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       #Post#: 149--------------------------------------------------
       Zombie / Necrotic Roleplaying Guide
       By: Imperator Radec Date: October 21, 2017, 4:26 am
       ---------------------------------------------------------
       [font=georgia]Brief Description:[/font] [font=verdana]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!
       [/font]
       ___________________________________
       [font=georgia]IMPORTANT, READ BELOW: PERKS OF BEING A
       ZOMBIE[/font]
       [font=verdana]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.[/font]
       _______________________________
       [font=georgia]IMPORTANT, READ BELOW: CHALLENGES OF BEING A
       ZOMBIE[/font]
       [font=verdana]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.[/font]
       _______________________________
       [font=georgia]Strain One - Classical Zombie![/font]
       [font=verdana]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.
       [/font]
       [font=verdana]ADVANTAGES:[/font] [font=verdana]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.
       [/font]
       [font=verdana]DISADVANTAGES:[/font] [font=verdana]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.[/font]
       [font=verdana]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)[/font]
       [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]
       _______________________________
       [font=georgia]Strain Two - The Fast Zombie![/font]
       [font=verdana]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.[/font]
       [font=verdana]ADVANTAGES:[/font] [font=verdana]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.[/font]
       [font=verdana]DISADVANTAGES[/font]: [font=verdana]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.[/font]
       [font=verdana]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)[/font]
       [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]
       _______________________________
       [font=georgia]Strain Three - The Poison Zombie![/font]
       [font=verdana]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![/font]
       [font=verdana]ADVANTAGES:[/font] [font=verdana]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.[/font]
       [font=verdana]DISADVANTAGES:[/font] [font=verdana]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.[/font]
       [font=verdana]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)[/font]
       [font=georgia]Poison Zombie Special Rules:[/font]
       [font=verdana]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.[/font]
       [font=verdana]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.[/font]
       [font=verdana]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.[/font]
       [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]
       _______________________________
       [font=georgia]Professional All-Round Zombie Tips[/font]
       [font=verdana]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.
       [/font]
       #Post#: 151--------------------------------------------------
       Re: Zombie / Necrotic Roleplaying Guide
       By: TSTDMY Date: October 21, 2017, 2:51 pm
       ---------------------------------------------------------
       Guide is impossible to read on mobile.
       #Post#: 297--------------------------------------------------
       Re: Zombie / Necrotic Roleplaying Guide
       By: Sgt Salvador Date: October 27, 2017, 6:08 am
       ---------------------------------------------------------
       [quote author=TSTDMY link=topic=62.msg151#msg151
       date=1508615515]
       Guide is impossible to read on mobile.
       [/quote]
       git gud
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