Showing posts with label scooby doo. Show all posts
Showing posts with label scooby doo. Show all posts

Wednesday, April 25, 2018

OSR Survival Horror: Zombie-rama

Here's a few different zombie types from such great series as the Night of the Living Dead, Return of the Living Dead, 28 Days Later, etc with a few extra bits.

Cannibal Zombie
Night of the Living Dead series.
HD: 1
HP: 6 (see below)
AC: 10
Hit: +1
Save: 17
Move: 90'/30'
Intelligence: 3 or less
Bite/Infect: 1d3 damage, any living human bitten must make a Saving Throw each hour after or turn into a Cannibal Zombie.
Deactivation: The fastest way to deactivate a zombie is to destroy its brain with a shot to the head . The head is AC:12, HP: 6. They are also vulnerable to fire, acid, and electrocution which destroys the nervous system,  but the method must do 18 points of damage before a zombie is deactivated. Any other damage to the body is ignored, although enough may blow off a limb, tear the body apart, etc at the DM's discretion.
Fear of Fire: A primitive part of the zombie's brain recognizes and fears fire. If any fire the size of a torch is waved at the zombie it must roll a Saving throw or retreat from the fire. If the fire is protecting a wounded victim the zombie's hunger is greater and it rolls the Saving throw with  a four bonus. If lit on fire the zombie will attack in a blind frenzy with a -2 attack penalty untiil the fire goes out or destroys the zombie. The zombie must take three times its hit points in fire or electrical damage to be deactivated.
Undead

The classic cinematic shambling zombie via George Romero's Night of the Living Dead and sequels. Slow, stupid, dangerous in packs. Drawn to lay siege to the living and slowly find a way in.

The Living Dead (Trioxin Corpse)
Return of the Living Dead series (I and II.)
HD: 2
HP: 10 (see below)
AC: 10
Hit: +2
Save: 14
Move: 120'/40'
Intelligence: Normal human
Bite: 1d3 damage, does not create more living dead. They are obsessed with brains which eases the pain of being dead. A T-corpse will target the head whenever they can. They will often grapple a victim to gain a +2 bonus to hit with their bite.
Total Destruction: The living dead corpses are not deactivated when their brains are destroyed. Even removing the head from the body will not stop it as the body and any parts removed will continue to wriggle about and fight by grappling,, kicking, etc. The body must be completely destroyed via cremation or powerful acid, or the nervous system completely fried by electricity. A total of 30 points of damage must be done to achieve deactivation. Smoke from cremation carries the Trioxin chemical and may create a new batch of the living dead as rain or other delivery agent carries it onto corpses.
Undead

T-corpses are unlike most depicted in modern horror media. All are created not from bites but from exposure to the 2-4-5 Trioxin chemical in either gas or liquid form. They are smart, fast, and insanely hard to kill without military grade weaponry. Freshly dead  T-corpses have their full intelligence and are quite able to use clever tactics and equipment to get fresh brains.

Rage Zombie
28 Days Later Series
HD: 2
HP: 12
AC: 11
Hit: +2
Save: 16
Move: 120'/40'
Intelligence: 3 or less
Bite or Claw/Infect: 1d3 damage. If blood or saliva enters a victim's system they victim will change into a rage zombie within 1d4+2 rounds.

Unlike other entries these 'zombies' are actually alive. The virus that infects them turns them into murderous raging killers with little intelligence. The virus is frighteningly easy to transmit and is rapid in its conversion of victims. They eventually burn themselves out due to starvation, dehydration, exposure, and other problems that the undead are not affected by. They also cannot swim and will drown in deep water.

Animal Zombie
This is built as a template to add to the infected animal's stats.
HD: add +2 hit points per hit dice
AC: +2 to base
Move: As alive
Bite/Claw/Etc: +1 dice step. If it did 1d4 damage it now does 1d6 damage, etc. Zombies don't hold back and do not care if their muscles rip or tendons tear. Their attacks are more ferocious.
Fear of Fire: A part of zombie's brain recognizes and fears fire. If any fire the size of a torch is waved at the zombie it must roll a Saving throw or retreat from the fire. If the fire is protecting a wounded victim the zombie's hunger is greater and it rolls the Saving throw with  a four bonus. If lit on fire the zombie will attack in a blind frenzy with a -2 attack penalty until the fire goes out or destroys the zombie. The zombie must take three times its hit points in fire or electrical damage to be deactivated.
Deactivation: The fastest way to deactivate a zombie is to destroy its brain with a shot to the head . The head is +2 to the zombie's base AC, hit points are the zombies normal full amount. They are also vulnerable to fire, acid, and electrocution which destroys the nervous system,  but the method must do 3x the zombies hit point in damage before a zombie is deactivated. Any other damage to the body is ignored, although enough may blow off a limb, tear the body apart, etc at the DM's discretion.
Undead

Fast and deadly. Deactivate an animal zombie as fast as you can because it has all of the advantages of its natural weaponry and senses combined with the toughness of the undead.

Extras:
Amputate
It may be possible to stop an infecting bite from a Cannibal Zombie. If a bitten limb is removed within 1d6 rounds the infection will have been caught before it spreads throughout the victim's system. The DM should roll the 1d6 and secretly compare it to how long it takes to remove the character's limb. If it's the same or less than the secret roll the infection has been cut out in time. This will only work with a Rage Zombie bite if the 1d6 rounds to amputate roll is lower than the Rage infection's 1d4+2 roll. 
Amputation rules.... here.

