to be enchanted to work.

weakspot-wood-4 point disadvantage
just like vampires these shambling corpses don’t like wood,and can be damaged by wood as if it were metal,and only wood.


concealment burrowing-2 points
zombies with this advantage can dig them selves a hole to surprise,and bury opponents.they are good and it and always cover themselves.no underground travel is possible.this can be useful in digging tunnels with skilled supervision.

3 pound weakling- minus 6 points
for terrors that have more then 12 points of tiny.weight lift limit is between 3-5 pounds

rituals required-minus 8 points
just being killed by the zombie is not good enough rites must be performed to create another zombie taking at least an hour.the rituals must be performed by a gifted individual.

laying eggs-0 points
the zombie carries eggs of an alien parasite in it’s blood.the eggs have a 75 percent chance per contact of being transferred if they come into a bodily orifice or break in the skin.then the eggs will be undetectable by most means for a week when they hatch.each infection generates up to 6 eggs.one of the larvae will take control of the host.if it cannot find hosts for the other larvae that hatched within 5-10 days they will begin a battling each other turning the victim into a walking corpse.

sense breath-1 point
the zombie can sense spirit energy when it escapes from the body in the form of breath.the zombie cannot see it’s food without it.you can be safe for a brief period by holding your breath.

tiny-variable
2 pts per 1 of tiny.each point of tiny gives the terror/zombie-1 to be hit hth ,-2 ranged combat max 18 points (mouse size) additionally each point of tiny gives -2 to be seen,and at least -2 to dead points

extra juicy-2 points
whatever force created the zombie is slowly turning it’s inside into mush.doubles the blast radius for zombies with an explosive personality,or acidic blood.these zombies tend not to have a very long life span

camouflage/overgrowth-3 points
these zombies have been around a while,and have plants grow in the unliving fertilizer.since they don’t have a body temperature,they are very hard to detect as long as they remain stationary -5 to perception rolls if in natural overgrowth

radioactive-variable
often used in combination with the glows in the dark feature.point vary depending upon the damage the radiation inflicts on victims.
0 points-damage cones only after an hour of exposure,the zombie is easier to track via radiation detectors

gaseous belch from hades-3 points
sometimes when a zombie has gorged himself on fresh brains her body will break them down into a paralytic toxin.the toxin will stun a target for 2 minutes giving the zombie time to further feed.the guideline is one belch per 2 brains.

gas bladders
-8 points
large pocket of methane that developed during decomposition also fill them selves with the zombie creation virus anyone within a yard of the zombie when a pocket is ruptured (roll randomly for every hit 25 percent chance) has a 50 percent chance of becoming infected.this also make the zombie very buoyant.

webbed hands-2 points
brings swimming up to 3.

conditional regeneration- variable cost
slower,and requires a trigger to begin regeneration the trigger is variable.some examples include re-burial,being completely covered in foliage,in complete darkness,in contact with high levels of radiation.this brings the cost of regeneration down to 1/2 or 1/3 the cost

curse by contact
-6 points
often given to tasked zombies protect a certain item.if they touch some one in their territory,the character is given the accursed disadvantage.the character is 10 times as likely to get sick for 3 months,as well as having the disadvantage bad luck.if they had taken an item out of the area the disadvantage remains until it is returned.if the zombie/guardian is killed while the curse is in effect the aging of the cursed will increase ten fold until they return the item,and continue to guard the item.

spines and thorns-5 points
palnt life has grown in the corpse making wrestling a little more difficult,and them roots tend to help keep the rotting flesh together a little more.add 5 dead points and +2 to grappling damage vs unarmored opponets

magic tattoos-variable disadvantage
magic inscriptions played a major part in the creation of this zombie.the inscriptions can be read,and perhaps provide a clue as to stopping them,the points for this disadvantage vary at zm discretion depending upon the prevalence of occult knowledge in the game,the potency of the tattoo,and the information that can be gained from it.

needs moisture-3 point disadvantage
these zombies will dry out unnaturally fast if they leave a swamp like environment.the do not take damage from the comparatively dry air,but will eventually dry out enough to become completely immobile.typically these zombies spend a good deal of time submerged in swamps.

afraid of light-10 point disadvantage/5 point disadvantage
10 points if the zombie can be kept at bay by any light source grater then a candle,5 points if only daylight level illumination will ward them off

glows in dark-o points
popular in combination with the radioactive disadvantage.makes the zombie more frightening,but easy to target in the dark.

habit/fixation from prior life-variable
the classic one is protective/desires anyone that looks like their lover from a former life,but can be much more.some examples include-won’t harm children,holds doors open for women,salutes people in uniform,thinks they need glasses (can’t see w/o them),calmed by country music,still feels need to eat some normal food,etc.often the creation process isn’t as complete as zombie lords think.

flashbacks
-variable
when trigger events occur the zombie will stand still as if remembering an important event for roughly 2 minutes.if the zombie is disturbed during this time it wil snap out of it.some example triggers include powerful memories from former life,important songs being played (national anthem),photos of former self being show,seeing family members etc.

subject to suggestion-5 points disadvantage
the creator of these zombies overdid it a little,and they will obey any one that can address them in a calm,and commanding manner.if the tone waivers,or any sign of panic is given the zombie will proceed as normal.this only has a 50 percent chance of working per zombie if the zombie hasn’t been fed according to it’s schedule.

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