Here's a first crack at updating the zombie creation system from World of Darkness: Antagonists to the GMC rules. Hopefully sometime a similar book will come out for a post-GMC WoD, but until then, enjoy! I added a few Aspects and expanded some, so you may see differences beyond just those of the GMC changes.
Attributes
Zombies don't have any ability to socialize and reason. This is one of the things that separates them from their fellow cannibalistic undead, like vampires. That, and the smell. Instead of the nine Attributes mortal characters use, they use the three simplified categories of Power, Finesse and Resistance. Unlike ephemeral beings, for zombies these three Attributes don't encompass most mental or any social functions. Power represents the zombie's pure brute power, Finesse represents its motor control and awareness (not all zombies are slow shamblers), while Resistance measures both the zombie's durability as well as the strength of the force animating it. Each of these Attributes range from 1 to 10, but only the most powerful and special zombies should be assigned Attributes above 5.
Merits & Skills
Zombies possess neither Skills nor Merits. Some special abilities (represented by Aspects, seen below) can approximate these traits, however.
Advantages
Advantages for zombies are calculated in much the same way as they are for mortals, though zombies often have special considerations due to their nature.
Defense: Zombies have no self-preservation instincts. They do not block or dodge or make any attempt to save themselves from hazards such as fire. Their Defense is 0.
Health: Zombies have Health equal to their Size ratings, and they do not add Resistance to their Health. The Tough Aspect can add additional points of Health. Incapable of feeling pain, zombies never suffer from wound penalties.
Initiative: A zombie's Initiative rating is equal to its Finesse.
Integrity: Ha. Please. Zombie don't empathize.
Physical Integrity: This is a trait unique to zombies and describes the state of the zombie's body. Physical Integrity theoretically starts at 10 for a fully intact zombie, neither missing any limbs nor suffering from grievous bone fractures. Missing both legs or both arms would indicate a starting trait of 5. Physical Integrity limits the maximum number of dice in the zombie's dice pool. Whether animated by biological or supernatural forces, zombies are assumed by default to slowly deteriorate. Every (Resistance) days, they lose a point of Physical Integrity. As well, when taking damage, once a zombie's Health points are gone, further damage subtracts from Physical Integrity. Once it reaches 0, the zombie is forever destroyed.
Size: Barring certain Aspects, zombies retain whatever Size rating they had in life.
Speed: A zombie's Speed is equal to its Power or Finesse, whichever is lower. They do not have a species factor.
Willpower: Zombies never tire, physically or mentally, but they also do not have the drive that thinking beings do to push themselves beyond their normal limits. They have no Willpower trait.
Other Systems
Damage and Healing: Destroying a zombie can be a difficult proposition. All types of damage hurt them equally, and with the exception of bashing damage, once a zombie's Health is depleted with lethal or aggravated damage, further damage reduces Physical Integrity. Bashing attacks can kill a zombie, but require that the damage wraps around into lethal before it starts to damage Physical Integrity. Zombies don't suffer wound penalties, and they are immune to diseases, poisons and trivial mortal concerns like the need to breathe or sleep. Most zombies can't swim, but they're otherwise not harmed much by lengthy submersion, even in deep water.
Attacks: Most zombies simply attack with unarmed attacks, grappling and biting their prey to death. Zombies with a Finesse of 4 or greater retain enough awareness and coordination to swing objects like clubs, and some Aspects can modify this ability. Bite attacks inflict bashing damage unless the Vicious Bite Aspect is taken.
Conditions: Zombies are always considered to suffer the Mute Condition. While they can be targeted by most physical-based Tilts, such as Arm Wrack, they are immune to mental or social Tilts and Conditions. Zombies do not become Beaten Down, Lost or Insane. Their undead bodies are also immune to the Stunned Tilt, but zombies can be Knocked Down. Sensory Conditions don't affect them normally, as described below.
Exorcisms, Abjurations and Wards: Zombies with the Unholy Weakness are affected in the same way as ephemeral beings by abjurations and wards (see World of Darkness: The God-Machine Chronicle, p. 231-232, and also see the Unholy Weakness below).
Senses: As reanimated corpses, zombies are an unnatural kind of predator. The dead don't use their senses like the living, but they track their prey through some unknown means. Zombies can be affected by the Deafened Tilt, so those drawn to noise (like the screams of the living) will miss the telltale sounds they use to stalk their victims. Zombies cannot be blinded, however, and so they cannot suffer from the Blinded Tilt or the Blind Condition. Note that because zombies without the Regeneration Aspect do not heal, all Tilts and Conditions are effectively Persistent. Unless an outside force intervenes, these Conditions cannot be resolved.
