One of the results on Nomad’s World Tags tables (FTLN p 203) is “Zombies”. Here’s what they might be.
ZOMBIE, Default
| Size | Stamina | Armor | Damage | C | K | P | So | St | T | V |
|---|---|---|---|---|---|---|---|---|---|---|
| Medium | 20 | worn | 1D+1D | 0 | -1D | 2 | -1D | 0 | -1D | -1D |
These zombies are living people infected by a pathogen that turns them into mindless killing machines. They instinctively avoid attacking their own kind.
Talents/Abilities/Inabilities
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Zombies roll Knowledge, Social, Technology, and Vehicles at a -1D Disadvantage.
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Zombies ignore Wounds. The zombie must still throw Physical to remain standing, with one Disadvantage die for each Wound after the first. However, Wounds do not Disadvantage any other throw.
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If a zombie takes more than twice its Stamina in damage, it dies.
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A bite can pass on the Zombie pathogen. Throw Physical 8+ at -1D to not succumb.
ZOMBIE, Fast
Like a regular zombie but with three Combat Actions each round.
ZOMBIE, Original
| Size | Stamina | Armor | Damage | Skills |
|---|---|---|---|---|
| Medium | 14 + 3×Physical | worn | hands 1D | any |
An Original Zombie (or Haitian Zombie) is a living person put through a harrowing ritual where they are buried alive but paralyzed, then dug up and further drugged into thinking they’re still dead and at the mercy of the person who dug them up.
Talents/Abilities/Inabilities
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The “zombie” has all Archetypes, Talents, and (if applicable) Alien abilities they had in “life”.
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While a “zombie” the character gains Endurance (FTLN p 21):
Ignore the first Penalty Die from fatigue, pain, Wounds (including the Physical roll to keep fighting), or other physical difficulties.
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The “zombie” will execute most orders from their master without question. If an order contradicts their core beliefs (Referee’s decision), the “zombie” throws Social to refuse an order. Zombie Masters therefore consign most “zombies” to menial labor and simple errands.
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According to legends, strong tastes like salt will snap a “zombie” out of their spell. This is by no means certain, however. The “zombie” throws Physical-1D; if they succeed, they awaken.
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The “zombie” requires regular doses of the drugs to keep them compliant. Eliminating these drugs will cause the “zombie” to recover their memories and personality.
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After years of service the “zombie” may recover their own will. The Referee will decide when the “zombie” begins to wake up.
ZOMBIE, Philosophical
| Size | Stamina | Armor | Damage | Skills |
|---|---|---|---|---|
| Medium | 14 + 3×Physical | worn | hands 1D or weapon | allocate 1d6 points, max three to any one skill |
A Philosophical Zombie
or p-zombie
is physically identical to a normal human being but does not have
conscious experience.
(linked Wikipedia article)
If you suspect your loved one is a p-zombie, remain calm and contact your nearest philosopher to guide you through this existential crisis.
Talents/Abilities/Inabilities
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A p-zombie’s carrying capacity is equal to 10 + 2×Physical. Armor depends on whether they’re wearing armor or not. Damage depends on whether they’re carrying a weapon or not.
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Only the Telepathy Psionic Power can tell whether a human being is a p-zombie, and to date no telepath has ever found one. Philosophers argue that even telepathy will detect the appearance of conscious thought, but a p-zombie will, nevertheless, lack actual conscious experience.
-
Aliens are apparently immune to the condition, if condition there be.
ZOMBIE, Psionic
| Size | Stamina | Armor | Damage | Skills |
|---|---|---|---|---|
| Medium | 1 | worn + 9 | hands 1D, bite 1D-1D, or weapon | None. |
Psionic zombies (psi-zombies) arise after a psion uses the Zombie power (FTLN p 35).
Talents/Abilities/Inabilities
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Psi-zombies roll all Skills at a -1D Disadvantage.
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A psi-zombie’s controller can guide it with their own senses. Otherwise the psi-zombie sees only what it can with its two(?) eyes.
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Psi-zombies use the Initiative score of their controller.
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Psi-zombies are dead; they are immune to suffocation, poison, disease, stun, and mind control. They can be controlled, just not with ordinary psionics.
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Psionic Zombies can take a massive amount of damage. Damage must exceed a psi-zombie’s total armor value – 10 + the Protection of any worn armor – before it ceases functioning. Any less may mutilate the corpse but doesn’t cease its animation.
ZOMBIE, Romero
| Variant | Size | Stamina | Armor | Damage | Skills |
|---|---|---|---|---|---|
| Default | Medium | 26 | worn | hands 2D, bite 1D | Combat 0, Physical 4, Stealth 0 |
| Psionic | Medium | 1 | worn + 9 | hands 2D, bite 1D | Combat 0, Physical 4, Stealth 0 |
| Undead | Medium | special | worn + 3 | hands 2D, bite 1D | Combat 0, Physical 4, Stealth 0 |
Romero Zombies are a variation of Default Zombies, Psionic Zombies, or Undead Zombies. (Referee’s choice of damage system.) Explanations for Romero Zombies include cosmic rays, a top secret biochemical component, or hell being full and all the demons coming to (name of planet).
On some worlds or in some regions, anyone who dies rises as a Romero Zombie. All corpses are therefore cremated … which may merely disperse the zombie factor.
Talents/Abilities/Inabilities
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Romeros may take only one Combat Action each round.
