Category Archives: Adventure Creatures

Thalassines

Lurking beneath the waves is an amphibious creature responsible for terrifying mariners that dare to sail the waters. Thalassines are humanoid, with scales in place of skin and webbed hands and feet. Their mouths are filled with row upon row of needle-like teeth. Their sole source of sustenance is blood; whether animal or human, they care little.

Thalassines rarely allow themselves to be seen by their victims, although they have been known to steal aboard a ship in the dark of night and carry off a passenger for the purposes of making a meal. They usually leave the bones floating near the ship as a warning to other crew members of the dangers of sailing through their territory. They have never been known to speak; they instead seem to communicate through mental projections.

They do not like fresh water and cannot abide such habitats long. They also avoid the shallows, and, though they are amphibious, they do not make a habit of going too near land, let alone on it.

Typical Thalassine

Reflexes 5D: acrobatics 6D, brawling 7D, climbing 5D+1, dodge 6D+1, melee combat 7D, sneak 6D+2
Coordination 2D: throwing 5D
Physique 5D: lifting 7D, swimming 7D+1
Knowledge 2D: scholar: sea lore 5D
Perceptlon2D: investigation 4D+2, search 3D+2, survival 5D, tracking 3D+1
Presence 2D: intimidation 5D+2
Psionics 1D: telepathy: images only 4D
Strength Damage: 4D
Move: 10
Fate Points: l
Body Points: 25
Character Points: 3
Wound levels: 3

Disadvantages: Achilles’ Heel (R3), takes 3D damage per round or may only flee when exposed to incense heat; Achilles’ Heel (R3), suffer a -4 modifier to damage resistance totals and a +1 per round cumulative difficulty modifier while in fresh-water environments

Advantages: none

Special Abilities: Environmental Resistance (R2), +6D to Physique or stamina
against effects of extreme heat, cold, or
pressure; Natural Hand-to-Hand Weapon:
Teeth (R1), damage +1D Water Breathing (R1)

Two-Legged Terrors

Superstition and legend tell of strange creatures that prowl dismal, desolate areas. Outsiders may scoff at the superstitious fools who believe in these tales, but there are those know the truth: They’ve seen these creatures with their own two eyes! Heroes might face a mythical minion of a voodoo priest. A backwater village could choose a bride (sacrifice) to offer up in exchange for their safety. One might even help a legendary creature protect its domain from poachers.

Sasquatch, or Bigfoot as it’s more commonly known, haunted the Pacific Northwest long before it was civilized. In October 20, 1967 the creature fascinated the nation when it was caught on camera. Bigfoot is known for having foul breath and big feet (hence its nickname). It stands three meters tall and has long arms and a flat nose. Matted fur covers the creature’s body. The jury is out as to whether Bigfoot is a menace or is merely protecting its turf.

The Jersey Devil first appeared nearly 300 years ago. The beast has hooves, bat wings, a forked tail, the head of a horse, and incredible resilience. The devil stands nearly 1.5 meters tall and has a wingspan of two meters. It’s rumored to dwell in the New Jersey Pinelands but has also been seen in New York, Pennsylvania, and other parts of New Jersey. This creature has survived exorcism and attempts to slay it. Fear of the creature has caused schools and factories to close.

The Mothman surfaced in Point Pleasant, Virginia, in the mid 1960s and terrorized the area for 13 months before fading away from the limelight. It has a humanoid, shadowy, birdlike appearance and glowing, red eyes. The Mothman has a wingspan of over three meters, stands two meters tall, and may be a visitor from another world.

A creature of the swamps, the legend of the pelemafait is used to frighten children, particularly Cajun children of the southern United States.

A pelemafait is commonly found acting as the “guardian” of a swamp, chough some wander into a city’s sewer system, especially if its swamp is being threatened. ln cities, the creature makes its lair in the heart of the system, and uses the pipes to move about the city.

Sometimes, the pelemafait attaches itself to one person. It can sense that person’s enemies, hunts the enemy down, and crushes them to death. Its calling card is a body enshrouded in moss and muck.

The unwitting person has no idea what is going on, but may soon find himself being sought as the primary suspect in the series of ghastly murders. It’s usually clear that the individual does not have the strength to crush anyone, but mass hysteria often results in the suspect being killed by a mob. The pelemafait then picks another individual, and the cycle begins again.

