Notices


Dead Island

 
Dead Island


Characters:
Logan Carter
Purna
Ryder White
Sam B
Xian Mei

Creatures:
Butcher
Drowner
Floater
Infected
Ram
Suicider
Thug
Toxic Walker
Walker
Walker Mob

Walker


Walker
Affiliations: Solo D8, Buddy D6, Team D4
Distinctions: Craves Flesh, Strong But Uncoordinated, Too Stupid To Climb
Power Sets:
Undead Abilities
Enhanced Durability D8, Trained Strength D6
SFX: Grapple. Add D6 and step up your effect die +1 when inflicting a Grabbed complication on a target.
SFX: Infection. Whenever physical trauma is dealt to a target, that target becomes infected. Without special treatment the infection will kill the target, and turn them into a zombie upon their death. Every Transition scene the Physical Trauma increases by +1 until death. the Watcher determines what type of zombie the dead character rises as.
Limit: Zombie. Step up or add D6 to the doom pool when affected by zombie-specific Milestones and tech.

Specialties:
Combat Rookie D6, Menace Rookie D6

ID: Varies
History:
Walkers are zombies that succumbed to the infection racking their bodies and have been in a state of decay for a while - they are distinguishable from survivors by their obvious wounds, the pallid colour of their skin and their jerky movements. Although Walkers are typically slow and listless in their movements, there is quite a large variation amongst their ranks with regards to alertness, movement speed and attack speed. They are often found in groups of three or more (although this number increases exponentially in the city of Moresby) and are frequently found in a prone position as if they were dead - it's sometimes difficult to tell the difference between a prone Walker and a corpse, but if in any doubt, kick the body just to be sure. Also be cautious if you see a Walker feeding on a corpse; the victim may rise as a Walker when the other zombies are alerted to your presence.

Walkers usually attack with wild swings of their arms, using their fists and broken nails to attack you. On rare occasions, they have also been seen to deliver a three-punch combo similiar to the one a Thug uses, but mercifully with much less power. In some cases, Walkers wield simple weapons like pipes and knives which they flail inexpertly in the hero's general direction - sometimes, usually later on in the game, Walkers will actually throw their weapons from a distance.

When a Walker is close, sometimes they will break into a fast lunge, giving them quite a surprising turn of speed - this is mostly indicative of their grapple attack. Perhaps their most dangerous assault, the Walker will grab and snap its teeth at the hero as he/she holds the zombie back. Follow the small quick-time event prompts on-screen to punch the zombie away, but if this is failed, the hero will recieve damage (which can also result in being knocked down to the ground). The main danger of this move is while the Walker is being held back, other zombies close by will take advantage of the situation and swarm in while he/she is occupied, dealing extra damage before you realize what's happening. This is especially dangerous if there are other, more deadly types of zombie in the area, such as the Infected or Butchers.

If both of the a Walker's arms are hacked off, it also has a headbutt/bite attack it will resort to, although this is its least dangerous attack and one that has very poor range.

Toxic Walker

Toxic Walker
Affiliations: Solo D8, Buddy D6, Team D4
Distinctions: Craves Flesh, Putrid Fumes, Too Stupid To Climb
Power Sets:
Undead Abilities
Enhanced Durability D8, Trained Strength D6
SFX: Grapple. Add D6 and step up your effect die +1 when inflicting a Grabbed complication on a target.
SFX: Infection. Whenever physical trauma is dealt to a target, that target becomes infected. Without special treatment the infection will kill the target, and turn them into a zombie upon their death. Every Transition scene the Physical Trauma increases by +1 until death. the Watcher determines what type of zombie the dead character rises as.
SFX: Noxious Fumes. On a successful reaction against a melee attack action, step back your effect die and inflict it as a choking complication. If your opponent's action succeeds, spend a Doom die to use this SFX.
SFX: Toxic Stench. Add a D6 to your dice pool for an attack action and step back highest die in pool by -1. Step up Emotional Stress inflicted by +1.
Limit: Flammable. Step up the highest effect die in a dice pool targeting the Toxic Walker when a fire power is included in the pool.
Limit: Zombie. Step up or add D6 to the doom pool when affected by zombie-specific Milestones and tech.

Specialties:
Combat Rookie D6, Menace Rookie D6

ID: Varies
History:
Occasionally, some Walkers can be found with a green gaseous haze around them - mostly near fires or toxic barrels. These Walkers have been exposed to flammable substances and are very vulnerable to fire; light them up and they will be easily dispatched. If the hero engages these noxious Walkers in melee combat, be careful - he/she may be temporarily choked by the fumes and their attacks may be interrupted.





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