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Let me pick your BRAAAAINS for the Zombie Strain!

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Blue Screen of Death Blue Screen of Death's picture
Let me pick your BRAAAAINS for the Zombie Strain!
Zombie Strain Firewall has detected a new strain of exsurgent virus, provisionally named the Zombie Strain. Here is what it has learned from research and educated guessing. Zombie strain phages have two forms; spores and microbes. Spores: A zombie spore is composed of a [i]very[/i] tough outer coating surrounding a liquid core. The spore is tough enough to survive most any extremes (it has been conpared to a tardigrade). It can sense nearby flesh, whether living, dead or zombified. A spore has a limited ability to move (by using cilla or changing its shape to be easily windblown, etc.) towards flesh but this is very slow (centimeters per day). It is slightly adhesive, especially to human skin. Zombie spores can be easily detected by medical and scanner technology. Visually, they look like tiny motes of ash. They are easily destroyed once detected. Salt will leach out their moisture due to an flaw in their structure. Away from technology, a careful shower will get the spores off of skin. In effect, zombie spores are practically harmless until they can get into cells. They are unable to get through the external cells such as skin on their own. They must enter through a wound but a microscopic wound will do. Amongst living cells, the spores are helpless and slowly disintegrated. But amongst dead cells the spores get to work... Microbes: Once amongst dead cells, the spores penetrate the permeable cell wall and become and then turn the cell into a zombie microbe. In addition, more spores are generated to continue doing the same. A microbe cell, though capable of independent movement, links up with its neighbor cells without distorting the hosts original anatomy. The corpse appears the same except that its cells now glow green slightly (this is due to the chemical action of the microbe, the effect is hard to see in normal conditions). Biomorphs alterations or implants beyond the splicer level may be accessible to the zombie but it will not likely have the brainpower to use them properly. Synthetic implants are left alone and are carried with the zombie. It is possible to reclaim a cortical stack (washing it is [i]highly[/i] recommended). There are records of ghostriders or muses apologizing for being part of the zombie that is eating former companions. If possible, muses will broadcast their zombie's location to warn others. Once full conversion of the corpse is complete, the zombie rises. All of the zombie cells are capable of neuronal communication with each other. A central locus forms in the brain of the corpse. The eyes and ears of the head function to some degree and the zombie 'brain' grows close to take advantage of this. Zombies have an intelligence roughly equal to that of an ant and they operate together in more or less the same way. Ants generally have a few simple genetic 'programs' that is uses very well. A zombie's programs would look like this. If attacked, attack in return. Otherwise, play dead(er). Do not attack the living until they start moving away from you (this lures them closer). When you start running low on celluar energy, roam randomly. If you meet fellow zombies, wander and attack together. If you detect dead flesh, subtly shed spores to claim the corpse and keep moving. If you detect the living when roaming, attack and feed. If you suffer from environmental damage (salt, fire, etc.) and are NOT attacking, retreat back the way you came (zombies don't have the brains to stop, drop and roll) until undamaged. Use your last dregs of energy to dissolve into a cloud of spores. Zombies gradually consume the cells that they have invaded. They also need the liquid inside as a solvent. A zombie's primary need is to feed. Living flesh is swallowed into the zombie's guts, which now simply hold the flesh chunks until the microbes can convert them for fuel for the host's cells. All of the food is used, that not used for the host's body is exuded in spores (now you know why zombies never need to use the restroom). Zombies seem to have a liking for brain tissue, possibly because neuronal tissue is particularly useful to them. Zombies tend to be immobile until 'fuel' starts getting low, then the zombies begin to wander. Unless replenished, zombies will begin to dessicate. This stage is referred to as the mummy stage. Finally, the mummies will become skeletons. Skeletons animate or mimic the skeletal system of the former host which is covered with a thin skin of zombie muscle. The skeleton can no longer absorb nutrients by eating and is simply trying to create more zombies by wounding or killing their prey. The last act of a skeleton is to disintegrate into a cloud of zombie spores to begin the entire cycle anew. Zombies will begin to consume unneeded external cells such as skin or outer muscle as the microbes are tough and mobile on their own. This has the appearance of rotting. The zombie microbes will also attempt to convert organic material (such as some forms of clothing) into fuel. This rarely works but does allow the zombie's