Attributes
Zombies don't have any ability to socialize and reason. This is one of the things that separates them from their fellow cannibalistic undead, like vampires. That, and the smell. Instead of the nine Attributes mortal characters use, they use the three simplified categories of Power, Finesse and Resistance. Unlike ephemeral beings, for zombies these three Attributes don't encompass most mental or any social functions. Power represents the zombie's pure brute power, Finesse represents its motor control and awareness (not all zombies are slow shamblers), while Resistance measures both the zombie's durability as well as the strength of the force animating it. Each of these Attributes range from 1 to 10, but only the most powerful and special zombies should be assigned Attributes above 5.
Merits & Skills
Zombies possess neither Skills nor Merits. Some special abilities (represented by Aspects, seen below) can approximate these traits, however.
Advantages
Advantages for zombies are calculated in much the same way as they are for mortals, though zombies often have special considerations due to their nature.
Defense: Zombies have no self-preservation instincts. They do not block or dodge or make any attempt to save themselves from hazards such as fire. Their Defense is 0.
Health: Zombies have Health equal to their Size ratings, and they do not add Resistance to their Health. The Tough Aspect can add additional points of Health. Incapable of feeling pain, zombies never suffer from wound penalties.
Initiative: A zombie's Initiative rating is equal to its Finesse.
Integrity: Ha. Please. Zombie don't empathize.
Physical Integrity: This is a trait unique to zombies and describes the state of the zombie's body. Physical Integrity theoretically starts at 10 for a fully intact zombie, neither missing any limbs nor suffering from grievous bone fractures. Missing both legs or both arms would indicate a starting trait of 5. Physical Integrity limits the maximum number of dice in the zombie's dice pool. Whether animated by biological or supernatural forces, zombies are assumed by default to slowly deteriorate. Every (Resistance) days, they lose a point of Physical Integrity. As well, when taking damage, once a zombie's Health points are gone, further damage subtracts from Physical Integrity. Once it reaches 0, the zombie is forever destroyed.
Size: Barring certain Aspects, zombies retain whatever Size rating they had in life.
Speed: A zombie's Speed is equal to its Power or Finesse, whichever is lower. They do not have a species factor.
Willpower: Zombies never tire, physically or mentally, but they also do not have the drive that thinking beings do to push themselves beyond their normal limits. They have no Willpower trait.
Other Systems
Damage and Healing: Destroying a zombie can be a difficult proposition. All types of damage hurt them equally, and with the exception of bashing damage, once a zombie's Health is depleted with lethal or aggravated damage, further damage reduces Physical Integrity. Bashing attacks can kill a zombie, but require that the damage wraps around into lethal before it starts to damage Physical Integrity. Zombies don't suffer wound penalties, and they are immune to diseases, poisons and trivial mortal concerns like the need to breathe or sleep. Most zombies can't swim, but they're otherwise not harmed much by lengthy submersion, even in deep water.
Attacks: Most zombies simply attack with unarmed attacks, grappling and biting their prey to death. Zombies with a Finesse of 4 or greater retain enough awareness and coordination to swing objects like clubs, and some Aspects can modify this ability. Bite attacks inflict bashing damage unless the Vicious Bite Aspect is taken.
Conditions: Zombies are always considered to suffer the Mute Condition. While they can be targeted by most physical-based Tilts, such as Arm Wrack, they are immune to mental or social Tilts and Conditions. Zombies do not become Beaten Down, Lost or Insane. Their undead bodies are also immune to the Stunned Tilt, but zombies can be Knocked Down. Sensory Conditions don't affect them normally, as described below.
Exorcisms, Abjurations and Wards: Zombies with the Unholy Weakness are affected in the same way as ephemeral beings by abjurations and wards (see World of Darkness: The God-Machine Chronicle, p. 231-232, and also see the Unholy Weakness below).
Senses: As reanimated corpses, zombies are an unnatural kind of predator. The dead don't use their senses like the living, but they track their prey through some unknown means. Zombies can be affected by the Deafened Tilt, so those drawn to noise (like the screams of the living) will miss the telltale sounds they use to stalk their victims. Zombies cannot be blinded, however, and so they cannot suffer from the Blinded Tilt or the Blind Condition. Note that because zombies without the Regeneration Aspect do not heal, all Tilts and Conditions are effectively Persistent. Unless an outside force intervenes, these Conditions cannot be resolved.
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