Wednesday, June 29, 2011

Atomic Zombies And Other Horrors

This is part 2 of the Atomic Zombie Apocalypse campaign for Mutant Future. Mutant monsters need a different approach for such a campaign as mutants of all sorts are new and frightening threats in such a setting. The behavior and abilities of mutants would be generally unknown and as creatures are revealed in a campaign the setting may be well served by a monster movie creature feature approach with scenarios featuring newly discovered mutants as a featured element of a session.

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Clearly the most surprising threat of the Atomic Zombie Apocalypse are the Atomic Zombies. There are more then one variety of the Atomic Zombies and they are not the only threats spawned by the atomic war.

Atomic Zombie
No.Enc: 1d8(1d100)
Alignment: Chaotic
Movement: 90'(30')
Armor Class: 8
Hit Dice: 7
Attacks: 2 (Rend/Bite)
Damage: 1d6/2d6 + special
Save: L4
Morale: 12
Hoard Class: none

One of the most surprising development of WW3 has been the rise of the Atomic Zombie. The exact process that brought the recently slain back t life is not understood but it is surely linked to Radiation. Atomic Zombies appear to be lightly scorched even terribly burnt walking dead with eyes that glow with atomic fire.

Atomic Zombies have a touch of rudimentary intelligence and can on occasion make alarming use of devices and tools, turn door handles, an rummage about, but this seeming lucidity isn't constant and their insatiable hunger drives them to feed on the living and leave tools and their mindless tasks behind. They will only engage in combat by tooth and claw.

Atomic Zombies are filthy with Atomic radiation anyone that survives being harmed by has certainly been contaminated by radiation. A radiation check save must be made one full turn after any encounter with Atomic Zombies. For every 10 points of damage (or fraction there of) suffered one has suffered an contact with an intensity level of Radiation. (ex. if one suffered 23 pts of damage from an Atomic Zombie they have suffered exposure to intensity Level 3 Radiation).

One slain but not devoured by Atomic Zombies will reanimate as an Atomic Zombie in 2-12 full turns. All Atomic Zombies (and variants) are unharmed by Atomic Radiation and are considered to have a WIL of 18 vs mental attacks.

Burning Atomic Zombie
No.Enc: 1d4(1d12)
Alignment: Chaotic
Movement: 90'(30')
Armor Class: 7
Hit Dice: 12
Attacks: 2 (Rend/Bite)
Damage: 1d6/2d6 + special
Save: L6
Morale: 12
Hoard Class: none

Burning Atomic Zombies are a rare variant form of more "normal" Atomic Zombies. These monstrosities appear as blackened corpses cloaked in radioactive hellfire.
Some survivors insist these horrors scream as if tormented when they first sight the living.

Every attack these horrors inflict on a victim immediately exposes them to intensity 4 radiation burns. Anyone who spends 3 or more rounds unprotected within 20' of a Burning Atomic Zombie suffers exposure to Intensity 2 Radiation.

One Slain by a Burning Atomic Zombie reanimates as a Burning atomic Zombie in 2-5 rounds.


Puss-Filled Atomic Zombie
No.Enc: 1d6(1d20)
Alignment: Chaotic
Movement: 60'(20')
Armor Class: 9
Hit Dice: 9
Attacks: 2 (Rend/Bite)
Damage: 1d6/2d6 + special
Save: L4
Morale: 12
Hoard Class: none

Puss-Filled Atomic Zombies are horribly bloated animated corpses. They may be found in groups of their own or intermingled with other Atomic Zombies.

Striking these creatures with an edged or piercing weapon is dangerous as each strike releases a brief gout of radioactive puss. The radioactive puss acts as Intensity 4 radiation but a save allows one to dodge the flow and suffer no damage.

If a Puss-Filled Zombie is killed by a blow that did 6 or more points of damage they will explode inflicting 2d8 damage to all within 20' and exposing those in the burst radius to Intensity 6 Radiation.

One Slain by a Puss-Filled Atomic Zombie reanimates as a Puss-Filled Atomic Zombie in 1-4 full turns.