wardrobe to be just as rotten and decomposed as the host. The only real question most sentinels have is how to kill (moreso) zombies. As each microbe is technically a living motile organism working in concert, the zombie has to be physically disintegrated on the celluar level. Fire, salt, vaccuum, acid, etc., will eventually do this. An easier trick is to shoot the zombie in the head. Disrupting the central locus of the zombie's nervous system essentially makes it unconscious. Although perfectly functioning, the zombie cells wait for instructions from the disrupted brain, not realizing the locus is non-functional. Sentinels have learned the hard way that a brainless (moreso) zombie will eventually regrow a brain and rise again in about a day. A simple sprinkling of salt dissolves the zombie first. Another useful trick is to fool zombies by acting like them. This also requires covering yourself in zombie flesh to some degree. Zombies identify their own by smell. It is a very easy trick to fool a zombie in this way (it does take SOME brains to be a drama critic after all) but eventually the sentinels will have to do something unzombie like (the zombies expect all other zombies to attack the living). Strangely enough, zombies are like old friends to sentinels. Compared to more complex forms of the exsurgent virus, zombies are predictable, easy to kill and self-limiting. As long as they don't change their ways, Firewall considers zombies to be a minor threat if detected ahead of time... GM Notes: Most monsters in horror fiction are human-centric monsters. Either they were once human or they were created by human fears or desires. Eclipse Phase specializes in alien horror. The monsters are inhuman and impersonal. Zombies are a way to make EP a little more familiar. The zombies as described above are very wimpy by design. Were they to become more powerful, the game would begin to become centered around them. But if the GM likes more zombies, here are some ideas: Zombies may evolve a better ability to reclaim the nervous system. This would result in faster and smarter zombies. A zombie with any measure of actual intellect would probably more accurately be called a ghoul. Ghouls could have any range of intelligence, memories and skill levels between the zombie base and the full intellect of the converted host. This could be played for utter horror as the team and the ghoul realizes the truth. No matter how much the ghoul tries to maintain its former personality, the hunger will eventually win (and will not even allow the ghoul to take its unlife). A ghoul may act human long enough to ambush the living. Even if not planned, a zombie with a little memory may repeat rote actions from its life which could inadvertantly fool the living for a time. A ghoul probably cannot be saved. The kindest cure is likely a slug to the brain. A recovered coritcal stack from a ghoul would likely store a collection of living and ghoul memories. The recovered ego would likely suffer [i]incredible[/i] mental trauma and may be incurable. A truly evil mind could convert and enslave ghouls. The ghouls would need regular feeding and would probably have enough brains to work for a generous provider. The terror of ghouls isn't that they might kill you. It is that they may convert you. The speed and power of the infection could be increased. It may be that zombie spores inside a living host immediately begin to convert cells. Corpse (or host) to zombie infection could happen in minutes instead of days. It could be that zombie spores are absorbed through the skin and are undetectable. They lie dormant until the host dies for any reason and then suddenly convert into zombies years or decades after the original infection. A zombie's individual parts may gain increased perception and mobility. Separated limbs may be able to attack like tiny creatures. Loose intestines might strangle the living. Zombies rarely have the brains to use these strategies deliberately but damaging a zombie might paradoxically make it more dangerous. Feel free to remove the vunerability to salt. It's mainly a shoutout to the classic zombi myths. GAME STATS: I am new to the rules and terrible at stats. I welcome any other poster to come up with some stats. Otherwise, I will try and add some later in this thread. The weakest zombies are the most common and have practically no intelligence (animal at best, a dumb animal at that). Their dexterity, movement and coordination are about half what they were in life. Their strength is lessened but they do not tire. Most likely, the zombie is starting with a damaged corpse to begin with and the spores don't really bother with repair (it is more cost-effective to feed and spread). Zombies either have no skills or the skills a dumb predator might have (track, hide, attack, etc.) All of this makes for a wimpy opponent but zombies are best when they swarm and there are usually lots of them. If you want tougher zombies, increase thier speed, intelligence and infectiousness. Also, there may be some increase in mental trauma if the zombie was someone the victim once cared for. I welcome any suggestions or modifications to the above. This is just a first draft and want it improved. I need your BRAAAAAAAAAAAAAAAAAAAAAAAAINS...
