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1 year ago  ::  May 14, 2012 - 11:54AM #1
Ophan
Date Joined: Oct 26, 2004
Posts: 59
I am making a zombie Survival campaign, based on the Saga Edition System, but I keep hitting a wall.

It no longer even looks like the saga edition, seeing as there are no classes, talents, or destiny points.

My bigest problem has got to be making a human and a zombie list of feats.

I am a stickler for uniformity, so a lot of the talents that do the same thing, like jedi consular and Noble mind influencing talents are merged into one feat tree.

Also things life weapon focus/specialization/expertise(triple critical) are designated more to specific weapons than weapon groups like pistols and rifles.

anybody have any ideas?
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1 year ago  ::  May 14, 2012 - 12:31PM #2
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,957
For the zombies, they could have as a monstrous trait (or a talent) DR 5 except versus slashing.  Bludgeoning or piercing might not be so effective against their particular physiology.

Also, zombies and all undead should have "Undead Traits."  As non-living entities, they might not have Constitution scores, so an undead creature would add its Strength modifier to Fortitude Defense.  It would not need to sleep, eat, or breathe, and would be immune to poison, disease, and stun damage. They could heal their character level with 8 hours of non-active rest.

Just some ideas off the top of my head.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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1 year ago  ::  May 14, 2012 - 2:17PM #3
Resh1138
Date Joined: Dec 1, 2011
Posts: 122
you could just use the sith abomination as the base template on various types of npc's and use them as your "zombie" type foes
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1 year ago  ::  May 14, 2012 - 6:12PM #4
GekFenn
Date Joined: Apr 10, 2012
Posts: 37
I love your idea about a Zombie Survival Campaign! The Walking Dead is one of my favorite shows right now.

What if all the Zombies were Rak Ghouls and players went from place to place and world to world and Rak Ghouls kept showing up (From the Muur Talisman perhaps?) People are holed up afraid to help others afraid of the approaching plague! Great Idea.

This way you could use all Talents and Feats appropriate to Saga and have your Zombie Saga Apocalypse.

Does that help? 
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1 year ago  ::  May 15, 2012 - 7:27PM #5
october_knight
Date Joined: Oct 24, 2008
Posts: 369

This is not mine, someone else posted it originally. It works fairly well in my games. 

Zombie                                                                                                                                                                                 CL 1

Medium Zombie nonheroic 3
Int +2; Senses Perception +8
Languages none                                                                                                                                                                                
Defenses Ref 13 (flat-footed 13, Hard to injure 18), Fort 15, Will -
HP 9; Threshold 15                                                                                                                                                          
Speed 3 Squares
Melee Claw +5 (1D4+3) or


Melee Bite +5 (1D6+3)
Base Atk +2; Grp +5
Atk Options pin, trip                                                                                                                                                          
Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 2
Feats Pin, Trip
Skills Perception +8                                                                                                                                                           
Nonliving - Zombies do not need to eat, breath, or sleep. They are also immune to poison, disease, radiation, non corrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects and any other effect that works only on living targets.
Hard to injure - Due to the fact that only a direct attack to the central nervous system will harm a Zombie, Zombies are always considered as having soft cover for the purposes of being attacked. Note that as normal soft cover can be negated by aiming or the Sniper feat.
Shambling - Zombies may not spend a full round action to run nor can they take standard action to charge.
Zombie Defenses - Zombies get a natural armor bonus of +3 and a species fortitude bonus of +5.
Sense the Living - Zombies may ignore the effects of cover and concealment (but not total cover) against any living target within 10 squares.
Moan - Time: standard action. Target: any intelligence 3 or higher creature capable of hearing within 12 squares. Roll: 1D20+5 if this roll exceeds the targets will defense they are filled with fear causing them to run from the zombie at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target's level is equal or higher than the zombie's level. This is a fear effect.
Infection - 15 minutes after being bitten and every 15 minutes afterwards roll 1D20+5 vs the fortitude defense of any zombie bite victim if the roll meets or exceeds the target's fortitude defense they move one step down on the condition track. This is a persistent condition. When they reach Helpless they become a zombie with all the same traits as a standard zombie (if they are wearing any equipment such as combat gloves or armor they get bonuses for it) unless they are treated for the infection (Treat Injury DC 15 , requires zombie antivirus and medical kit) before they turn.

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1 year ago  ::  May 22, 2012 - 11:01AM #6
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,957
Interesting...I have similar (yet not identical) versions of this in the All-Purpose Sourcebook in my sig:


Zombie                              CL 1
Medium nonheroic 3
Init +0; Senses Perception +7
Languages none .
Defenses Ref 13 (flat-footed 13), Fort 15, Will 12
HP 10; Threshold 10 (20).
Speed 3 Squares
Melee Claw +5(1D4+3) and Bite +5(1D4+3)
Base Atk +2; Grp +5
Atk Options trip
Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 8(charisma is too low)
Feats Weapon Proficiency Simple Weapons, Trip, (missing one feat. you always are proficient with
simple weapons)
Skills Perception +7.