Sasquatch

Reflexes 3D: acrobatics 3D+2, brawling 4D, climbing 4D, jumping 4D, sneak 3D+2
Coordination 3D: throwing 3D+1
Physique 5D: lifting 6D, running 5D+1
Knowledge 2D: navigation: own territory 3D+1
Perception 3D: hide 4D, search 3D+2, survival 5D
Presence 2D: intimidation 4D
Strength Bonus: 3D
Move: 12
Fate Points: 2
Character Points: 8
Body Points: 25
Wound levels: 3

Disadvantages: Learning Problems (R2)

Advantages: Size: Large (R1), scale value 1

Special Abilities: Endurance (R1), +3D to Physique or stamina checks when performing taxing physical tasks; Enhanced Sense: Hearing (R1), +2 to related skill totals; Enhanced Sense: Smell (R1), +3 to related skill totals; Hardiness (R1), +1 to damage resistance totals; Hyper movement (R1), bonus to Move; Immunity (R1), +1D to Physique or stamina checks against contracting illnesses or ingested poisons; Luck: Good (R1); Sense of Direction (R1), +1D to navigation and tracking rolls

The Jersey Devil

Reflexes 5D: brawling 4D, contortion 5D+1, £lying 8D
Coordination 2D
Physique 4D: stamina 6D
Knowledge 2D: navigation 3D
Perception 2D: hide 3D, search 4D, survival 2D+2
Presence 2D: intimidation 4D+2
Strength Bonus: 2D
Move: 10
Fate Points: 4
Character Points: 12
Body Points: 22
Wound levels: 3

Disadvantages: Infamy (R2)

Advantages: none

Special Abilities: Accelerated Healing (R1), +1D to natural healing attempts; Attack Resistance: Non-enchanted (R2), +1D to damage resistance rolls against related attacks; Flight (R1), flying Move of 20; Immortality (R1), destroyed if immersed in holy water; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions; Natural Armor: Tough Skin (R2), + 2D to damage resistance totals against physical attacks; Natural Hand-to-Hand Weapon: Bite (R2}. damage +2D; Natural Hand-to-Hand Weapon: Claws (R1), damage+ 1D

The Mothman

Reflexes 3D: brawling 4D , flying 6D, sneak 5D
Coordination 2D
Physique 3D: stamina 4D
Knowledge 2D
Perception 3D: hide 3D+2, repair 3D+1,
search SD, cracking 3D+2
Presence 3D: intimidation 4D
Strength Bonus: 2D
Move: 10
Fate Points: 2
Character Points: 8
Body Points: 19
Wound levels: 3

Disadvantages: Infamy (R1)

Advantages: none

Special Abilities: Attack Resistance: Energy (R2}, +2D to damage resistance rolls against related attacks; Blur (R1), +1 to dodge, sneak, and hide totals of character and all related difficulties against character; Darkness (R1 ),+5 difficulty modifier to opponent’s sight-based skill attempts; Flight (R2), flying Move 40; Immunity (R2), +2D to Physique or stamina checks against contracting illnesses or ingested poisons; Ultravision (R2), negates up to 4 points of modifiers for dim or dark conditions; Natural Armor: Tough Skin (R1), +1D to damage resistance against physical attacks; Natural Hand-to-Hand Weapon: Claws (R1) damage +1D; Silence (R2), +4D to sneak checks and +2D when attacking from behind

Typical Pelemafait

Reflexes 3D: brawling 5D, climbing 7D, jumping 3D+2, sneak 4D
Coordination 2D: throwing 3D+2
Physique 5D: lifting 7D+2, running 5D+1, stamina 6D
Knowledge 2D: navigation: own territory 4D
Perception 3D: hide 2D, search 3D, survival 4D, tracking 4D+2
Presence 2D+1: con 3D+1, intimidation 5D+1, willpower 5D
Strength Bonus 4D
Move: 12
Fate Points: 0
Character Points: 3
Body Points: 25
Wound levels: 3

Disadvantages: Achilles’ Heel (R3) takes 3D damage per round exposed to a flower from its swamp of origination or may only flee before this flower; Devotion (R3), to protecting its territory or killing its charges enemies

Advantages: none

Special Abilities: Natural Armor: Plant Skin (R2), +2D to damage resistance rolls; Natural Hand-to-Hand Weapon: Crushing Grip (R1), damage +1D; Immorality (R1), being scabbed with a spear made from a rare tree of the swamp it originated in will kill it permanently; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions

Vampires

When one mentions of vampires, Braham Stoker’s Dracula often comes to mind. As time passed, the genre has grown as other authors have developed the vampire’s nocturnal world, added myths of their malicious nature. This has caused great angst for the undead who stalk the world’s streets because they would prefer such things to be left in the past as it would make their existence much easier.

