Early Access
Zombies are humans transformed into aggressive, hard-to-kill murderous cannibals with no memory of their former existence. Depending on a zombie’s origin, the reason for its transformation varies. A zombie might arise from an undead curse, a psychic possession, an AI meatware overwrite, a viral or fungal infection, a drug overdose, or something else. Regardless of how the transformation happened, the result is much the same: a creature whose humanity has been burned out and replaced with unquenchable hunger.
Zombies aren’t intelligent, but enough of them together sometimes exhibit emergent behavior, just as ants can coordinate activities across a colony. Thus, zombies alone or in small groups aren’t an overwhelming threat for someone who has a baseball bat or can get away, but a horde can outflank their foes or coincidentally create a trap that prevents a few from escaping.
Some kinds of zombies can create zombie animals. Zombie animals are generally 1 level higher than the normal creature, and otherwise have the normal zombie abilities and weaknesses.
Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, and so on)
Environment: Almost anywhere, in groups of five to seven, or in hordes of tens to hundreds
Health: 12
Damage Inflicted: Minor wound
Movement: Immediate
Modifications: Dodge as level 2
Combat: A zombie never turns away from a conflict. It fights on, no matter the odds, usually attacking by biting, but sometimes by tearing with hands made into claws by the erosion of skin over its finger bones.
A group of five to seven zombies can make a single attack roll against one target as a level 5 creature, inflicting a moderate wound.
A zombie is hard to actually kill. If an attack would reduce its health to 0, it instead is reduced to 1 health, unless the character used a level of Effort on the attack specifically to dispatch it. This level of Effort does not ease the attack roll or add extra damage; it only ensures that the zombie's health drops to 0 and it stays dead. The GM should tell the players that to kill the zombie, they’ll need to use a level of Effort. The player has to figure out if their character’s attack is likely to bring the zombie to 0 health and therefore it’s time to use the level of Effort.
A character can use a minor or major effect from their attack to make sure the zombie stays dead, even if they didn’t use Effort to confirm the kill.
Reviving zombie variant: Instead of the player having to use Effort when the zombie would be reduced to 0 health, the zombie dies normally but revives a round or two later with 1 health, and stays dead if killed again.
A zombie can see in the dark up to short range.
Some zombies have additional abilities or weaknesses, such as the following.
Interaction: Zombies groan when they see something that looks tasty. They do not reason, cannot speak, and never stop pursuing something they’ve identified as a potential meal, unless something else edible comes closer.
Use: The characters are asked to clear out a space that once served as an old military depot. The appearance of zombies sealed in the area comes as an unpleasant surprise.
GM Intrusion: The zombie’s limb comes off, animating as a separate level 2 zombie that attacks the character.