Arenamontanus Arenamontanus's picture
Very fun. Even though I am
Very fun. Even though I am not a zombie fan, I love the logic of this strain. One issue is that the spores might easily turn zombie epidemics airborne. This is likely not intended if you want classic zombies, but it might be a very nasty (and hence fun!) surprise. Essentially anybody dead in the area will come back. Another thing: no reason zombieism would just affect humans. All organic life can become zombies - including dead plants. Maybe not terribly effective, but who expects a dead bush to attack? Or the zombie furniture? Or insect swarms?
Extropian
RustedPantheress RustedPantheress's picture
Oh, this is deliciously evil.
Oh, this is deliciously evil... This reminds me: I actually had a crazy thought last night. What if a TITAN or a fork of one gained some measure of "Humanity"? And by "Humanity", I mean that it found TV tropes and decided to play the villain. Just imagine a TITAN broadcasting that it is "Emperor Sauron" or something like that and following the classic fantasy novel plotline? More appropriate for a silly campaign, but that can always be subverted...
Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!
Arenamontanus Arenamontanus's picture
Well, don't tell my players,
Well, don't tell my players, but there is a Seed AGI out there in my campaign setting titling itself Ming the Merciless. It does have a virtual reality environment taken straight out of the old films. The scary part is when the apparently silly façade lifts and you realize that it is just a skin, a user interface to something utterly inhuman behind it. It just pretends to be Sauron or Ming to put you at ease or distract you. Oh, and the slightly higher noradrenaline level will make you a better recipient for this special basilisk hack.
Extropian
RustedPantheress RustedPantheress's picture
Can I just take all your evil
Can I just take all your evil, put it in a pleasure pod, and then make it **** me unconscious? Cause that was just that damn delicious (Or should I say... Devilicious?)
Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!
Arenamontanus Arenamontanus's picture
RustedPantheress wrote:Can I
RustedPantheress wrote:
Can I just take all your evil, put it in a pleasure pod, and then make it **** me unconscious? Cause that was just that damn delicious (Or should I say... Devilicious?)
Sure! Just make sure you record a XP of the experience and give it to me. I have uses for it. Muhahahahaha! ;-) (One can put so much fun stuff into XPs. Sure, they are not supposed to be able to harm or hack you. But who notices the subliminals? Or that the XP is designed to send different signals to you and your stack? Or that it contains a hacker AI taking over your muse? Or that it signals to the zombie botnet where you are?)
Extropian
RustedPantheress RustedPantheress's picture
Did you just come up with the
Did you just come up with the ultimate zombie movie?
Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!
Blue Screen of Death Blue Screen of Death's picture
Gotta post now or much later.
I have been so busy lately that if I don't respond now, I won't be able to respond for some time. So this post is more terse and brusque than I would like. Arenamontanus, Yes, as I see them, the zombies spores will affect any dead tissue that is not completely dessicated. I would guess that if the zombie spores don't find nerve and muscle tissue, they add mobility so plant zombies (GRAAAAAAAAAAAAAAINS!) can probably move but probably even slower than most zombies. I am tickled at the thought of a zombie fern slowly advancing on a sleeping human, dragging its pot behind it. It could be that zombie spores are actually infected microbes and protozoa 'repurposed' by zombie phages. RustedPantheress, You are right. A villain isn't a 'real' villain until the hero and villain can talk to each other. But there is no personality to the TITANs. The best compromise is a human 'interface' co-opted by the TITANs. Zombies are a step in that direction. Ghouls would be a bigger step. The neat thing is that the human hosts of the TITANs don't necessarily know or tell the truth. You have to interpret what they in turn are interpreting from their viral masters. It is a great way to uncertainly which is the true core of fear. Stats to come later, I hope.