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#Post#: 149--------------------------------------------------
Zombie / Necrotic Roleplaying Guide
DIR By: Imperator Radec
Date: October 21, 2017, 4:26 am
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Brief Description: Headcrabs aren't very dangerous by themselves
— their fangs and claws are not much bigger than what an average
felis silvestris catus (also known as a "cat") can show. The
actual dangerous thing about them is their predisposition to
parasitism, specifically on human beings. When it sees a human,
a headcrab will jump forward trying to land on the human's head.
If this works, the headcrab's mouth-like special organ will
fully cover prey's head, cutting of sight, hearing and speech
for the human host.
Besides, the headcrab will take control of the victim's body the
INSTANT it pierces its skull with its nero-appendages,
paralyzing the host and connecting its cerebral cortex with that
of the human one. Nobody actually knows what exactly occurs
next, but the fact is that after some time (from just a few
seconds to a minute depending on personal characteristics of the
headcrab and the victim, to perhaps even a few minutes) the host
will start to gradually change on both genotypical and
phenotypical levels.
Now, this part is important for the changing process.
Externally, it consists of rapid phalangial growth, thorax
transformation with sternum, ribcage, circulatory and
respiratory systems transforming into a new oral cavity,
musculature restructuring, as well as epidermis hardness and
pigmentation changes. In other words, it grows long and deadly
scissor-like fingers, a sarlacc-like mouth in its chest; the
headcrab becomes stronger and tougher. After this process ends,
human being turns into a so-called "zombie". Each zombie will
have its own characteristics aswell.
Zombies always have an immediate history regarding full headcrab
take overs, and it does not take long for any fallen victim to
be nothing than, non-other, a walking corpse so to say. The prey
that the headcrab captures is fully concious during the take
over process. It does not take hours, but as stated before,
merely minutes. Xenian biology is far more superior and
naturally / natively hostile. As such, the zombification process
is little more than a process of speed and efficiency. Zombies
must feed in order to grow, and the more your zombie grows, the
more your headcrab will.
Refer to the Headcrab Guide for growth stages!
___________________________________
IMPORTANT, READ BELOW: PERKS OF BEING A ZOMBIE
Zombies are stronger than an average human being. Try to break a
wooden crate, a glass window or a metal vent grate with your
bare hands! But, if you are a zombie, you can do it with little
effort and without hurting yourself, if you succeed...
Zombies are slightly tougher than humans. The Host body can't
feel pain, so a zombie could take multiple bullets and still
stay alive. Besides, not that it will matter much, but zombies
could be in water twice as long as humans and have natural
resistance for most types of hazardous environments.
Zombies could mutate into other forms, more suitable for their
"environment". For example, they could grow a cacoon with a
babycrab nest in it (central mouth for example), or remove all
body fat to run faster (albeit that would make it more
vulnerable to a degree, but you're faster!).
Zombies could use special organs to see any living creature's
pheromones in close to medium proximity. It is useful when you
want to find somebody in an absolute darkness. The crab's brain
feels pheromones so well, that it could even differentiate one
creature's pheromones from another. You will be able to
literally see the blood flowing in a human's veins by using
this. Sadly, it doesn't make you able to see anything that is
not alive any better than normal.
Zombies are hostile to humans, but not to other zombies. In
fact, zombies can even pick up headcrabs to turn more people
into other zombies or help other headcrabs traverse impassible
and dangerous areas, like deep water, as water would cause
trumendous harm to crabs due to their open underbelly.
A headcrab could always jump off its host body to find a new
victim. Be careful though, since you will more than likely
become much more vulnerable by doing this.
_______________________________
IMPORTANT, READ BELOW: CHALLENGES OF BEING A ZOMBIE
A normal and poison zombie has its central neurosystem in less
than optimal condition and with all the limbs issues it can't
run, only walk. It can be a problem if you move through big open
spaces with armed human beings, but usually it's not that big of
a deal, because to catch your victim you don't need to move
fast, you can ambush it, or, more commonly, just overpower it.
As a zombie, you can't use anything more complex than a lift
call button (and even that you do by just smashing it with your
claws and hope you don't break the damn thing). Of course, you
don't need to, you're a zombie, but a door with even the
simplest lock that you can't just break will be a serious
obstacle for you... try using claws on a door and see what
happens, hmm? Don't try it with combine doors, they are
impossible to break unless you are one hell of a super-freak.