Like many legendary creatures, vampiric lore reflects the deeds of only a small portion of their population. A few of their kind were indeed ravenous £ends who ran with wild abandon across the midnight countryside to feast off any warm neck that could be found. After all, the undead lords had near limitless power and were immortal. Why should they fear their human cattle? The world was theirs for the taking! Fortunately for the species, some of their kind had clearer heads and dodged the wrath of mortals. It’s these survivors and their spawn that now threaten the modern world.

A wide variety of vampires populate the planet. There are those who gladly walk among the masses. Such creatures risk everything to feed their vanity and use a high profile lifestyle to throw off suspicion. What would normally raise eyebrows is merely written off as eccentricity. Thus, they skate the edge of discovery, which only feeds their emotional rush.

Socialite vampires usually surround themselves with an entourage. After all, why order out for food when it can travel with you! They may keep several groups of willing sheep for this purpose and cake great pains to ensure the marks of their feedings go unnoticed. Artists, rock stars, supermodels, and (to be cliche) Goth personalities are apt firs for this type of vainglorious creature. Socialite vampires often nearly flaunt their undead status. These creatures may try to encourage preposterous rumors of their vampiric nature and treat such things as an inside joke. After all, everyone knows there are no such things as vampires.

At the other end of the spectrum lies subtle, calculating creatures that are not nearly so foolish. These vampires have withdrawn to the shadowy depths of civilization and prefer to avoid unnecessary attention. It’s no accident that they have avoided the vampire hunter’s stake. Secret Swiss bank accounts, subterfuge, and layers of mystery are the common tools of their trade. The ancient creatures of the night have cloaked their true origins in mystery and slowly built their power as the years slid by. The acquired might allows the parasites greater ease in feeding off humanity. If one finds them at all, they might see these lords of the night manipulating a small nation from behind the scenes or directing vast financial empires. Vampires of this ilk are accustomed to wielding vase power and prefer to solve their problems with maneuvering instead of resorting to needless violence. Their connections allow them to do more than merely crush their foes. Those foolish enough to earn their anger may find themselves left with their credit declined, bank accounts frozen, and no where to turn.

Somewhere between the financial wizards and slaves of ego lie monsters that only exist to feed. They prey upon the nameless fringes of society by targeting the homeless or others who would not readily be missed. Unlike their more affluent brethren, they are forced to rely on wit and circumstance. Their typical lairs include catacombs, forgotten sewer tunnels, and ruined buildings. Hunting these creatures can be quite difficult due to their ability to blend in with their surroundings. What one might think to be a vampire could merely be an addict or other denizen that hails from the dregs of humanity. The predators also do their best to covertly discourage drug pushers from entering their domain. After all, why would they want to their next meal tainted?

Vampires could be the major antagonist or serve as crucial cogs that drive the gears of larger plans. Theirs is the ability to draw upon vast cultural experiences gained from their extended lifespan. Western settings might feature an apparent alcoholic gunslinger who shuns the daylight hours while sleeping off hangovers.

Heroes may incur the wrath of undead masters after unwittingly disrupting their financial manipulation plans. They could spend some time traveling through a web of mystery before finally cutting the puppetmaster’s strings.

Typical Calculating Vampire

Reflexes 4D: brawling 4D+1, riding 4D+1
Coordination 2D: throwing 2D+1, sleight of hand 2D+1
Physique 3D (+3): infection 5D, lifting 4D, stamina 4D
Knowledge 2D: business 6D, scholar 6D
Perception 4D: hide 4D+1, know-how 4D+1
Presence 3D: charm 4D, con 3D+2, intimidation 5D, persuasion 5D, willpower 4D
Strength Damage: 2D (+3)
Move: 10
Fate Points: 2
Character Points: 5
Body Points: 19
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: blood; Achilles’ Heel (R4), unable to make any actions except to flee while in the presence of a holy symbol or garlic; Achilles’ Heel (R4), 2D damage per round of exposure to sunlight; Advantage Flaw: Infection (R3), passes on all Special Abilities and Disadvantages to target after having used Life Drain to bring the target to Mortally Wounded or less than 10% of Body Points