Nonliving: Zombies do not need to eat, breath, or sleep. They are also immune to poison, disease, radiation, non corrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects and any other effect that works only on living targets.


Hard to injure: Due to the fact that only a direct attack to the central nervous system will harm a Zombie, Zombies are always considered as having soft cover for the purposes of being attacked. Note that as normal soft cover can be negated by aiming or the Sniper feat.


Shambling: Zombies may not spend a full round action to run nor can they take standard action to charge.


Zombie Defenses: Zombies get a natural armor bonus of +3 and a species fortitude bonus of +5.


Sense the Living: Zombies may ignore the effects of cover and concealment (but not total cover) against any living target within 10 squares.


Moan: Time: standard action. Target: any intelligence 3 or higher creature capable of hearing within 12 squares. Roll: 1D20+5 if this roll exceeds the targets will defense they are filled with fear causing them to run from the zombie at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target's level is equal or higher than the zombie's level. This is a fear effect.


Infection: 15 minutes after being bitten and every 15 minutes afterwards roll 1D20+5 vs the fortitude defense of any zombie bite victim if the roll meets or exceeds the target's fortitude defense they move one step down on the condition track. This is a persistent condition. When they reach Helpless they become a zombie with all the same traits as a standard zombie (if they are wearing any equipment such as combat gloves or armor they get bonuses for it) unless they are treated for the infection (Treat Injury DC 15 , requires zombie antivirus and medical kit) before they turn.


 


Zombie (Alternate Build)             CL 1
Medium nonheroic 3
Init +0; Senses Perception +7
Languages none .
Defenses Ref 13 (flat-footed 13), Fort 15, Will 12
HP 10; Threshold 10 (20).
Speed 3 Squares
Melee Claw +5(1D4+3) and Bite +5(1D4+3)Base Atk +2; Grp +5
Atk Options trip
Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 8(charisma is too low)
Feats Weapon Proficiency Simple Weapons, Trip, (missing one feat. you always are proficient with simple weapons)
Skills Perception +7.


Nonliving: Zombies do not need to eat, breath, or sleep. They are also immune to poison, disease, radiation, non corrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects and any other effect that works only on living targets.


Hard to injure: this creature gains DR 5; a +10 racial bonus to damage threshold (over rides the +5 zombie racial bonus from zombie defenses), and it gains Already Dead.


Already Dead: this creature doesn't fall unconscious when it reaches 0 hit points. If the attack equals or exceeds the damage threshold it dies as normal. Otherwise the creature acts as normal at 0 hit points until an attack equals or exceeds it's damage threshold. This creature is unaffected by the condition track penalties.


Shambling: Zombies may not spend a full round action to run nor can they take standard action to charge.


Zombie Defenses: Zombies get a natural armor bonus of +3 and a species fortitude bonus of +5.


Sense the Living: Zombies may ignore the effects of cover and concealment (but not total cover) against any living target within 10 squares.


Moan:  time: move; make an attack roll 1d20+1(BAB+CHA) vs all enemies with an INT of 3 or higher and within 12 squares. On a hit the target takes a -1 to hit, damage, all defenses, and skill checks while within line of sight. This is a mind-affecting fear effect.


Infection: 15 minutes after being bitten and every 15 minutes afterwards roll 1D20+5 vs the fortitude defense of any zombie bite victim if the roll meets or exceeds the target's fortitude defense they move one step down on the condition track. This is a persistent condition. When they reach Helpless they become a zombie with all the same traits as a standard zombie (if they are wearing any equipment such as combat gloves or armor they get bonuses for it) unless they are treated for the infection (Treat Injury DC 15 , requires zombie antivirus and medical kit) before they turn.


 

FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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1 year ago  ::  May 27, 2012 - 11:38PM #7
october_knight
Date Joined: Oct 24, 2008
Posts: 369
Rob I might have gotten the stats from you. I do reacall tweeking the stats alittle to fit my game and zombie preferances. 

As I said I got the stats from someone but its been so long I don't recall who. If it was your material I thank you for comming up with a zombie outline that has given may players and myself alot of fun ^^
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1 year ago  ::  May 28, 2012 - 3:26PM #8
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,957
Funny...I was looking your stats over more carefully, and came to the same conclusion...that you got the stats from a post of mine (I got them from somewhere else and don't remember the source), and it looked like you cleaned them up a bit.  I like yours the best.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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