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Thread: D20 Modern Campaign Setting: The Infected

  1. #1
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    Default D20 Modern Campaign Setting: The Infected

    Well as I mentioned in my GM ideas thread I'm working on a 28 Days Later 'Viral Zombie' campaign. The primary focus would be on survival, fast zombies, and a somewhat plausible, non-undead zombie plague.

    As with every campaign I've ever done, especially in D20, I've always tried to change at least 1 set of rules to better fit with the tone, or theme of the campaign. And I would love to discuss some of these rules changes on forums for critiques and suggestions.

    The first set of rules I present are the most important, namely rules for the Zombie plague and a couple of templates for the Zombies themselves.

    Infectious Agent CR35G

    Infectious Agent CR35G is a man made virus that was designed by the military's germ warfare division. The idea was to deploy the airborne infectious agent into an enemy encampment and allow the symptoms of the virus to cause the enemy to kill themselves off, thus, save the lives of many a valiant soldier.

    The virus is a relatively simple design. It is effectively just a slightly modified version of the Rhino Virus (AKA the Common Cold). There are only two significant differences between the Rhino Virus and Infectious Agent CR35G.

    Firstly, CR35G has been modified to increase its self-reproduction. This accelerates both infection rates and production rates. Thus insuring that the virus is effective on all those exposed as well as ease the manufacture.

    Secondly, and more importantly, CR35G contains genetic code that converts key proteins of the brain into a modified prion. It is this different that changes the simple cold into a deadly biological weapon.

    The prion are very specifically, and carefully designed proteins that only attack specific portions of the brain. Primarily the portions of the brain responsible for intelligence and higher order thinking. Secondly, the area responsible for the production of (female hormone). The removal of intelligence and the dominance of testosterone in the body and an extreme production of adrenaline in the body reduces a rational thinking person into a violent, aggressive beast incapable of thinking above a basic animal level.

    Infectious AgentCR35G (Disease)
    Infectious Agent CR35G has two primary means of exposure based on whether it is the initial weapons gas exposure (Primary) or passed on via those who have been exposed (Secondary). The effects of this disease are identical although the method of infection and the DC are both different.

    Infection Type:
    Primary: The primary form of CR35G is contracted through inhalation of CR35G gas, an airborne substance that contains the Infectious Agent CR35G.
    Secondary: The secondary form of CR35G can only be contracted via direct fluid exchange, either by blood, mucus or through damage by an infector’s bite attack.

    Infection DC:
    Primary: The CR35G gas is a highly concentrated form of the virus, and thus close to impossible to resist. Exposure to the gas requires a DC 37 fortitude save to resist.
    Secondary: CR35G transmitted by an Infected is much less concentrated and requires a DC 20 fortitude save to resist.

    Incubation: 1D3+2 Hours

    Ability Damage: Special (See below).

    Special: 1 minute after exposure (And if the target fails their initial fort save) the target takes 1D4+1 Constitution damage and 1D3 Dexterity damage. No form of healing can heal this damage unless they fight off the virus. After 1D3+2 hours when the target makes their second fort save, if they fail the save, the target acquires the CR35G Template and recover from all ability damage caused by the infection.

    CR35G Infected [Template]
    A creature acquires the CR35G Infected template after exposure to Infectious Agent CR35G. Due to high, and much targeted neural damage via prions, the target of the virus (henceforth referred to as 'base creature') is reduced to animal level intelligence and becomes highly aggressive and savagely violent. Due to their infectious bite, violent nature and rapid infection, the CR35G Infected are often compared to zombies of popular culture.

    CR35G Infected tend to brutally rake their targets with their nails as if they were claws, only going in with their infectious bite when a target is subdued either by themselves or by others.

    CR35G Infected look just like a regular human, only they are often dishevelled, unclean and lack the look of intelligence in their eyes. The accelerated testosterone tends to give those who have been infected slightly more muscular body structure.
    Type: There is no change in the base creature's type (humans are considered humanoids for hit die purposes).
    Size: There is no change in the creature’s size.
    Hit Die: There is no change in hit die.
    Initiative: Same as base creature.
    Speed: Increased by 5' per round.
    Defence: Same as base creature.
    Base Attack: Same s base creature.
    Grapple: Same as base creature.
    Damage: CR35G Infected are considered one size category higher when rolling damage for slam and claw attacks. (Humanoids refer to the Monstrous Humanoid table for increased size damage). E.g. a Medium humanoid would base their slam and claw attacks on the Large Monstrous Humanoid entry.
    Space/Reach: Same as base creature.
    Special Attacks: CR35G Infected retain any extraordinary attacks but lose all spell-like and supernatural abilities. They also gain claw attacks and slam attacks if they did not previously possess them.
    Special Qualities: CR35G Infected get the following special qualities.
    Infectious Bite (ex): Any opponent who takes damage from a bite attack must roll a fortitude save or contract the disease CR35G (refer to the entry for the CR35G virus).
    Damage Reduction: 2/- (Does not apply to critical hits)
    Saves: Same as base creature (after modified ability scores).
    Abilities: Str +2, Con: +2, Int: 3, Wis: 10, Cha: 1
    Skills: The base creature loses all skill ranks except for any possessed in Spot (Wis) and Search (Int).
    Feats: The base creature loses all feats and gains the Toughness feat.
    Challenge Rating: Same as Base Creature +1.