Advantages: Authority (R3), CEO of a large corporation; Contacts (R3), member of the illuminati; Wealth (R4)

Special Abilities: Attack Resistance: Non-enchanted (R1), +1D to damage resistance rolls against related attacks; Blur (R1), + 1 to dodge, sneak, and hide totals of character and all related difficulties against character; Increased Attribute: Physique (R3), +3 to related totals; Life Drain: Body Points/Wounds (R2), drains 6 Body Points/ 1 Wound level per successful biting attack; immortality (R1), a stake through the heart causes permanent death

Typical Predatory Vampire

Reflexes 3D (+3): brawling 7D, climbing 5D, flying 5D, melee combat 5D
Coordination 2D+2: throwing3D, missile weapons 3D; throwing 3D
Physique 4D (+3): infection 6D, lifting 5D, running SD, stamina 5D
Knowledge 2D: demolitions 3D, security 3D
Perception 3D+l: hide 7D, know-how 5D, streetwise 7D, survival 6D
Presence 3D: command 4D, disguise 4D, intimidation 4D
Strength Damage: 3D (+3)
Move: 10
Fate Points: 2
Character Points: 5
Body Points: 22
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: blood; Achilles’ Heel (R4), unable to make any actions except to flee while in the presence of a holy symbol or garlic; Achilles’ Heel (R4), 2D damage per round of exposure to sunlight; Advantage Flaw: Infection (R3), passes on all Special Abilities and Disadvantages to target after having used Life Drain to bring the target to Mortally Wounded or less than 10% of Body Points; Infamy (R2)

Advantages: Authority (R1), influential with street people; Cultures (R1), bonus when dealing with ghetto environments

Special Abilities: Attack Resistance: Non-enchanted (R1), +1D to damage resistance rolls against related attacks; Blur (R1), +1 to dodge, sneak, and hide totals of character and all related difficulties against character; Combat Sense (R1), surprise penalties reduced by 2; Flight (R2), flying move of 40; Increased Attribute: Physique, Reflexes (R3 each), +3 to related totals; Life Drain: Body Points/Wounds (R2), drains 6 Body Points/1 Wound level per successful biting attack; Immortality (R1), a stake through the heart causes permanent death

Typical Socialite Vampire

Reflexes 3D: acrobatics 4D, brawling 3D+2, dodge 3D+l, flying 3D+2
Coordination 2D: piloting 5D; throwing 5D
Physique 2D: infection 4D, lifting 4D, running 3D
Knowledge 3D+1: forgery 5D, languages 4D, navigation 4D
Perception 3D+2: artist 6D, gambling 5D, hide4D
Presence 4D (+3): disguise 4D+2, charm 5D, con 4D+2, intimidation 4D+2, persuasion 4D+2
Strength Damage: 2D
Move: 10
Fate Points: 2
Character Points: 5
Body Points: 16
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: blood; Achilles’ Heel (R4), unable to make any actions except to flee while in the presence of a holy symbol or garlic; Achilles’ Heel (R4), 2D damage per round of exposure to sunlight; Advantage Flaw: Infection (R3), passes on all Special Abilities and Disadvantages to target after having used Life Drain to bring the target to Mortally Wounded or less than 10% of Body Points

Advantages: Contacts (R2), large fanatical fan base; Fame (R3), achieved icon status

Special Abilities: Attack Resistance: Non-enchanted (R1), +1D to damage resistance rolls against related attacks; Blur (R 1), +1 to dodge, sneak, and hide totals of character and all related difficulties against character; Flight (R2), flying move of 40; Increased Attribute: Presence (R3), +3 to related totals; Life Drain: Body Points/ Wounds (R2), drains 6 Body Points/1 Wound level per successful biting attack; Immortality (R1), a stake through the heart causes permanent death

Whales

Dolphins, porpoises, and whales have intrigued humanity for centuries and belong to the cetacean order, which is divided into three primary groups. The toothed whales (odontoceti) use their teeth to catch food. Odontoceti have one blowhole (nostril) and hunt by echolocation. Dolphins, porpoises, and 64 other species fall under this classification. Toothed whales frequently hunt, crave!, and migrate together.

