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<blockquote data-quote="Voadam" data-source="post: 7578514" data-attributes="member: 2209"><p><strong>Machines and Mutants (GW 6e)</strong></p><p></p><p><a href="https://www.drivethrurpg.com/product/662/Machines-and-Mutants-GW-6e?affiliate_id=17596" target="_blank">Machines and Mutants (GW 6e)</a></p><p>d20 Modern</p><p><strong>Necrophage:</strong> Immortality, eternal life and the conquering of death: There are no greater aims for science, and the genetic researchers of the pre-War era devoted fortunes to finding a “cure” for death. The necrophage virus is not that cure. It is a terrible, hideous mistake, the end result of a very wrong turn in someone’s research. And it has the potential to turn Earth into a charnel house.</p><p>The necrophage virus does not reawaken a body to full life. It stirs the body into a bizarre half-life, and the brain into an insane frenzy of hunger and rage.</p><p>Creatures killed by the necrophage’s bite will become necrophages themselves, and the cycle of infection and reanimation will continue until no life exists for the undead beasts to prey upon. Unfortunately, the virus remains in the tissues of the corpses and twice-dead necrophages, and can remain quiescent in living tissue for some time (such as the bodies of carrion-eaters). An outbreak of the necrophage virus can happen at any time, and an unlucky community might become a zombie-ridden slaughterhouse overnight — and a mausoleum of rotting meat a week later.</p><p>The saliva of the necrophage carries the necrophage virus; while the virus cannot turn a still-living creature into a necrophage, it can cause extensive cellular damage. Anyone bitten by a necrophage must make a Fortitude save (DC = 10 + 1/2 the necrophage’s Hit Dice) or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to avoid another 1d6 points of temporary Constitution damage. Creatures killed by this bite will rise as necrophages 2d6 hours later.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7578514, member: 2209"] [b]Machines and Mutants (GW 6e)[/b] [URL=https://www.drivethrurpg.com/product/662/Machines-and-Mutants-GW-6e?affiliate_id=17596]Machines and Mutants (GW 6e)[/URL] d20 Modern [b]Necrophage:[/b] Immortality, eternal life and the conquering of death: There are no greater aims for science, and the genetic researchers of the pre-War era devoted fortunes to finding a “cure” for death. The necrophage virus is not that cure. It is a terrible, hideous mistake, the end result of a very wrong turn in someone’s research. And it has the potential to turn Earth into a charnel house. The necrophage virus does not reawaken a body to full life. It stirs the body into a bizarre half-life, and the brain into an insane frenzy of hunger and rage. Creatures killed by the necrophage’s bite will become necrophages themselves, and the cycle of infection and reanimation will continue until no life exists for the undead beasts to prey upon. Unfortunately, the virus remains in the tissues of the corpses and twice-dead necrophages, and can remain quiescent in living tissue for some time (such as the bodies of carrion-eaters). An outbreak of the necrophage virus can happen at any time, and an unlucky community might become a zombie-ridden slaughterhouse overnight — and a mausoleum of rotting meat a week later. The saliva of the necrophage carries the necrophage virus; while the virus cannot turn a still-living creature into a necrophage, it can cause extensive cellular damage. Anyone bitten by a necrophage must make a Fortitude save (DC = 10 + 1/2 the necrophage’s Hit Dice) or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to avoid another 1d6 points of temporary Constitution damage. Creatures killed by this bite will rise as necrophages 2d6 hours later. [/QUOTE]
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