STR 3 (2d6) AGI 3 (2d6) END 3 (2d6)INT 3 (2d6) LOG 3 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 3 (2d6) REP 3 (2d6)MELEE DEFENCE 12RANGED DEFENCE 12MENTAL DEFENCE 16VITAL DEFENCE 12HEALTH 24SOAK 9 ; VULN 1d6 holyIMMUNE Sick, Bleeding, FatiguedINITIATIVE 3d6PERCEPTION 3d6 ; superior darksight, lifesenseSPEED 4; CLIMB 2; JUMP 6'/3'CARRY 60lb (max lift 150lb)REACH 5-ftACTIONS 2Bite 3d6 (2d6+2 piercing damage; zombie fever)
Skills scent 6 (3d6) Gear -
Zombie fever. Those who suffer a critical hit from a zombie's bite contract zombie fever. Additionally, any slain by a zombie rise one hour later as a zombie themselves.
Unstoppable. A zombie keeps going, no matter what. The only way to destroy it is to make a Called Shot to the head doing 25% of the zombie's HEALTH in one attack, which kills it instantly.