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       #Post#: 149--------------------------------------------------
       Zombie / Necrotic Roleplaying Guide
   DIR By: Imperator Radec
       Date: October 21, 2017, 4:26 am
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       --- Quote from: TSTDMY link ---
       >
       > Guide is impossible to read on mobile.
       >
       --- End Quote ---
       git gud
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