Normal Topic Ghosts, Zombies, Vampires ... and Werewolves (Read 2397 times)
polarboy
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Ghosts, Zombies, Vampires ... and Werewolves
Sep 20th, 2009 at 9:21pm
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As a game about superheroes, V&V resources don't present overarching guidelines when handling mythological creatures.

But there is enough overlap to present these observations about how "undead" creatures work in the game.

Ghosts repeatedly defend as non-corporealness. This is true of Hauntress (formerly Shrew) form the V&V comic, ghostly villains from Trouble for Havoc and Secret in the Swamp, and the spectres in Opponents Unlimited. Other stats vary by the individual or adventure. (A villain from the Honor module uses a variant take on astral projection for a spirit-worldly existence.)

In both Opponents Unlimited and Terror by Night, spell-casters animate zombies; zombies don't return on their own.

Average Zombie (from Terror by Night)
Weight: 175 lbs.
Strength: 17
Endurance: 22
Agility: 5
Intelligence: 0 (non-sentient)
Basic Hits: 4
Damage Mod.: -1
Accuracy: -4
Carrying Capacity: 623 lbs.
Basic HTH Damage: 1d8
Hit Points: 6
Movement: 44"
Power: 44


Average Zombie (Opponents Unlimited)

Weight: 175 lbs., Agility: 0, Ferocity: 16 (non-sentient), Hits: 3, Accuracy: --, Damage: 2d10, Power: 68, Move: 52"

Guardian Zombie: (Opponents Unlimited)

Weight: 210 lbs., Agility: 0, Ferocity: 16 (non-sentient), Hits: 5, Accuracy: --, Damage: 2d12, Power: 78, Move: 62"

Mystico from Most Wanted vol. 1 also animated a zombie (his deceased friend, Reg), but stats for that animated servant don't appear in that volume.

Notes about vampires will appear in the next post.
« Last Edit: Oct 27th, 2009 at 12:46am by polarboy »  
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polarboy
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Villains & Vampires
Reply #1 - Sep 20th, 2009 at 10:47pm
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Terror by Night lists these guidelines for vampires. I've done some renumbering for clarity.

The leading vampire in this module is 19th level and 473 years old.

Standard Vampire Powers
1. Heightened Strength A: see below
2. Heightened Endurance A: see below

Raise strength and endurance so the character's carrying capacity as a vampire is 10 times what it was as human.


3. Regeneration: One action per turn maximum to heal full rate, cannot regenerate damage caused by silver or wood.

4. Body Power: Due to "dead" state of body, Paralysis attacks have no effect.

5. Body Power: Can only be permanently killed by wooden stake through heart, decapitation, or burning of body.

6. Mutant Power: Ability to, over a three-day period, turn another person into a vampire, under control of the vampire using this power.


Standard Vampire Weaknesses
1. Physical Handicap: possesses all common vampiric aversions: has no reflection, is pained by exposure to religious items wielded by one who truly believes in the religion behind the item, cannot cross running water, cannot shape-shift in the presence of garlic [see optional powers below], etc.

2. Physical Handicap: looses all vampire powers upon exposure to sunlight [not necessarily skills they possessed while still alive]. Any converted vampire takes 4d10 damage per round under such exposure.

3. Special Requirement: must consume at least 8 pints of blood per day.


Optional Vampire Powers
Along with any skills they had while alive, exceptionally powerful vampires may possess the following:

1. Heightened Defense
2. Heightened Attack: also applies when shapeshifting
3. Transformation/Shapeshifter: bat (1d4 damage), wolf (1d8 +1 damage), mist (defends as non-corporeal)
4. Animal Control: bats, wolves, and rats
5. Weather Control
6. Psionics: attacks as mind control, must make eye contact, PR = 10/attempt.
7. Heightened Expertise: + 4 to hit with weather control and psionics


Nospheratau, the pseudo-vampire  from Most Wanted (vol. 3), has these powers:
1. Absorption: Hit Points -- not permanent, absorbs one point per point of damage inflicted.
2. Natural Weaponry: + 2 to hit, +4 damage in unarmed HTH combat
3. Heightened Charisma: +15
4. Heightened Endurance: +12
5. Transformation/Shapeshifter: Can turn into a bat (use falcon stats), a wolf, or mist (treat as non-corporeal), PR = 0, and an action to change back and forth
6. Invulnerability: 15 points.
7. Special Requirement: must drink human blood.

Nospheratau is 17th level and only 18 years old.
« Last Edit: Sep 20th, 2009 at 10:50pm by polarboy »  
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Werewolves
Reply #2 - Oct 27th, 2009 at 12:51am
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I haven't spotted any official werewolves in the V&V materials, but opponents in two of the published resources offer some suggestions.

Super-Crooks & Criminals tells how good-natured Dr. Timmins contracted a disease from a wolf. The mutated disease transforms him into the evil Wereworg. For reference, the doctor's stats are: Level 1, Wt. 175 lbs., S 9, E 10, A 11, I 15, C 13.

Terror By Night includes a robot crafted to resemble a werewolf.

Wereworg / Werewolf-robot
Level: 4 /  5
Weight: 270 lbs. / 280 lbs.
Strength: 21 /  22
Endurance: 20 / 22
Agility: 30  / 21
Intelligence: 15 (matching Timmins) / non-sentient
Charisma: 25 / not-applicable

Both have Natural Weaponry: + 3 to hit, + 6 damage with teeth/claws

The werewolf-robot has a 30% of surprising opponents when attacking them in the fog.

Wereworg has Speed Bonus: + 90" ground, and Heightened Senses: increased scent, hearing, sight, x4 det. hidden, x5 det. danger.

