Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

Wednesday, July 13, 2016

Roll d% to see if you rise as a Ghoul



One of the things has always bothered me about D&D is how so much of the fluff is segregated from crunch.

"You can fail a resurrection spell and someone back as zombie? That sounds -- oh wait, there are no rules for that."
"You can combine two animals into an abomination like an Owlbear? That sounds -- oh wait, there are no rules for that."
"People can spontaneously rise as undead? That sounds -- oh wait, there are no rules for that."

The last one brings me to today's post. I've been thinking on-and-off about developing my own retroclone-esque roleplaying game (probably something that'll end up an Owlbear-tier combination of GURPS, AD&D, 5e, and Mutants & Masterminds with a dash of Fighting Fantasy but I digress). 

One idea that keeps rattling about is a subsystem that allows the DM (or players, whatever) if a PC can rise as an Undead. Being a spy (or a voyeur) can make your PC rise as a Spectre. Party members near an evil shrine or temple may rise as Zombies. Eat any bit of the flesh of a sapient and you have a higher chance to rise as a Ghoul. Think of it as an earnest if somewhat misguided attempt to make those old adventure hooks into spontaneous self-perpetuating rules constructs. Anyway, on to the rules:

When the character dies, roll d% or 1d100. If the result is higher than the chance of rising then nothing happens. If it is equal to or lower than the percentage then the character rises as a Ghoul  about 24 (4d12) hours after his death. 

The base chance of a dead character rising as a Ghoul is 5% modified by the table below. Modifiers are cumulative. The final percentage cannot be less than 0% or greater than 100% unless you want to homebrew some crazy results.


The dead character . . .
% Modifier
. . . was Evil (if using an Alignment subsystem)
+10%
. . . was Chaotic (if using an Alignment subsystem)
+5%
. . . was Good (if using an Alignment subsystem)
-10%
. . . worshiped a god or power related to death, gluttony, Ghouls, or hunger
+10%
. . . had more than two character levels or Hit Dice (if using a level/Hit Dice subsystem)
+1% for each level/Hit Die beyond 2
. . . unknowingly ate the flesh of a sapient creature within the last 48 hours
+1% and additional +1% for every 5 pounds of sapient flesh consumed
. . . knowingly ate the flesh of a sapient creature within the last 48 hours
+10% and additional +1% for every 5 pounds of sapient flesh consumed
. . . killed a sapient creature within the last 48 hours specifically to eat it, but was in a state of extreme hunger and/or had no other food
+15%
. . . killed a sapient creature within the last 48 hours specifically to eat it, but was in a state of hunger and/or had little other food
+25%
. . . killed a sapient creature within the last 48 hours specifically to eat it despite having plenty of ordinary food
+45%

Here are examples of the system in practice:

Hogni Redbeard was a Lawful Evil (+10%) thief-acrobat-rogue with 3 Hit Dice (+1%). After becoming a devotee of The Great Maw, god of hunger (+10%), he adopted serial killing and cannibalism as hobbies. He kidnapped a Halfling merchant then killed him to make a stew (+45%). In the last 48 hours the only sapient flesh he managed to eat consisted of two hearty meals of Halfling stew which together added up 15 pounds (+10% for knowingly consuming, +15% for the amount consumed) before a band of vigilantes busted in and killed him. There is therefore a 96% (5% + 91%)chance that 4d12 hours after his death he will rise as a Ghoul.

Brother Magnus was a Neutral Good (-10%) Human 5th-level (+3%) cleric. Trapped underground and without food, he stumbled into the storage room of some Goblins. Inside, he found some bundles of preserved meat. He ate 5 pounds of the meat without realizing that it was Elf jerky (+1% for unknowingly eating, +1% for the amount). Suddenly, two Hobgoblins appeared and attacked! Magnus was victorious but one of the dying Hobgoblins taunted him by revealing the nature of Magnus’ last meal. Distraught but still hungry, he grabbed some more of the meat and continued on his journey to find an exit from the underground hell. Although hungry, he only managed to eat another 5 pounds of Elf jerky (+10% for knowingly eating, +1% for the amount) before his moral repulsion overpowered his gnawing hunger. Alas, in his sleep a leak of toxic gas suffocated him. There is therefore an 11% (5% +6%) chance that he will rise as a Ghoul in 4d12 hours.

Now of course, there are some issues that I still have with my concept. Do the same rules apply to carnivores? What does this mean for creatures like Gnolls that deliberately eat sapients on large-scale? Are they basically guaranteed to rise as Ghouls? Should a mammalian humanoid incur the normal penalties for eating the flesh of sapient avian, insectoid, or reptilian humanoid or should they be diminished or waived? What about eating the flesh of sapient non-humanoids like Awakened Cows, Beholders, and Sphinxes?

I should have plenty of time to iron out the finer details later but a start is a start.

Tuesday, May 17, 2016

Blind Homebrew: Playable Zombies for AD&D

After a grueling senior semester I have returned to bring more you more ill-advised material for role-playing games. In case you're wondering what "Blind Homebrew" means, it means that I have a very shaky and incomplete grasp of the AD&D rules but I could not results the sweet siren's song to create, and so I made this. It's basically a 3.X-style template that uses the rules from The Complete Book of Humanoids. I should also note that technically this template is for Cannibal Zombies or Ghouls (I know some grognards bristle at the notion that regular zombies eat people in D&D). I conceived this template as part of a campaign idea - huge magical cataclysm, heroes dies, decades/centuries later spontaneously rise as smart zombies, struggle to save the world while avoiding fearful mobs and looking for some of that sweet sapient flesh.


 

Zombie Player Character Template

Ability Score Adjustments. The initial ability scores are modified as follows:
• +2 Str; -2, Dex, No Con, -2 Cha

Ability Score Range
Ability

Minimum

Maximum

Strength

6
As base creature +4
Dexterity

As base creature -2
As base creature -4
Constitution

-
-
Intelligence

As base creature -2
As base creature -2
Wisdom

3
As base creature -2
Charisma

1
As base creature -4

Class Restrictions and Level Limits
Same as base creature (i.e. Human Zombies have all the normal class restrictions and level limits for Human characters, Elf Zombies have all the normal class restrictions and level limits for Elf characters, etc).

Hit Dice.
Player character Zombies receive hit dice by class. In addition they receive 1 bonus hit point at each level.

Alignment
Zombies tend to either True Neutral or Neutral Evil depending on their creators. PC zombies may be of any alignment.

Natural Armor Class
Zombie have a natural armor class of 8.

Languages
Whichever languages the base creature could speak.

Special Advantages
• Do not need to eat (but see the Monstrous Craving trait below), drink, or sleep.
• Are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, effects that require a save vs. death, damage to its physical ability scores (Strength, Dexterity, and Constitution), fatigue/ exhaustion effects, and critical hits.
• Always pass System Shock rolls.

Special Disadvantages
• Cannot heal naturally: Negative energy and Inflict spells heal damage. At the DM’s discretion certain unholy sites or artifacts may grant the equivalent of natural healing as long as the Zombie remains in that area or near that object.

Monstrous Traits
Bestial Fear (holy symbols and/or fire), Bestial Odor*, Monstrous Appearance 3*, and Monstrous Craving (once a week, at least 10 pounds of flesh from a sapient creature).

*for a total -8 penalty to reaction checks

Superstitions
Generally none but the Zombie may select personal superstitions as outlined in Chapter 6 of The Complete Book of Humanoids.

Weapon Proficiencies:
Same as the base creature.

Nonweapon Proficiencies:
Same as the base creature.