Baleen whales (mysticeti) feed on small sea creatures by filtering them though a comblike structure called a baleen, and they have two blowholes. They may seek the company of their kin but can also be found traveling alone. Ten species make up the mysticeti group.

The archaeoceti are whales that are presumed to be extinct. This group includes the primitive basilosaurus, which was the first known eocene whale.

Dolphins dwell in the world’s temperate and tropical waters and may migrate to follow the availability of food. An adult bottlenose dolphin can reach 2.7 meters in length and weigh 260 kilograms. These intelligent creatures are sleek and streamlined. Their backs and sides are typically gray but their underbellies are usually white. According to Greek legend, dolphins are descended from humans, and their skeletal structure bears a striking resemblance to the forelimbs of land-based mammals. They have been known to entertain strangers with their oceanic acrobatics.

Porpoises are similar in size to dolphins but have striking differences. They do not have a beaklike face, and their dorsal fin is triangular in shape instead of curved. These creatures are rare! y seen in large groups and are nor performers; larger cetaceans and ships appear to frighten them.

Whales often travel in social groups called pods. The first sign of a whale’s presence is usually the blow created by water expelling from the blowhole. They might also leap above the ocean’s surface and return to the depths with a mighty splash. This breach communicates their presence to others. One might see the head of a whale surface until its eyes are exposed as the creature orients itself. Angered whales have been known to slap their tail or extend it. Such creatures should be given a wide berth due to their destructive power.

When undersea, whales navigate by sound. Their songs have mystified those who study these noble creatures. Blue whales are the largest animal to ever exist. They can reach 33 meters in length, weigh 108 metric tons, and can live for 50 years. These creatures are an endangered species and protected by the International Whaling Commission.

The basilosaurus lived nearly 40 million years ago during the middle Eocene period and resembled sea serpents more than modern day whales. Full-grown specimens were nearly 32 meters long, and their heads could reach two meters in length. The basilosaurus’ jaws were outfitted with two different kinds of teeth. The cone-shaped teeth near the from held on to the prey it captured and triangular-shaped teeth near the rear were used to chop up food.

Typical Dolphin / Porpoise

Reflexes 4D: acrobatics 4D+1, brawling 5D, dodge 4D+1
Coordination 1D+1: throwing 4D
Physique 5D: stamina 5D+1, swimming 6D
Knowledge 3D: navigation: underwater 4D
Perception 3D: search 3D+2, survival 4D, tracking 3D+2
Presence 2D: charm 3D, willpower 3D+1
Strength Damage: 3D
Move: 13
Fate Points: 0
Body Points: 25
Character Points: 0
Wound levels: 3

Natural Abilities: bite (damage +2; +5 to combat difficulty); highly developed sense of hearing (+2 to related skill totals); thick hide (Armor Value +1; protects against pressure and temperature extremes)

Typical Blue Whale

Reflexes 3D: brawling 4D
Coordination 1D
Physique 14D: stamina 16D, swimming 14D+1
Knowledge 6D: navigation: underwater 7D
Perception 4D: search 6D, survival 5D, tracking 5D
Presence 5D: intimidation 7D
Strength Damage: 7D
Move: 20
Fate Points: 0
Character Points: 0
Body Points: 52
Wound levels: 3

Natural Abilities: tail slap {damage +2D+1); highly developed sense of smell (+3 to related skill totals); thick hide (Armor Value +1D; protects against pressure and temperature extremes); large size (scale value 23)

Typical Basilosaurus

Reflexes 6D: brawling 8D
Coordination 1D
Physique 13D: stamina 14D, swimming 13D+1
Knowledge 1 D: navigation: underwater 3D
Perception 2D: search 3D, survival 3D
Presence 3D: intimidation 5D
Strength Damage: l4D
Move: 16
Fate Points: 0
Character Points: 0
Body Points: 49
Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty); highly developed sense of hearing (+2 to related skill totals); thick hide (Armor Value +1D; protects against pressure and temperature extremes); large size (scale value 23)

Zombies

Zombies are staples of late night horror cinema. The walking dead have shambled across the countryside for the past several decades in their never ending quest for fresh victims. Theirs is an existence dominated by the driving urge to consume living cranial matter. Humanity has but one purpose for these rotting creatures: They’re what’s for dinner!

