Villains and Vigilantes 2nd Edition
Typical Zombie
Identity: various
Side: EvilSex: N/A
Experience: Level: 4
Age: ?Training:
Powers:
  • Zombie Body: (defend as Robotic Body) Roll % to see how 'alive' they appear. Zombies cannot heal naturally, they may be restored by magic or 'repaired' in some way. Instead of rolling for unconsciousness, check to see if the zombie has become too badly damaged to function (1% per hit point of damage taken, GM determines results).
  • Natural Weaponry (bony fingers, and ferociousness) +2 to hit, +4 damage
Weight: 120Basic Hits: 3
Strength: 19Endurance: 15
Agility: 3Intelligence: 2
Charisma: 20Hit Points ( 3 ):
Reactions from Good: -3Evil: +3
Damage Mod.: -3Healing Rate: -
Accuracy: -4Power ( 39 ):
Carrying Capacity: 502Basic HTH Damage: 1d8
Movement Rates: 37"
Det. Hidden: 2%Det. Danger: 9%
Inventing Points: .8Cash: $10
Inventing 6%:
Origin and Background: (Mystic Construct)
Legal Status:
Security Clearance:
Other Information:
Zombies are the reanimated dead, brought back to serve the will of the houngan, conjure man, sorcerer, or witch who cast the spell. They vary in appearance by the amount of decomposition they have suffered. After a point, they become too badly rotted to be of any use, if not preserved in some way, and fall to pieces. Most zombies are stupid, with the intelligence of a dog, and not overly powerful. Their prime attractions are blind loyalty, and relative cheapness.

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