Sadly, you, as any other living creature, must feed. In your
case ignoring that natural need will cause your host body to
slowly rot, and when it fails completely you'll have to leave it
and find another. Only organic compounds you gain from eating
can reverse that process. Besides, you gain material for
possible mutations when you eat, which is the ONLY WAY of
getting your headcrab to grow.
Zombies have some problems with communication. A typical zombie
can't order other zombies to follow it or do anything else,
really. The only thing it can do is to push them forward a bit
if in the way. There is no hierarchy or patriachy, as every
zombie and headcrab is free to do as they please.
_______________________________
Strain One - Classical Zombie!
Original zombies are by far the most common type of necrotic
ever seen in the Half Life series. They are hyperly aggressive,
slow moving but powerful enemies that are the apex of danger
within close-quarters encounters. They are mostly vulnerable to
all kinds of small-arms fire, whilst in melee it's an entirely
different story. Even a stunstick at maximum setting is going to
have some trouble trying to incapacitate this wretched creature.
The headcrab sits ontop of the zombie and appears to be entirely
vulnerable, but don't be surprised if the host "accidentally"
attempts to shield its parasitic captive due to the nature of
its controlled behaviour. The zombie is able to swipe, puncture
and stab at enemies with their point-sharp skeletal hands, as
the skin has been entirely flayed and consuumed, xenoformed to
the headcrab for vitamin and nutrient growth.
The headcrab is able to feed itself through the large
sarlaac-mouth in the middle of its chest, where dead bodies (or
perhaps even living individuals caught by its sheer grasp) will
be processing valuable biomass into the centre. Everything would
be channelled through alien-like tubing whilst being inserted
into the possessed body, which would begin to transform itself
the further the biomass is consumed at rapid rates.
If the host body begins to fall into complete disarray and
collapses from so many wounds or internal destruction, the
headcrab will be forced to evacuate and migrate elsewhere to
find another host. That is, if the crab itself does not die due
to the extreme interjectional pains, pressure and stress through
the cerebral connections channelled into the "still living" prey
and the binding of lifeforces that the headcrab has created.
ADVANTAGES: Hardy and able to take enough to attack its prey,
can genesize (consume) its victims the fastest out of all other
zombies, able to strengthen upon EVERY single kill the zombie
succeeds in, fastest to develop, can develop into the GONOME if
it is within reach, strong and sharp claws, can use central
mouth as a means of grappling and eating into captive prey,
resistant to melee, can climbe ladders, can swim slightly, can
survive being cut in half.
DISADVANTAGES: Able to be taken down intelligently, easily
fooled / distracted, an effective target for ranged weaponry,
headcrab and central mouth are key weakpoints, disjointed
muscles and skeletal figure, always hostile, no guarantee for
survival against overpowering opponents, literal kamikaze,
headcrab being shot successfully is mostly an instakill if not
careful.
ROLL BONUSES:
-10 for water movement / fighting (/roll 90)
-15 for dodging (/roll 85)
-20 if headcrab targeted by firearms [Decreases along with
dodge] (/roll 80)
+10 per zombie [Swarm] (/roll 110/120 etc)
+25 for "Feel no Pain" if headcrab is not being shot (/roll 125)
[img]
HTML https://vignette.wikia.nocookie.net/half-life/images/b/b0/HL2_Beta_Zombie.png/revision/latest/top-crop/width/240/height/240?cb=20150420172359&path-prefix=en[/img]
_______________________________
Strain Two - The Fast Zombie!
Fast Zombies are the sneakiest, quickest and most rapid fighters
that the necrotic faction has to offer. However do not let it
fool you, as fast zombies themselves are ofcourse, pretty
vulnerable to basically any weapon there is. They may buckle
very easily under pressure... being so flimsy ofcourse. But! Do
not worry, fellow zombies, for there is an alternative to being
shot or bashed in by some crazy rambo, or should I say multiple
alternatives? Fast Zombies are light, skeletal figures with an
extreme amount of ferocious strength put behind them. Every form
of skin has been flayed off and genesized into the headcrab,
allowing the fast zombie to take advantage of very minimal organ
function with maximum bodily output efficiency. Fast Zombies are
able to leap, jump and climb up most surfaces, so throwing items
from the top of a building at it and laughing, is a very bad
idea.
