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Ravor
Sure, until his mind cracks and he turns toxic. cyber.gif
hyzmarca
My recomendation, though, for a good zombie Apocalypse, is Shedim. Say a huge Astral Rift opens up in the middle of Seattle and half a billion such spirits come pouring out of it looking for bodies to set up shop in. Astral is so thick with them that any magician who perceives will immediately by mauled by a couple thousand homeless spirits scrambling for the chance to use his body. And don't even thing about Projecting. Empty vessels get possessed so fast that blow a guy's brains out and he won't even fall over, instead just continuing on as a shambling flesh-eating monstrosity. Dual natured beings don't stand a chance at all. The smart ones hide and stay hidden while the free spirits all get the hell out of Dodge.

And, of course, the Shedim kill people, who in turn become hosts to more Shedim.

Roadspike
QUOTE (Grinder @ Sep 24 2008, 10:37 AM) *
Thanks for the first details, Roadspike. smile.gif
Did your groups encounter any Random Encounters or the like? I'm asking 'cause I'm planning to run a One-Shot at a convention and am looking for ideas.


There were a few 'random' encounters, but they were more whatever I came up with on the spot. For instance, the second group encountered a drifting sailboat the day after the serious infestation began. Onboard was a dead (not zombified) woman and her unconscious husband. They had fought off a crowd that wanted to get aboard the boat, and managed to cast off before he was knocked unconscious and she was killed. They had to break her death to him, but he's now a full-fledged member of their (NPC) group, and has taught several of them how to sail. The feral dogs at one of the farms they raided were another 'random' encounter. A pack of mismatched dogs who had gone feral over the course of several months, and saw them as meat on the hoof (or in their case, boot). One of the subplots involving the Canadian Forces sprang from a 'random' encounter--I figured that they'd be sending small recon teams to check out some of the mid-sized cities for survivors and supplies during the winter, while the Zeds were inactive. The group met one of those teams, and managed to set up a connection where they could trade goods and information.
Grinder
QUOTE (TKDNinjaInBlack @ Sep 25 2008, 06:44 PM) *
Isn't there a sustenance spell? Wouldn't that be great to just feed and live off of the mana while holed up?


Just checked Street Magic and found "Nutrition" (pg. 170).
Method
In a post-apocalyptic zombie infested game, just finding that spell formula could be an adventure in its self. Also, any mage that knew that spell would be worth his weight in, well, anything. You'd have enemies all over trying to kid nap that mage...

I'm imagining an adventure where the whole objective is to rescue some female wizkid mage from a mob of "Thunderdome" style thugs...
Ravor
When dealing with magic you'd have to remember to apply the effects of the evergrowing background count that should be present, which would make any Mage capable of any magic at all worth even more.
Janice
Now here's a subject that I've mulled over a lot, but never did anything with. I've always wanted to do a Resident Evil game in Shadowrun, problem is none of my players were ever interested, they think the presence of augmented characters means zombies aren't scary (and I'm a fan of the Romero style zombies, so no running zombies). Oh well, I still say that in my games, Umbrella is an aggressively anti-supernatural AAA corporation.
Cantankerous
QUOTE (Fuchs @ Sep 21 2008, 04:59 PM) *
Ghouls. Up the infection rate, drop the intelligence, and you've got your zombies.


Hell, bingo right here. Perfect as it sits. Maybe a metavariant of Ghouls could do it in a Shadowrun campaign (as oppossed to using Shadowrun for a Zombie Apocalypse campaign).


Isshia
Lionhearted
QUOTE (Janice @ Sep 28 2008, 06:54 AM) *
they think the presence of augmented characters means zombies aren't scary


There is two major factors they seem to forgotten about, first.. overwhelming odds.. even if you're augmented you still have to run when there is 400 zombies at your tail.. and second, bullets run out.. zombies do not
Ravor
Also depending on your vision of how zombies and cyberware work you might end up with augmented zombies. cyber.gif
Mithral MAge
QUOTE (Ravor @ Sep 28 2008, 06:34 PM) *
Also depending on your vision of how zombies and cyberware work you might end up with augmented zombies. cyber.gif



Yep, as long as usable pathways are there I would think Cyberware would still work.
Siege
The question then becomes - what augments would actually benefit an animated corpse?

-Siege
Ravor
I figure anything that doesn't require higher brain funtions to activate...

*EDIT*

Or blood flow, ect...
Method
I think it would depend on the nature of your zombies. Remember that most cyberware runs on the bodies natural bioelectricity. If your zombies really are undead (as opposed to infected) that physiology might not remain intact.
Grinder
QUOTE (Cantankerous @ Sep 28 2008, 07:36 AM) *
Hell, bingo right here. Perfect as it sits. Maybe a metavariant of Ghouls could do it in a Shadowrun campaign (as oppossed to using Shadowrun for a Zombie Apocalypse campaign).


Ghouls are so... predictable. The characters may know all too well the ghouls weaknesses. Zombies, infected with a variation of nanotech, genetech and magic can and will be dangerously different in their abilities and behavior. vegm.gif

QUOTE
When dealing with magic you'd have to remember to apply the effects of the evergrowing background count that should be present, which would make any Mage capable of any magic at all worth even more.


Excellent. smile.gif
What would be an approbiate background count for a world in which 99% of the population are either dead or zombies?
Janice
QUOTE (Lionhearted @ Sep 28 2008, 07:05 AM) *
There is two major factors they seem to forgotten about, first.. overwhelming odds.. even if you're augmented you still have to run when there is 400 zombies at your tail.. and second, bullets run out.. zombies do not
Well, one other thing I've tried pointing out to them is something that doesn't come up in the standard SR4 game: cyberware requires maintenance. You can't keep your all powerful cyberarm running on just with food and water, and if you don't, eventually you're gonna get what amounts to an even more uncomfortable crippled limb.
Ravor
Hmm, personally I think the average Background Count would range between 4-6 in the major population centers and 1-3 in the wilderness.

As for cyberware, well personally I tend to base my zombies more or less off the Resident Evil (Except headshots do nothing.) which means that most neural ware such as wired reflexes would still work, cyberlimbs work perfectly (Provided that nothing in them requires mental activation, so they are only redlined IF a Decker hacks it or if the owner had redlined it before dying.), muscle replacement ect are goodness...
Cantankerous
QUOTE (Grinder @ Sep 28 2008, 10:36 PM) *
Ghouls are so... predictable. The characters may know all too well the ghouls weaknesses. Zombies, infected with a variation of nanotech, genetech and magic can and will be dangerously different in their abilities and behavior. vegm.gif


You're not getting it. You call them Zombies, not Ghouls, make the description fit Zombies, not Ghouls, and then graft on the different background that fits the most, maybe alter the vulnerabilities and downgrade the intellect to 1 at most and even if you are heavy with metagamers in your group: viola! No fuss, no muss, the Players don't know what they are dealing with, they get to face waves of them as per the genre, because what makes ghouls so much more dangerous than the standard zombie is their intellect more than anything else, including their speed.


Isshia

Grinder
We're on the same page then - that's what I'm doing at the moment. Including kicking away the weaknesses of Ghouls (Allergy to sunlight? Ha! No way!) and give them a few extra powers.
YuriMilovic
I don't know if this has been addresses yet or not, but what would the stats for virus be? That is as far as the rule presented in Augmentation.
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