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Romeros throw skills not listed at a -2D Disadvantage.
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Romeros have no controller or summoner. They will persist until killed.
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Romeros attempt to devour the living. They will attempt to bite their prey.
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Anyone who’s bitten will die in 2D hours and inevitably turn into another Romero.
ZOMBIE / SKELETON, Undead
| Type | Size | Stamina | Armor | Damage | Skills |
|---|---|---|---|---|---|
| Skeleton | Medium | special | worn | claws 1D or weapon | Combat 0, Physical 2, Stealth 1 |
| Zombie | Medium | special | worn + 3 | claws 2D or weapon | Combat 0, Physical 3, Stealth 0 |
These zombies (and skeletons) are fantasy staples, created to do the necromancer’s bidding. Depending on the tale, they may or may not hate the living. With no orders they may simply stand dumbly or wander off to find some mortals to kill.
Talents/Abilities/Inabilities
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Undead throw skills not listed at a -2D Disadvantage.
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Undead are dead; they are immune to suffocation, poison, disease, stun, and mind control. They can be controlled, just not with psionics.
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Undead have Blindsight; they ignore penalties for darkness, fog, and other obscuring conditions, but can only sense creatures at Near range. Their sense of hearing, on the other hand, is uncannily acute.
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Undead have a Hive Mind; they all seem to know when one senses prey.
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After every attack that damages the Undead, throw the Undead’s Physical, with -1D for every 3 full points of damage taken after armor. If it fails, the undead is re-killed. Damage does not carry over to the next attack.
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A Critical Hit (natural 12) always kills an undead.
Chance of Survival Per Hit
Numbers based on this article and the program attached.
| Damage | Penalty | Physical 0 | Physical 1 | Physical 2 | Physical 3 | Physical 4 |
|---|---|---|---|---|---|---|
| 1-2 | -0D | 41.67% | 58.33% | 72.22% | 83.33% | 91.67% |
| 3-5 | -1D | 19.44% | 31.94% | 47.69% | 64.35% | 80.09% |
| 6-8 | -2D | 9.03% | 17.36% | 30.56% | 47.84% | 67.98% |
| 9-11 | -3D | 4.22% | 9.43% | 19.41% | 34.84% | 56.65% |
| 12-14 | -4D | 1.99% | 5.11% | 12.32% | 25.07% | 46.66% |
| 15-17 | -5D | 0.94% | 2.77% | 7.84% | 17.92% | 38.15% |
| 18-20 | -6D | 0.45% | 1.49% | 5.00% | 12.75% | 31.06% |
| 21-23 | -7D | 0.22% | 0.80% | 3.21% | 9.04% | 25.23% |
| 24-26 | -8D | 0.11% | 0.43% | 2.07% | 6.40% | 20.49% |
| 27-29 | -9D | 0.05% | 0.23% | 1.34% | 4.51% | 16.64% |
| 30-32 | -10D | 0.03% | 0.12% | 0.87% | 3.18% | 13.53% |
If the Referee does not want to roll that many dice, they can subtract 1 per every 3 full points instead. Each penalty effectively increases the Target Number from the default of 8.
| Damage | Penalty | Equivalent Target | Physical 2 | Physical 3 | Physical 4 |
|---|---|---|---|---|---|
| 1-2 | 0 | 8 | 72.22% | 83.33% | 91.67% |
| 3-5 | -1 | 9 | 58.33% | 72.22% | 83.33% |
| 6-8 | -2 | 10 | 41.67% | 58.33% | 72.22% |
| 9-11 | -3 | 11 | 27.78% | 41.67% | 58.33% |
| 12-14 | -4 | 12 | 16.67% | 27.78% | 41.67% |
| 15-17 | -5 | 13 | 8.33% | 16.67% | 27.78% |
| 18-20 | -6 | 14 | 2.78% | 8.33% | 16.67% |
| 21-23 | -7 | 15 | 0.00% | 2.78% | 8.33% |
| 24-26 | -8 | 16 | 0.00% | 0.00% | 2.78% |
| 27+ | -9 | 17 | 0.00% | 0.00% | 0.00% |
Zombie / Skeleton Weapon and Armor by Technology Age
| Technology Age | Weapon | Armor |
|---|---|---|
| Early Primitive | Bow (2D) | Leather (2) |
| Spear (3D) + Shield | Leather (2) | |
| Late Primitive | Crossbow (3D6) | Chainmail (4) |
| Sword (3D) + Shield | Plate (6) | |
| Early Mechanical | Rifle (3D+3) | Plate (6) or None |
| Late Mechanical | Light Machine Gun (3D auto) | None |
| Early Atomic | Assault Rifle (3D auto) | Bulletproof Vest (4) |
| Late Atomic | Assault Rifle (3D auto) | Ceramic Plates (8) |
| Early Space | Gyrojet Rifle (3D+2 zero-G) | Spacesuit (6) |
| Late Space | Laser Rifle (4D AV 1D) | Encased Armor (10) |
| Early Interstellar | Laser Rifle (4D AV 1D) | Advanced Spacesuit (6) |
| Late Interstellar | Blaster Rifle (4D+3, auto, AV 2D) | Advanced Spacesuit (6) |
| Early Galactic | Plasma Rifle (6D, fire, AV 3D) | Advanced Spacesuit (6) |