Blowing off Limbs
Zombie limbs can be targeted by adding a +1 to the zombie AC. Limbs have half of the target's full hit points and are rendered useless when these hit points are gone. An injured limb cannot be used to attack, climb, etc and an injured leg causes the zombie to move at half normal rate. If both legs are disabled it can only crawl, assuming it has an arm left to do so.

Pack Attack
When swarming a target up to four zombies can attack a still fighting victim. Each zombie adds a +1 bonus to bite or grapple attacks made by its pack mates vs the victim.

Sense Humans
Some zombies seem to have an innate sense for detecting living humans in their area. Within 10' of a hidden human the zombie has a 1-2 on a 1d6 to sense the human's life force and its location.

Art by Grimbro

Saturday, April 14, 2018

Freddy Kreuger for Survival Horror Games. OSR

One of the most iconic supernatural serial killers in cinema.
Here's his story.


Freddy Kreuger
Dream Demon
Hd 5
Hp 33
Ac 12
Hit +5
Save 11

Dream Master
Freddy can manipulate the dreamscape as he desires. He will often take the normal dream and twist it in strange and dangerous ways adding hazards and other obstacles to confuse and frustrate his victims. Treat him as a DM creating a dungeon.

Freddy cannot be permanently harmed nor destroyed in the Dreamworld. He takes damage normally; if the dreamer has an assault rifle in his dream it can do damage to Freddy, if Freddy summons a vat of acid and falls into it he is damaged, if the dreamer slashes him with a machete he takes damage. However...

Any damage done to Freddy is repaired if he takes but a single round to rest and do no other action or moves. If he is brought to zero hit points or lower he appears to die.  He then reforms in a new body 3d6 rounds later in the location of his choice.

In Dreams........
Falling Asleep
If a DM rules a character is in danger of falling asleep he can call for Constitution checks to stay awake every 15 to 20 minutes. Each roll is at a cumulative 1 penalty until the character falls into a coma-like dream-state. At first they will not realize they are asleep and the characters are now at the mercy of Freddy's depredations as he attempts to play upon their fears.

Fear Checks in the Dreamworld
Fear is the key to Freddy's killing sprees. He cannot damage the dreamers until he has made them afraid. He manipulates the dream, often based on their fears or desires he senses in the dream. He can manipulate the dream environment (recreating his boiler room is a favorite), alter their bodies, mutilate himself, kill dream versions of their loved ones, etc. His power to do this is limited only by the DM's imagination. This manipulation causes a dreamer to make Saving throws or be afraid. Each Saving throw failed by a character gives Freddy the ability to damage him or her. The more failed Saving throws the more damage he can do.

After the first failed Saving throw he can do 1d4 damage to a dreamer, the second gives him 1d6, the third 1d8, and so on up to a maximum of 1d12 damage. When a Saving throw is successful the dreamer is less afraid and the damage is reduced back down the scale in the same way.

The form of the damage done can be as simple as slashing the victim with his glove or as complicated as pulling the veins from their body and using their dream body as a puppet. The DM has  huge amount of fiat in this to simulate Freddy's control of the dream. This is how he can appear as a snake or a tv with arms. The form of attack is just flavor to get damage done.

If the dreamer fails his fear Saving throw he is at a disadvantage: all of the dreamer's combat rolls with Freddy (except damage) are at a 2 penalty and Freddy has initiative over the frightened dreamer although he will often let them go first and do their best to damage him in order to show them how helpless they are when it does not stop him.

Once the fear Saving throw is made and damage is figured out combat proceeds as normal. Initiative, attacks, Saving throws: all are normal combat procedures. Damage done by dreamers is normal damage based on what they have with them in their dream or what they can improvise.

Once the victim reaches zero hit points or less Freddy has free reign to kill him in the goriest and imaginative way possible. He may keep them alive for a few rounds to sadistically enjoy their terror before snuffing them out.

Combat with Freddy in the dreamworld is a losing strategy. The dreamers must stay awake or find a way to destroy Freddy outside the dreams.

Waking Up
Once locked into the coma-state that traps a dreamer in the dream he or she can attempt to wake up and escape. The dreamer must make three Saving throws. They take up an entire round, no movement or other actions, and do not have to be made immediately one after another. On the third Saving throw they instantly awake. Wounds acquired in the dream are retained in the waking world as well are small objects the dreamer was holding.

A dreamer can be awakened by those outside the dream if at least 1 hit point of damage is done to  the coma-like dreamer. This pain instantly awakens the dreamer.

Vulnerabilities
Freddy can be pulled from the dreamworld into the real world if he is grappled by a dreamer and that dreamer is awakened.

Once in the real world he has no power to manipulate reality. He will attack primarily with his bladed glove (1d6) twice a round. He is not above picking up other weapons and using them.

Killing him in the real world has so far not permanently killed him. He will return to the dreamworld to wait for more victims.


This was a difficult write-up for me, especially working up the mechanics of the dream combat and Freddy's omnipotence in dreams. I tried to keep it within normal game mechanics without too much complication especially with Freddy's abilities to cause endless varieties of damage and illusions. The potential for mechanics bloat is amazing. Hopefully I accomplished avoiding this with the fear Saving throw effect mechanic.  Running Freddy will call for quick decisions and a lot of imagination on the DM's part. Enjoy.

Tuesday, February 3, 2015

Scooby Doo .... F'taghn! (Savage Worlds Adventure)

An oldie but a goody.
Here's the pdf for my Scooby Doo .... F'taghn! adventure for Savage Worlds I wrote about five years ago.

UPDATE March 15, 2020.
Link fixed.