Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
I'm currently working on converting the Unhallowed Metropolis setting
to ORE and I am trying to model the Zombies as presented in the game.
You really don't need to know the gritty details... just let me know if
what I'm doing seems right.
One of the games I've always wanted to play using the One Roll Engine was a Zombie game.
Maybe Godlike-style "Weird War Two" with superpowered soldiers against
undead nazies, maybe more pulpy Hellboy-themed action, maybe something
completly different. Either way: Zombies are cool.
With that in mind, here are some idle thoughts I had on using Zombies in an ORE game.
The Wandering Ghosts are some of the antagonists within the module "Quiet Places and Forgotten Things."
Because they could function equally well within a great many storytelling contexts of Delta Green, Nemesis and Dark Conspiracy, I have created them their own seperate resource including character sheets and brief character dossiers.
The term zombie refers to a dead person whose body has been revived. Zombie, originates from the Afro-Caribbean spiritual belief system of Vodoun (otherwise known as Voo-Doo in America). These folkloric zombies are humans who have had their "Ti Bon Ange" or soul stolen by supernatural means and shamanic medicine, and are forced to work for their "zombie master" as uncomplaining slaves on isolated plantations. Other more macabre versions of zombies have become a staple of modern horror fiction, where they usually engage in human cannibalism.
Description: a bloated gray corpulent mass, humanoid and once human,
hairless, with wide, round, unblinking yellow eyes. Small vestigial
tentacles remind one of a Star-Spawn or of Great Cthulhu himself; they
surround the mouth. The sharp teeth remain proportional to a human’s.
Lacking earshells, the thrall hears poorly in air, though well in
water. This intelligent entity typically wears an expression of
contemptuous malevolence. It can speak; it’s tones have a dribbling
quality disgusting to human listeners.
We are often told that the Mi-Go have technology vastly superior to our
own. But, how do you go about making suitably advanced and alien
technology, without your game losing the Lovecraftian atmosphere,
taking on the atmosphere of a BLOOD BROTHERS-style game? The guidelines
below can help you create the sort of devices you want your
Investigators to run from, steal, or wonder at in your Call of Cthulhu