Tuesday, June 18, 2013

Terror: Banshee Zombies

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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