Monday, June 17, 2013

Terror: Brute 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 also driving up their demand for protein so as to keep them bulking up, eventually even to the point of being unable to move from their mass until they lose some. This highly increases their hunger for protein and fatty acids, but also gives them an advantage in massive strength, attack strength, and endurance, but at the cost of them even attacking their fellow other zombie types.  Many an adventurer coming across an area filled with basic zombies torn to shreds may find themselves terrified to hear the deeper roar of the Brute Zombie, especially if they know what it means.

Terror: Brute 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 three 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 Brute Zombie differs from the Basic Zombie in having insane muscle mass increase, dealing more damage and taking more hits before falling.  They are also a little bit slower  than a Basic Zombie but react better and with more instinctual intelligence and drive.

HP: 14 / EP: 65 (Damage Resistance)_Infinite (Pain Resistance) / LP: 0 / SP: 1 / FP:6
Reaction: 19 / Finesse: 17 / Intelligence:1
Wisdom: 9 / Willpower: 24 / Strength: 43
Speed: 22 (22 feet per second, 11 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Stone, Blood
Elemental Weaknesses: Fire, Lightning, Bone

Common Drops: Brute Zombie's Bones, Brute Zombie's Rags, Brute 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 XIII (0 FP Each): 13 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.

Punch IV (0 FP Each): 4 damage on success against armor-less targets.

Roar IV (0 FP Each): Roars to intimidate and call for reinforcements. If any are within 1 mile and sound is not dampened, more Basic Zombies will come to the aid of the one roaring. Check Willpower of opponent when used, if less than 7, -2 SP. May only be used once per combat per Brute Zombie to affect sanity, subsequent roaring does not affect sanity further.

Run (0 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash VII (0 FP Each): 14 damage on success against armor-less targets.

Tackle and Choke V (0 FP): 10 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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