Much of the living world does not know that there a re several different types of zombies. The most common, of course, are the necromantic-spawned undead. There are those, however, who are created by chemical reactions or a rampaging, heretofore undiscovered disease. Such creatures could confound those who have fought their more mundane brethren as tried and true methods of defense may prove useless. Disease-born zombies could come from a variety of vectors. They may be given unlife from a new malady or the biological-warfare testing of a mutated virus that exploits a genetic Saw in the host body. Plague-carrying zombies could rapidly affect civilized areas as the uninfected might not have a natural defense against the virus they carry.

Those of chemical origin could be spawned by the chance mixing of common chemicals, nefarious drug pushers that sell tainted goods, or nanobots that break free of their parameters. Their rampages could spark bombardment with nuclear weapons in an attempt to eliminate such horrors once and for all. Of course, this might only intensify the problem if the fallout triggers further mutation. Disease- and chemical-spawned zombies can spring up virtually anywhere.

Heroes could find themselves fleeing a large city that’s overrun with the undead after toxic waste leaks into the water supply. Wild West locals might see the birth of these creatures when a snake oil salesman sells unstable chemicals to an embalmer, which causes the dead to rise. The carelessly dumped waste of secret government projects could also be the culprit. One may also be faced with a traumatic situation when forced to destroy the risen corpses of friends and loved ones.

Typical Chemical-Spawned Zombie

Reflexes 2D: brawling 2D, climbing 1D+2
Coordination 1D
Physique 5D: lifting 6D, stamina 6D
Knowledge 1D
Perception 1D
Presence 1D: intimidation 5D
Strength Damage: 3D
Move: 8
Fate Points: 0
Character Points: 0
Body Points: 25
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: living brain matter; Advantage Flaw: Infection (R3), victim becomes zombie 24 hours after the target is brought to Mortally Wounded or less than 10% of Body Points by zombie attacker; Hindrance: Movement (R1), base running. jumping, and swimming Move reduced by 2 meters; Reduced Attribute: Reflexes, Presence (R4 each), -1D each; Reduced Attribuce: Knowledge, Perception (R7 each), -2D each

Advantages: none

Special Abilities: Armor-Defeating Attack (R1), acidic couch negates +1D of armor when attacking non-sealed armor; Attack Resistance: Acid (R3), +3D to damage resistance rolls against related attacks; Fear (R5), +5 to intimidation totals against and combat defense difficulties by chose who fail a willpower attempt with a difficulty of 15; Hardiness(R2), +2 to damage resistance totals; Immortality (R1), ceases functioning when smashed to pieces or decapitated, with Additional Effect (R2), does not need to eat or drink; Skill Bonus: Mindless (R5). + 15 to willpower totals; Skill Bonus: Painless Wounds (R4), +12 to stamina total

Typical Plague-Carrying Zombie

Reflexes 2D: brawling 3D, climbing 2D+2
Coordination 1D
Physique 4D: infection 6D, lifting 5D, stamina 5D
Knowledge 1D
Perception 1D
Presence 1D: intimidation 6D
Strength Damage: 2D
Move:8
Fate Points: 0
Character Points: 0
Body Points: 22
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: living brain matter; Advantage Flaw: Infection (R3), victim becomes zombie 24 hours after the target is brought to Mortally Wounded or less than 10% of Body Points by zombie; Advantage Flaw: Stench (R3), +6 to stealth attempts; Hindrance: Movement (R1), base running. jumping, and swimming Move reduced by 2 meters; Reduced Attribute: Reflexes, Presence (R4 each), -1D each; Reduced Attribute: Coordination, Knowledge, Perception (R7 each), -2D each

Advantages: none

Special Abilities: Attribute Scramble (R4), instead of damaging a target on a successful attack the zombie may reduce their Physique by 2D with a successful scramble attack; Fear (R5), + 5 to intimidation totals against and combat defense difficulties by chose who fail a willpower attempt with a difficulty of 15; Hardiness (R4), +4 to damage resistance totals; Immortality (R1), cease functioning when smashed to pieces or decapitated, with Additional Effect (R2), does not need to eat or drink; Skill Bonus: Mindless (R5), +15 to willpower totals; Skill Bonus: Painless Wounds (R4), +12 to stamina total