Neither opponent has invulnerability, but Wereworg has vulnerable to fire (double damage) not to silver.
« Last Edit: Oct 27th, 2009 at 1:09am by polarboy »  
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Re: Ghosts, Zombies, Vampires ... and Werewolves
Reply #3 - Oct 27th, 2009 at 2:46pm
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polarboy wrote on Sep 20th, 2009 at 9:21pm:
As a game about superheroes, V&V resources don't present overarching guidelines when handling mythological creatures.

But there is enough overlap to present these observations about how "undead" creatures work in the game.

Ghosts repeatedly defend as non-corporealness. This is true of Hauntress (formerly Shrew) form the V&V comic, ghostly villains from Trouble for Havoc and Secret in the Swamp, and the spectres in Opponents Unlimited. Other stats vary by the individual or adventure. (A villain from the Honor module uses a variant take on astral projection for a spirit-worldly existence.)

In both Opponents Unlimited and Terror by Night, spell-casters animate zombies; zombies don't return on their own.

Average Zombie (from Terror by Night)
Weight: 175 lbs.
Strength: 17
Endurance: 22
Agility: 5
Intelligence: 0 (non-sentient)
Basic Hits: 4
Damage Mod.: -1
Accuracy: -4
Carrying Capacity: 623 lbs.
Basic HTH Damage: 1d8
Hit Points: 6
Movement: 44"
Power: 44


Average Zombie (Opponents Unlimited)

Weight: 175 lbs., Agility: 0, Ferocity: 16 (non-sentient), Hits: 3, Accuracy: --, Damage: 2d10, Power: 68, Move: 52"

Guardian Zombie: (Opponents Unlimited)

Weight: 210 lbs., Agility: 0, Ferocity: 16 (non-sentient), Hits: 5, Accuracy: --, Damage: 2d12, Power: 78, Move: 62"

Mystico from Most Wanted vol. 1 also animated a zombie (his deceased friend, Reg), but stats for that animated servant don't appear in that volume.

Notes about vampires will appear in the next post.


Both of the "Devil" modules (Devil's Domain and Dawn of the Devil) both have ghosts in them too, IIRC.
  
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Re: Ghosts, Zombies, Vampires ... and Werewolves
Reply #4 - Oct 27th, 2009 at 2:47pm
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Out campaign has had it's share of zombies, especially during the last few years.  Vampires have made plenty of appearances too, though much more rarely (and we based them on the information from Terror By Night).
  
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Re: Ghosts, Zombies, Vampires ... and Werewolves
Reply #5 - Nov 24th, 2009 at 3:06pm
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Someone back on the old boards (Dr. Foom, Dom, UH .....YOU KNOW WHO YOU ARE! Cheesy) came up with the idea that Zombies have basically normal stats, just NO power points, thus they behave as if Fatigued as per rules, and need only a few hit points of damage to take them down (typically 4-8 HP).

I thought that was brilliant and very in keeping with the genre.
  
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Re: Ghosts, Zombies, Vampires ... and Werewolves
Reply #6 - Nov 24th, 2009 at 3:19pm
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Quote:
Someone back on the old boards (Dr. Foom, Dom, UH .....YOU KNOW WHO YOU ARE! Cheesy) came up with the idea that Zombies have basically normal stats, just NO power points, thus they behave as if Fatigued as per rules, and need only a few hit points of damage to take them down (typically 4-8 HP).

I thought that was brilliant and very in keeping with the genre.


Thank you.  Smiley  *bows*  Here is what I put together for zombies on the old board.

Body Power: Zombie
No PR cost, always on. The Zombie actually has no Power Score, but it does not require PR cost for its attacks. The zombie does not feel pain, but due to no Power score and lack of pain sense, it cannot roll with punches. Any damage done to the zombie is straight off of hit points.  Zombies are immune to knock-out, so cannot be knocked out from damage rolls.  Immunity to poisons and venoms as well.

If this is applied to an existing character, I would add 3d6 to STR and CON, while applying Lowered Intelligence and reduced agility to the original stats. This yields a slower, dumb, but stronger and tougher zombie. The STR and CON bonuses are because the body no longer knows the limitations it had when it was human - it doesn't realize it is tearing muscles or popping joints when it exerts it's strength. This does not fit with Romero zombies, but works with some others where the zombie form is more powerful. For Romero zombies, don't apply the STR and CON bonuses.

Poison/Venom - Infectious Bite
If the zombie succeeds in doing hit point damage to a victim with a carrier attack (bite), the victim must make a d% save versus CON (can lower this to d20 for less threatening zombies). If failed, the victim becomes ill with fever and chills over the next 24 hours. After 24 hours, the victim makes another d% save versus CON. Success means the victim manages to fight off the venom flowing through its body. Failure means the victim dies and will rise as a zombie within 1d6 minutes. If the victim dies before the first 24 hours pass, they automatically fail the second save and are resurrected as a zombie within 1d6 minutes. This power does not have a PR cost or have any charges, it is always an option as a carrier attack.
« Last Edit: Nov 24th, 2009 at 3:19pm by Imaginos »  
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Re: Ghosts, Zombies, Vampires ... and Werewolves
Reply #7 - Nov 24th, 2009 at 3:36pm
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Guys, this would be great stuff to put under House Rules or Fortress of Solitude. That's where I'd look for new material.
  
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Re: Ghosts, Zombies, Vampires ... and Werewolves
Reply #8 - Nov 24th, 2009 at 3:46pm
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I'll post my stuff over there under House Rules.
  
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