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#Post#: 149--------------------------------------------------
Zombie / Necrotic Roleplaying Guide
By: Imperator Radec Date: October 21, 2017, 4:26 am
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[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
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Guide is impossible to read on mobile.
#Post#: 297--------------------------------------------------
Re: Zombie / Necrotic Roleplaying Guide
By: Sgt Salvador Date: October 27, 2017, 6:08 am
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[quote author=TSTDMY link=topic=62.msg151#msg151
date=1508615515]
Guide is impossible to read on mobile.
[/quote]
git gud
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