A fast headcrab's feeding process is different from the rest of
the headcrabs; they need to feast on each individual they kill,
and afterwards if their host body becomes too inflated, they
need to detach from their original hosted "fast zombie" and
transfer to another host to commence the same process. Fast
zombies do not have any visible method to eat, and their extreme
fast metabolism proves they are the most aggressive beings of
necrotic ever encountered, as they are desperate for food. They
will stop at nothing until *you*, or they, are dead. They are
very sensitive to many forms of sound, whilst also being
accustommed to smell. They are dark dwellers, and by the time
your prey sees it, it's already too late.
Bear in mind still that a fast zombie is reliant on efficient
stalking and ambushing tactics to pounce on its prey. Running
openly against a target is dangerous, even with the necrotic is
indeed "Fleet of Foot". So, resort to flanking or bringing death
from above as a means to an end.
ADVANTAGES: Extremely agile and manouverable, can climb up
nearly any surface, can stick to walls, can hide in the dark,
able to crawl and run through vents, rapidly attacks multiple
limbs at once, gets a strong advtantage on its first leap on an
UNSUSPECTING individual, literally a fucking spawn of satan, can
swim really fast, potentially hard to hit.
DISADVANTAGES: Easily vulnerable to any weapon, consuming
process leaves it very vulnerable, host needs to slowly insert
food into its sarlacc-mouth (it's very small), unable to work
with other zombies effectively, instant kill if headcrab gets
shot by anything larger than a pistol, no matter what roll, can
only leap every so often and not close to a target, reduced
effectiveness if more than one limb on a prey is attacked at
once.
ROLL BONUSES:
-15 if attacking more than one limb at once. (/roll 85)
-25 if wounded whilst doing any offensive action or attack.
(/roll 75)
+5 for every successful attack or offensive action you do (/roll
105/110/115) etc.
+15 on first leap attack. (/roll 115)
+20 on any type of dodge (DISREGARD IF WOUNDED). (/roll 120)
[img]
HTML https://vignette.wikia.nocookie.net/half-life/images/5/59/Fast_zombie_rtb.jpg/revision/latest/top-crop/width/240/height/240?cb=20091007092012&path-prefix=en[/img]
_______________________________
Strain Three - The Poison Zombie!
Poison zombies are tanks. They are slow, bulky and rather easy
to hit, but the most powerful beast relating to that of an
ordinary class of zombie. Poison Zombies are bloated humans
filled and covered with Earth-Xenian biological parts that bloat
up, creating a nutritious neurotoxin for other poison headcrabs
to feast on, which will enhance their breeding process by half
the time. Because the poison zombie is so large by itself, it's
going to be very difficult to actually miss it in close
proximity. However, hitting your target is merely twenty-five
percent of the battle, as individuals facing the poison zombie
will most likely be fearing for their life, whilst attempting to
keep track of which vulnerable area to fire at, and lastly to be
extremely careful of the poison zombies company... its headcrab
entourage. Each headcrab on the poison zombie would feel a
similar connection to that of the other crab species when
attached to the host; especially even feeding from it, which is
why some poison headcrabs die when attempting to detach from the
zombie.
The bloatedness of the poison zombie allows it to be resistant
to a majority of small arms fire (to a degree), as its body is
so heavily congested with fluids acting as nothing more than
bullet sponges and natural armour, it's very hard to kill. It
can't swim like the others properly, but only for a very limited
amount of time which is just enough to extinguish flames or get
to another side of the sewers.
The way the poison zombie is able to genesize (consume) its prey
victims, is by having its poison headcrabs ontop of its captured
host's spine, devour the body of a human being and transfer
large amounts of the biomass to the poison zombie, which feeds
the main headcrab controlling the host. After this, the other
poisonous crabs that did consume the body keep a remainder of
the biomass to feed themselves, making them stronger!
ADVANTAGES: Resiliant to fire-arms and overall tough to kill,
deflective to melee weapons, carry's a literal entourage of
poisonous headcrabs, can regenerate slowly, very terrifying
opponent, bullet sponge, incredibly strong and able to grip
people with a nearly unbreakable hold (unless distracted), force
of nature with sharp claws meaning it's very able to cause
severe damage, able to climb ladders... very , very slowly.