    CR35G Variant A Infected [Template]
    The Rhino Virus is one of the most rapidly mutating viruses known to man, and since this virus proved to be the initial template that Infectious Agent CR35G is based upon, it is unsurprising that variants have shown up among the infected. Variant A was the first mutation to be discovered among the infected.

    CR35G Variant A Infected are lithe, agile, lacking the rapid production of Testosterone that is common among the Infected of the standard strain. They are incredibly fast and possess amazing reflexes, combined with the same savage tendencies as their other brethren makes them a horrible enemy to deal with.

    Type: There is no change in the base creature's type (humans are considered humanoids for hit die purposes).
    Size: There is no change in the creature’s size.
    Hit Die: There is no change in hit die.
    Initiative: Recalculate Initiative based on the changed ability scores.
    Speed: Increased by 10' per round.
    Defence: Same as base creature.
    Base Attack: Same s base creature.
    Grapple: Same as base creature.
    Damage: CR35G Infected are considered one size category higher when rolling damage for slam and claw attacks. (Humanoids refer to the Monstrous Humanoid table for increased size damage). E.g. A Medium humanoid would base their slam and claw attacks on the Large Monstrous Humanoid entry.
    Space/Reach: Same as base creature.
    Special Attacks: CR35G Infected retain any extraordinary attacks but lose all spell-like and supernatural abilities. They also gain claw attacks and slam attacks if they did not previously possess them.
    Special Qualities: CR35G Infected get the following special qualities.
    Infectious Bite (ex): Any opponent who takes damage from a bite attack must roll a fortitude save or contract the disease CR35G (refer to the entry for the CR35G virus).
    Damage Reduction: 2/- (Does not apply to critical hits)
    Saves: Same as base creature (after modified ability scores).
    Abilities: Dex +4, Con: +2, Int: 3, Wis: 10, Cha: 1
    Skills: The base creature loses all skill ranks except for any possessed in Spot (Wis) and Search (Int).
    Feats: The base creature loses all feats and gains the Toughness feat.
    Challenge Rating: Same as Base Creature +1.


    So please feel free to tell me what you think and what ideas you have for this.
    Last edited by SGI; 12-10-2008 at 10:24 PM.

  2. #2
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    Hell yeah. ^_^ I think this is a great campaign idea, and you've put some effort into it. I think that there is a lot of potential here. ^_^ I like it!
    " I am the Walker of Shadows, the Stuff of Nightmares, and you have two choices pup, either you submit, or you die. Plain and simple, so decide, or I will for you; fair warning, I usually take the easy way out."

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    The scientific explanation seems a little off, which isn't that big a deal unless you have someone who knows biology playing. Otherwise it's pretty good, although I would conceder getting rid of that infected blood SA.
    Ehhh, I dunno if I'll stick around. We'll see.

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    Yeah I was iffy about the infected blood ability as it does seem incredibly devastating. That or modify it so it's only critical hit.

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    Okay, I've updated and decided to completely remove the Infectious Blood SA, as it is way too overpowered. Coming soon, Infected Variant B (AKA Zombie Tank), Critical Hit Variant Rules(Taken from Firearms & Fedoras, which was taken from the Torn Asunder sourcebook, which absolutely, positively rocks).

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    That is quite the interesting idea you have, but as I'm only fully aware of the original DnD classes, how would your character's progress in levels, or, would they? Are their 'classes' involved like 'Police Officer' or 'Technician'?

    I've seen very little of d20 outside of DnD itself, so I'm just curious. I might want to make a similar campaign with zombies from the 'Zombie Survival Guide'.


    Perhaps the world was never meant to make perfect sense.


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    Well D20 Modern was an adaption of the D20 rules made for a modern setting. Initially there are 6 base classes that characters are free to multiclass through however they wish. Each one is based off one of the six attributes (Strength, Dexterity etc..).

    After around 4 levels they can advanced into Advanced classes which are closer to D&D base classes. These keep characters incredibly flexible as you can really emulate anything without having to buy a pile of sourcebooks.

    And you may want to look at "All Flesh Must be Eaten" as that has great Zombie rules that can match up with Max Brooks' Zombies.

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    That is a great deal that you have created, but I'm curious if you would make a DnD normal version. Please, because I have never played D20, and I've never had the chance.

    Great thing you have set up, but I'd love to see the scenario that you have to go along with it.

    Bang...Bang.

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    Well you can easily use this in D&D, rules wise it's identical to D&D 3ed/3/5 rules. Although you'd have to change the flavor a bit possibly to a more supernatural origin.

    Scenario wise this is on hold for the moment until I pull a group in with another secret project.

  10. #10
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    By the by, I tried a similar survival horror concept with two of my DnD associates, being the n00bs to d20 Modern we were, we didn't use Action points and such. But in the end we found that a zombie based campaign is just... Awesomesauce to put it lightly.

    If we have time between our DnD fantasy campaigns, we might introduce our group to our Zombie Survival idea. x3
    Last edited by Tetsanosuke; 03-26-2009 at 09:07 PM.


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    I'd love to do a campaign like that, but I suck at DMing, and I don't have a group to play with...

    Bang...Bang.

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