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Free Content Friday - June 2019

ZOMBTELLIGENT (Z.I.)
Written By: Graphic Design & Layout:
Dakota Hayes Michal Cross, Christopher J. De La Rosa, Alex Huilman
OPPONENTS Progress Oriented: Z.I. can make a {Composure 32%} check when
a survivor within line of sight takes a wound, where + allows the
The following is a new opponent type applicable for all scenarios. restoration of J1.

Zombtelligent (Z.I.) Limited Speech: Z.I. are able to string together two or three word
sentences, though avoid revealing this.
These infected are born when death halts the spread of the virus and its
failed to touch the mental functions of the host.The death must be instant Commander Down: If the last Z.I. in an Encounter is killed, unless
but preserve the body, a rare occurrence to say the least. As a result they will the Upgrade “Contingency Plan” is taken, all Infected are stunned
have a typical rotting body, but a head ghastly discolored and though it for a round, and Survivors can flee without risk of persistence and
without the GM making an {Encounter%} check. If Z.I. is killed
outside an encounter involving other Infected, Reduce W by an
had been left underwater.They cannot survive longer than a year as the
amount equal to its current J.
virus does not preserve their decaying brain. During that time, cognitive
function will deteriorate rapidly. Dying like this would cause them to go
braindead and reignite the virus in a festering pus, boiling the body as it Shattered: A Broken Z.I. with J0 will quietly succumb to death,
rapidly propagates until only the head remains upon the bare skeleton. waiting for a Survivor to kill it or allowing it’s animal companion
Strength: 25 to feast upon it.
Perception: 20 Lifespan: A single year lifespan, with a loss of cognition starting
Empathy: Special as early as 4 months is one of the greatest flaws of these Infected.
Willpower: 100

W10-1 for each Infected over 10


Upgrades
Deployment: + ++ or

Base Dice Pool: u n n


Contingency Plan W10
When taking this Upgrade choose a sensible Zeitgeist Formation.
Vitality Upon the death of this Z.I. all Infected in the Encounter will attempt
Health Points: (1) to take this Formation before approaching Survivors, moving in
Viral: 3+OL unison. If not enough Infected are left to form the Formation, they
Morale: J3 will still try to group together before attacking. Alternatively GMs
Damage Threshold: T 12 may choose a one word command to give to all Infected in the
Defense: [ n Bludgeoning, Thermal, Electrical] Encounter.

Skill Check(s) Slave Driver W5


{Balance 30%, Dodge 32%, Grapple 35%, Brawl24%, Infected within 10 feet of the Z.I. can increase one n assigned to
Spot/Listen 45%, Command 57%, Navigation 38%} them by 1, or roll n against themselves to gain a + and addi-
tional n next turn.

W2
Special
The Aggressive Art of Rot
Intelligent Undead: Infected has a base 10% in all Empathy checks and
So long as the Z.I. is in the Encounter, Infected can use sensible Zeit-
geist Formations without cost, only using the Z.I.’s J for duration.
Training in {Diplomacy, Command%} for use specifically with
Does not lose J for a broken Formation.
basic Infected. As an undead they pass any {Skill Check%} involv-
ing Willpower as a primary attribute and count as having a Wb 10.

Immunity: Immune to [Poison, Radiation] The Deceptive Art of Rot W6


Flighty: Will attempt to escape an Encounter if half or more of the Allows the use of Led Formations out of combat without cost, gives
Infected under Z.I.’s command {Stealth 40%} and the point char-
acter does not need to be the Z.I. Still uses the Z.I.’s J.
Infected that started the encounter have been killed. Makes a {Nav-
igation%} check, clumsily escaping with + and + + or more
making for clean escapes. On any Success, Z.I. loses J1 Stalwart Rot W1
Resilience ( 2 ): Remove all [ 2 ] or lower at the end of the Round if Increase Maximum J by 1. Can be taken multiple times to a
not enough damage was inflicted to cause the loss of a Health Point. maximum total of J5.
Undead Shield: Z.I. can spend - of an Infected within Melee range
to hide behind them. Attacks targeting Z.I. from the front are taken
Intact Soul W8
by the shielding Infected until it dies or the round ends, and prevents Z.I. gains an empathy score of 35 and a Willpower score of 38,
it from moving if it can. increasing all Empathy skill efficiencies by 25% and Willpower by
28%. Grants Infected an enduring body, increasing other Infected’s
Coordination: The Z.I.’s presence allows Infected to hold + equal to
the current J score of Z.I. for other Infected to use.
Health Points by 1. At the end of every unsuccessful Infected attack,
roll a {Composure 20%}; on a + , if J is below half the starting
value, the Z.I. begins to question it’s own motives and becomes truly
sentient. On - , adds W1 for each - , maximum of W3.
Mind Link: Z.I. coordinates without audible sound.
Disguise Artist W1 BARTER RESOURCE CATALOG - GENERAL
Each time this Z.I. is deployed, it wears different clothes and some- RES.
ITEM COST
times a mask or makeup to better hide from perceptive eyes, an LEVEL
{Spot/Listen%} with + + + or more can identify the Z.I. 1 Indistinguishable Meat* G10
Hoarder W0 2 Loot (Random) G5
Gathers materials that may be useful to Survivors to prevent them 3 Peace (620) † G10
from obtaining them, and locks them away. Upon death if searched,
yields a single key to the Z.I.’s hoard, but this does not denote the 4 Information ‡ G15
location. For each Encounter the Z.I. survives it adds 3 items of the
GMs choice to the hoard, usually rudimentary or basic supplies. After All G can be paid for half the value in . of Raw Meat other than
obtaining the key, each {Search%} of an abandoned building with the “Indistinguishable Meat” option.
+ + + + + , or if they have learned the Z.I.’s hideout a + + * Composed of 2 parts human, 1 part dog. + on a {Spot/Listen%}
reveals this in advance. Consumption results in loss of J1.
will reveal the hoard. This trait can be added at the beginning or
end of an Encounter.
† Offers to travel with and deter Infected, Doubling the cost of W for
Animal Deviant W1 the GM to deploy Infected until the Survivors cannot pay or part ways.
Z.I. can tame, train and understand a small mammal of GM’s choos-
ing, which it sends into locations ahead of Survivors to snatch and ‡ The Z.I. can tell the Survivors locations that hold fewer Infected at the
hide things. So long as Z.I. with this upgrade is alive, Survivors must time.This limits the number of Infected that can be deployed inside the
add n n to their {Search%} checks in locations. building to 2 per room or hallway.