DISADVANTAGES: Very easily outrunned, set aflame very easily,
vulnerable without assistance, consuming process is essential to
your "NPC" poisonous headcrab development, will find it very
difficult to exit out of deep water if it falls in, slower
attack speeds, slower dodge speeds (if it ever dodges), NPC
crabs easy to miss enemies, mostly disadvantageous at the start.
RULE BONUSES:
-25 When attacking with claws [Slow Speed] [Ending Result if
successful is devastating] (/roll 75)
-25 When advancing [Slow Speed] (/roll 75)
+30 When taking hits by small-arms weaponry [Tank Zombie]
[Negate by -15 if headcrab is shot) (/roll 130/115)
+10 When throwing headcrabs [Strong]. (/roll 110)
+10 When grabbing. (/roll 110)
Poison Zombie Special Rules: The poison zombie is able to carry
other poison headcrabs by replenishing at the nest. When doing
so, you are able to carry a total of four other HATCHLING poison
headcrabs ontop of yourself. If the nest is destroyed, or if
there is no nest, you are completely unable to replenish your
poison headcrab numbers to assist you (unless you are a literal
living breeder, yourself) as INCREDIBLY NERFED RP NPC's.
However, even though they are far weaker, they are able to
assist you in fighting, however you can only launch one at a
time at an individual. Your poison headcrabs need to consume for
you in order for you to progress, whilst some of the biomass go
to your poison crabs to make them stronger in the process.
EACH HEADCRAB YOU HAVE HAS A 33 ROLL DUE TO THEM BEING WEAKER
THAN YOURS! So, as such, it would be wise to have your opponent
roll first, and if he/she rolls lower than 33, roll your
headcrabs in the field to make their chance of an attack. If
your headcrabs fail, they auto-lose, but your opponent must also
target them individually to take one out.
However... if your poison headcrab NPC strikes successfully,
refer to the poison headcrab toxin injection rolls on the
Headcrab Guide when you do an individual /roll, which your
opponent shouldn't roll for unless trying to stay concious
through potential organ failure.
[img]
HTML https://vignette.wikia.nocookie.net/half-life/images/a/a6/ImagesCADM2R4O.jpg/revision/latest/fixed-aspect-ratio-down/width/320/height/320?cb=20120611124406&fill=transparent&path-prefix=en[/img]
_______________________________
Professional All-Round Zombie Tips
When you meet a human, think twice: should you kill him (if need
be) or get your headcrab roleplayer friends to turn him.
Remember, other zombies can't get through many obstacles, so
they will be useless inside a room they can't leave, so you MAY
NEED to ditch your host and exit through a vent if you ever want
to see the light of day, again.
Collect headcrabs while you can (if they accept it), they can be
useful for you in the future. Even if they won't zombify
anybody, they can distract an enemy from you, saving your life.
Try to avoid packs of human beings, especially if they are
armed. You will be facing superior difficulties if so.
Don't forget that when you're a zombie, you can do more things
than when you're a headcrab. Headcrabs can't push buttons, open
hinged doors and break objects stronger than them. Besides,
headcrabs are very vulnerable, so protect it, or your zombie
will not last long at all! On the other hand, a headcrab can
still have the chance to incapacitate the toughest opponent if
you do have to ditch your host.
Try to not be seen by Overwatch soldiers or Metropolitan Police
Forces, since they could be very dangerous due to their superior
skill, weaponry and protection. If one or more of them didn't
see you yet and you're not sure about your situation, better
head elsewhere or sneak around them. The choice is yours.
#Post#: 151--------------------------------------------------
Re: Zombie / Necrotic Roleplaying Guide
DIR By: TSTDMY
Date: October 21, 2017, 2:51 pm
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Guide is impossible to read on mobile.
#Post#: 297--------------------------------------------------
Re: Zombie / Necrotic Roleplaying Guide
DIR By: Sgt Salvador
Date: October 27, 2017, 6:08 am
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--- Quote from: TSTDMY link ---
>
> Guide is impossible to read on mobile.
>
--- End Quote ---
git gud
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