The microscopic parasite responsible for zombification will mutate
based on the host creature and environment that it is in while
incubating. As such, one that experiences a very weak host that
survives the infection before fully
taking control of its host will start to change the white adipose tissue
(WAT) fat cells into brown adipose tissue (BAT) fat cells, which burn a
lot hotter and are less dense, slimming up their hosts a bit, but unlike the Brute Zombies they don't have a large muscle mass increase, just a huge surge of adrenaline, testosterone and other hormones that increase their slimming down, speed and reflexes. This
highly increases their hunger for protein and fatty acids, but they aren't able to build up huge amounts of muscle mass, instead becoming swift and efficient killing machines that hunt in packs, stalking their prey over great distances. Many
an adventurer coming across an area devoid of visible zombies but hearing a strange warbling followed by a shriek will learn to be terrified and leave the area immediately.
Terror: Banshee Zombie: An infected
individual of a species that has a
microscopic parasite in its brain and bodily fluids that makes it seek
out protein and fatty acids to consume to keep it going while trying to
spread the infection further. Typically found in packs of five or more,
regardless of species. Hunts mostly by sound and motion, terrible sense
of smell. Attacks or tries to infect whatever it bumps into as it
searches for food and to spread the infection. Due to their limitless
endurance, but low health per zombie, the differences between species
becomes mostly negligible. They are, by the large, best killed by
separating the brain from the rest of the body, although depending on
the species that might not always be in what appears to be the head.
Initially they move at the same pace without slowing down until they no
longer have enough nutrients their body needs to keep in efficient
infected status. The Banshee Zombie differs from the Basic Zombie in
having insane speed and reflex increase, dealing damage quickly, darting in and out until they can savagely tear their prey to shreds. They are also less strong and less enduring than a Basic
Zombie but react better and with more instinctual intelligence and
drive.
HP: 9 / EP: 35 (Damage Resistance)_Infinite (Pain Resistance) / LP: 0 / SP: 1 / FP:6
Reaction: 29 / Finesse: 27 / Intelligence:9
Wisdom: 12 / Willpower: 34 / Strength: 20
Speed: 32 (32 feet per second, 16 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Lightning, Blood
Elemental Weaknesses: Fire, Metal, Bone
Common Drops: Banshee Zombie's Bones, Banshee Zombie's Rags, Banshee Zombie Cadaver
Arm Block III (0 FP Each): +3 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.
Bite XII (0 FP Each): 12 damage on success against armor-less targets. Will spread the infection if successful.
Dig IV (1 FP Each): Digs its body height in a single turn.
Hold
(1 FP Each): Attempts to hold an opponent or a part of their opponent
so as to prevent offensive attack from that part while it is held. While
held, unless an opponent is able to stalemate the hold or break free,
additional attacks may be dealt afterward either by the one holding or
by fellow companions and allies of the one holding. Reflexes vs.
reflexes to see if hold succeeds. Strength vs. Strength for resisting
and breaking free of hold if succeeds.
Kick IV (0 FP Each): 4 damage on success against armor-less targets.
Double Punch II (0 FP Each): 4 damage on success against armor-less targets.
Death Rattle V (0 FP Each): Gives a warble and then a high shriek to intimidate and call for reinforcements. If any
are within 1 mile and sound is not dampened, more Banshee Zombies and Basic Zombies will
come to the aid of the one shrieking. Check Willpower of opponent when
used, if less than 9, -2 SP. May only be used once per combat per Banshee
Zombie to affect sanity, subsequent roaring does not affect sanity
further.
Run II (0 FP Each): Moving at a character's
current max speed for a duration equal to seven movement spaces before
further focus is needed.
Double Slash V (0 FP Each): 15 damage on success against armor-less targets.
Tackle
and Choke IV (0 FP): 8 damage on success against armor-less targets.
Attempts to knock an opponent down and choke the life out of them.
Walk (0 FP Each): Moving at half a character's current max speed, rounded up.
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