Conversationalist W4
This Z.I. can communicate in full sentences, and manages to retain
it’s memory through the 1 year lifespan, and can use logic to attack
survivors. It can perform {Barter%, Intimidation%, and Per-
suasion%} checks with a stat of 20% to manipulate the feelings
of Survivors.

The Experimental W7
Reduce to W4 if a Researcher character has been previously intro-
duced. Z.I. has been experimented upon by a rogue scientist, either
created by or enhanced by them. As a result this Z.I. never rots and
can live indefinitely, and suffers no adverse effects of the Alzhiemers.
If a surviving Z.I. with this perk is deployed into a new Encounter,
the GM may spend Wto add new Upgrade Templates to it. e n s e naturies
t
e t o the inf e c t e d i t be
Triggered Effect(s) D u h e s e I n hat they o
Slam: + - [ n Bludgeoning]
o f t mended t n a scenari t
recomsparingly i r the mos
Gouge: + + - [ n Slashing] used mpaign fo
Bite: + + d d d - [ n n n Slashing, 1 Viral] n n or ca t.
impac
Appendix
NOTES/SPECIAL nn If The Deceptive Art of Rot is taken,
Can be introduced during an Ambush,
ing or lightening interactions, and
can expand further on the concept of
When making use of Z.I. with other types as it escapes once it sees the survivors keeping Infected alive in the hopes of
of Infected there are some special consid- are a better match than anticipated. curing them.
erations to keep in mind as they maintain nn During a normal encounter, emphasis nn A Z.I. has been captured by the govern-
a unique relationship with the rest of the on an Infected fleeing can be an unset- ment, and the Survivors are asked to
Infected. tling and excellent tone setter for this transport it to a testing facility under
nn Feeders attempt to dominate and abuse, particular nuisance. the hopes that it could be the first step
but recognize these infected as valuable to a cure, or a defensive soldier immune
nn Given it’s unique ability to command to the lethal curse. All the while it calls
tools for field commanding hordes Infected, Feeders may be found slaving Infected to it, making a difficult journey
nn Regular Infected obey without ques- and abusing them, possibly an excellent that much tougher.
tion, receive orders through intent, and big bad in an exaggerated Story.
will obey Z.I. over Feeders thrall effect nn Adapting a perishing Survivor into a
nn An encounter with a Z.I. while it maps Z.I. could lead to some interesting play,
if Feeder is not Directly present. out the city can quickly unnerve a sur- either for the player to control or as an
nn Gluttons Lack the brainpower to vivor, and put the group on edge about antagonist.
receive orders from Z.I., but can be their current home
corralled into a few formations; but nn A Z.I. being hunted by Feeders runs to
nn If Animal Deviant is taken, then The a survivor civilization for safety, offering
usually act on sight against Survivors. small critter, possibly warped by the to deter Infected in return, at least until
nn Banshees are too unstable to receive Z.I., is seen by the Survivors whilst the Alzhiemers kicks in.
commands directly. Attempts to can hiding things, and this repeats until
cause a banshee to go berserk, replica- they are certain it’s malicious. nn A Feeder colony has captured a Z.I. and
ble if such an effect is desired. Usually is using it to organize harassments of
nn If a character is a Researcher of some nearby Survivors to then feed upon the
they can be coaxed to move somewhere kind, Z.I. can be treated as aversive or
with physical interaction, used for set- victims themselves.
fearful of humans, killing only when
ting up ambush positions but otherwise chased, and possibly revealing the
prove too difficult to work with. location of a gruesome laboratory, or
possibly leads Survivors to the Lab
STORY HOOKS that made or changed it in the hopes
of intelligent friends or simply for gro-
There are many interesting ways that a GM tesque enjoyment.
can introduce or make use of this particu-
lar opponent type. Provided are but a few nn A Z.I. of a Survivors family or friends
examples to help get them into play quickly. can create innumerous heart wrench-

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