Screaming Atomic Zombies
No.Enc: 1d8(2d10)
Alignment: Chaotic
Movement: 120'(40')
Armor Class: 9
Hit Dice: 8
Attacks: 2 (Rend/Bite)
Damage: 1d6/2d6 + special
Save: L4
Morale: 12
Hoard Class: none

This sub-variety of Atomic zombies appear gaunt and twisted. When they sight the living they will issue horrible screams that require all within 60' to be shaken suffering a -2 to saves and attack rolls until the end of the encounter. Treat as a mental attack with a will score of 9 to see if those nearby are effected.
NPCs may(at ML discretion) be forced to make a morale check to stay and fight these creatures after 3 rounds or flee in terror.

Screaming Atomic Zombies are frightfully faster then other Atomic Zombies. Even though they are in truth no faster then normal men it's frightening to see them move much faster than other Atomic Zombies. Screaming Atomic Zombies contaminate victims as standard Atomic Zombies.

One Slain by a Screaming atomic Zombie re-animates as a Screaming Atomic Zombie in 2-7 rounds.


Other Monsters in the atomic wasteland of the Atomic Zombie Apocalypse:

Normal Animals: normal animals may be encountered as makes sense within a campaign. Elephants or Lions may be found near abandoned zoos as can like animals but such encounters will become rare as a campaign drags on.

Ant Horror, Bee-Giant Killer, Cockroachoid, Giant Crabs, Giant Leeches, Gaint Spiders, Lobstrosities, Stink Beetles and Vomit Flies: all these insectoid atomic horrors will become a threat to man a few weeks to a year after they emerge onto the devastated landscape. A scenario that introduces and/or features such a creature would be the best way to go over a simple random encounter.

The Irradiated: these irradiated humans will appear very soon after Atomic Zombies do. they are not atomic zombies but are not targeted by them as the horrible contamination the irradiated have been exposed to throws off the Atomic Zombies senses. Most people will fail to recognize the irradiated as anything but a menace and may consider them to be Atomic Zombies when first encountered. The irradiated are often driven mad by their condition and will exhibit unusual behavior. Some can be aware of their condition and simply long company of fellow man and will lurk in proximity but generally avoid people until forced into a confrontation where they may react with rage or force to make an escape.

Other monstrosities: should be used later in a campaign as Radiation slowly wracks havoc on the natural world. Intelligent species should be avoided until well into a campaign (possibly after many years have passed if a campaign has such a scope).


Radiation
In the Atomic Zombie Apocalypse Radiation is an ever present threat. Radiation works as per the standard rules with the following exceptions.

Fallout: radiation still falls and is tainting the landscape each week spent outside a safe area a character is exposed to a random intensity radiation attack of 1d10. A ML is free to designate safe areas and have areas where more immediate exposure can be suffered.

Mutation: the human race has no special immunity to radiation in the Atomic Zombie Apocalypse. If a character fails 5 saves vs radiation in the same day they will sicken (becoming helplessly bedridden for 2-7 days) and develop a mutation: 50% mental or physical rolled on standard mutation charts. Mutations will be frightening and mutants will be avoided by their fellow man.

Re-Animation: If one dies from exposure to radiation their corpse will re-animate as an Atomic Zombie in 2-12 hours. Burning a corpse of one killed by radiation is dangerous as the smoke will contain radiation. Dismembering bodies is also risky as serious protection from irradiated remains must be taken.

Next installment... Survival,Loot and Adventure

5 comments:

  1. A. Love all of the work that you've put into this campaign! Awesome post apocalypse goodness!

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  2. "One Slain by a Puss-Filled Atomic Zombie reanimates as a Burning atomic Zombie in 1-4 full turns."

    Intentional, or just a copy-paste error?

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  3. CF, oops an error but now that I think about it, it might be fun to have a variable range as to what type of Atomic Zombies someone reanimates as.

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  4. Hmmm.

    Perhaps any 'special' AZomb creates a normal one 2/6 of the time, while the normals have a 1/6 chance each for a puss-filled or screamer. While a corpse that is about to get up as a normal can 'ignite' as a burning if it receives a large dose of radiation.

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  5. These are some nasty things and I love them.

    If you want to be really nasty you could have an atomic zombie that emits a special radiation that heals other zombies (similiar in concept to the Fallout Glowing Ones).

    ReplyDelete