Monday, November 12, 2012

Walker Stats (New World of Darkness)

The dread infectious walking dead is something to fear. This stalking menace can rise up from those freshly dead or reawaken those who have succumbed to the bite. In my Dystopic campaign, no one knows whether a dying man in the irradiated states of America will leave an inert body behind after death or if they will rise again to consume the flesh of their fellow man and tear apart the small communities along the western and north western states of America.  These creatures aren't too dangerous on their own but can become quite terrifying in hordes.  They do not stop.  They don't get impatient.  You will starve before they will.  You will need to sleep while they meticulously follow you.  Even if their heads are severed they may still bite you, infect you, and destroy your life.  They are drawn by sound to inexorably root our your hiding hole and ensure your slow destruction as they eat you alive.  In short, they are the enemy and must be eradicated.

Attributes For A Fresh Adult Walker:
Intelligence: 1, Wits: 1, Resolve 2
Strength: 3, Dexterity 2, Stamina 4 (reduce by 1 point per three months dead due to rot)
Presence: 3, Manipulation 1, Composure 2
Skills: Athletics 1, Brawl 2 (Grapple)
Willpower: 4
Initiative: 4
Defense:13
Walking Speed: 10 (cannot run)
Size: 5
Weapons/Attacks
Type Damage Test pool
Grapple 5
Bite* 1 (L) 5 (jaw strength increased largely by lack of self-preservation)
Health: 9
Armour: N/A (unless they are turned police officers in which case they might have 1/2 or higher)
Damage Reduction: They can only take 1 point of damage from any one source of damage, including fire, unless shot in the head.  Once reduced to half hit points, rounded down, they are crippled and must crawl.  Once reduced to 0 hit points, they are immobilised but their mouths are still active unless their brain is damaged or destroyed.
*A successful bite causes an infection that will cause the victim to suffer a cumulative -1 to Stamina per 1d6 hours before succumbing to infection.  Roll 1d6 to determine when they will rise: 1 (immediately), 2 (1d4 rounds), 3 (1d4 minutes), 4 (1d20 minutes), 5 (1d4 hours), 6 (1d12 hours).

Attributes For A Child:
As above but reduce Size to 4, Strength by 1, Walking Speed to 9, and Health to 8.

Attributes For A Toddler:
As above but reduce Size to 3, Strength by 2, Walking Speed to 9, and Health to 7.

All Walkers are immune to mind control but not to illusions.  Walkers do not need to breathe nor do they feel pain and are therefore unaffected by attempts to subdue them using choke holds or pain locks.

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