Sunday, June 16, 2013

Terror: Frost 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 lot of cold 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. This highly increases their hunger for fatty acids, but also gives them an advantage in cold environments that most other zombie types do not have: hibernation. Unlike the basic zombie, if their body starts to stiffen up and freeze, they will rest until either disturbed or the temperature rises enough, their bodies still warm as the BAT fat cells are burned to keep them from freezing. Many an adventurer coming across an area filled with frozen basic zombies may find themselves caught off guard if one or more turns out to be the Frost Zombie mutation.

Terror: Frost 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 Frost Zombie differs from the Basic Zombie in having resistance to the cold, and the ability to hibernate until disturbed or the temperature rises enough. They are also a little bit faster and react better and with more instinctual intelligence and drive.

HP: 12 / EP: 45 (Damage Resistance)_Infinite (Pain Resistance) / LP: 0 / SP: 1 / FP: 5
Reaction: 14 / Finesse: 19 / Intelligence: 3
Wisdom: 11 / Willpower: 34 / Strength: 23
Speed: 26 (26 feet per second, 13 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Ice, Blood
Elemental Weaknesses: Fire, Lightning, Bone

Common Drops: Frost Zombie's Bones, Frost Zombie's Rags, Frost Zombie Cadaver

Arm Block (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Bite IX (0 FP Each): 9 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 II (0 FP Each): 2 damage on success against armor-less targets.

Punch II (0 FP Each): 2 damage on success against armor-less targets.

Roar II (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 5, -1 SP. May only be used once per combat per Basic 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 IV (0 FP Each): 8 damage on success against armor-less targets.

Tackle and Choke III (0 FP): 6 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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