Even if you don't include Nazi villains, you can still have remnants of their mad science and occult power sprinkled into your game.
An example of this is Di-Namo Fluid. By replacing human blood with the fluid, the Nazi sympathizing villain could turn people into mindless zombies. These "hollow men" were effectively unstoppable short of totally destroying the body.
Hollow Men: Init +0; Atk +4 claw (1d4); Crit U/1d10; AC 13; HD 4d6; Mov. 20', climb 30'; Act 1d20; SP un-dead, unstoppable, unturnable; SV Ref +2; Fort +4; Will +2; Path WtL
Un-dead: Hollow men are un-dead and don't need to eat, drink, or breathe. As un-dead, they are immune to sleep, charm, paralysis spells and powers, as well as other mental effects and cold damage.
Unstoppable: Unless their body is destroyed, for example by fire or total dismemberment, a hollow man can continue to function at 0 hit points.
Unturnable: Despite their un-dead nature, Hollow Men cannot be turned by clerics.

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