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Post by ◊◊BLOODBEASTER◊◊ on Apr 8, 2013 22:34:15 GMT -8
Hi guys, we've never had a proper 'rules' thread, so I thought I would start one here. In general the only rules have been to be excellent to each other. Keeping that, I thought there were some issues worth talking about. A quick rule that sorta goes without saying; Be cool and respectful to all people, even through your RPing. IE -- avoid homophobia, sexism, racism, religious intolerance, trans*phobia, fat phobia, ableism EDIT: slut-shaming, etc etc. Sometimes that's tricky as various characters may be built to be rude jerks or intolerant, but let's not push boundaries too far. There are lots of ways to be jerks, it doesn't need to include dissing on marginalized groups. We will work on this too, so let's all work together to make sure everyone has fun and feels comfortable! (--insofar as it is possible in the post-apocalypse.) Now... It's time.... for that talk. (Btw nothing precipitated this, other than outside discussion.) We briefly discussed this in the OOC a while back, so I'd like to give you some guidelines, and let you know where we stand on sexytimes. We'd like to keep everything PG-13 ish on the majority of the board, but that can feature the occasional boobz or making out etc. So far everything's been pretty cool in that regard. The current crew has been pretty durned chaste, so it really hasn't come up much. About relationships: As for players/npc or player/player romance-y times, I don't want anyone to feel pressured into anything, or feel uncomfortable. For player/player I'd say work it out amongst yourselves, but let us know if there are any issues that we can help with. There have been past awkwardnesses, I think they could be avoided by respecting each other's boundaries. Be respectful, y'all! For player/npc-- our rule will be that we're never gonna push anything on anyone, particularly on characters that aren't interested. You may get the occasional flirting, but we will go along with whatever the character seems to be into. Please message us if we've somehow become total idiots in this regard. We'll definitely err on the side of chastity. Again, we are sticking to PG-13, and lots of 'fade to black' when necessary. For those that enjoy it, I'd like you to have fun RPing romances, without worrying about awkwardness. We're cool, man. (And for people who are wholly uninterested with any on-screen romance, that's totes cool too. Go on with your bad self. ) Now here's an interesting exception to our ratings rule: Individual rooms are unmoderated MADNESS! I think it's important to have a place on the forum where players can do what they will, so do whatevs you like in your personal rooms. No rating requirement as long as everyone is being cool and respectful of each other. Anyone poking around into people's private rooms, don't be surprised by what you see! (However GMs are not gonna get involved with anything beyond PG-13, just fyi. ) One reason I am mentioning this is we have an idea for an adventure in the future that has some ribaldry involved, but we don't want players to feel uncomfortable or like they have to do anything that they don't want to. On the other hand, I don't want anyone to feel like they have to NOT do anything, if they think it would be fun for their character. Food for thought. (edit: That adventure was the El Corazon fun. We rather enjoyed it. -Christopher) Please let me know any thoughts, suggestions or questions in the OOC!
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Post by Thy Dungyeon Maestyr on Apr 8, 2013 23:28:58 GMT -8
STATS:
ATTACK: Used for all attack and defense rolls in combat, though Physical or Chase can be used for some evasive maneuvers, at GM discretion. CHASE: Used to pursue or run away from a foe. ALERT: Used to hear the stealthy, or notice important things. STEALTH: Used to avoid being seen or heard, or perform other acts of physical subterfuge. PHYSICAL: Used for any feat involving the body that isn't covered by another stat - usually climbing, jumping, and feats of strength. TECHNICAL: Used for any work that involves the mind more than the body. SOCIAL: Used to persuade, lie, or otherwise affect others, and to sense manipulation directed at oneself.
ARCHETYPES:
FAMILY: Anyone especially weak or helpless, especially small children or seniors. Stats Mod ATTACK -2 CHASE -2 ALERT +0 STEALTH +0 PHYSICAL -2 TECHNICL +0 SOCIAL +0
CITIZEN: Anyone whose profession does not entail unusual aptitude in any one area. Stats Mod ATTACK +0 CHASE +0 ALERT +0 STEALTH +0 PHYSICAL +0 TECHNICL +0 SOCIAL +0
BLUE COLLAR: People whose avocation or interests involve both physical and technical ability. Stats Mod ATTACK +0 CHASE +0 ALERT +2 STEALTH +0 PHYSICAL +2 TECHNICL +2 SOCIAL +0
SCHOLAR: People with a cerebral focus in occupation or interests. Stats Mod ATTACK +0 CHASE +0 ALERT +0 STEALTH +0 PHYSICAL -2 TECHNICL +4 SOCIAL +0
ATHLETE: People who have invested an inordinate amount of effort in the physical. Stats Mod ATTACK +2 CHASE +4 ALERT +0 STEALTH +0 PHYSICAL +4 TECHNICL +0 SOCIAL +0
LEADER: Anyone whose primary efforts in life are about interacting with people. Stats Mod ATTACK +0 CHASE +0 ALERT +0 STEALTH +0 PHYSICAL +0 TECHNICL +0 SOCIAL +4
DELINQUENT: Anyone with whose hobbies or pursuits have mostly involved deception or larceny. Stats Mod ATTACK +2 CHASE +2 ALERT +2 STEALTH +2 PHYSICAL +0 TECHNICL +0 SOCIAL +2
SOLDIER: Anyone who was trained for combat to a degree that set them apart from the rest of humanity. Stats Mod ATTACK +4 CHASE +2 ALERT +2 STEALTH +0 PHYSICAL +2 TECHNICL +0 SOCIAL -2
TRAITS THAT MODIFY STATS: Combat Ready: +2 to Attack, maximum +2. Combat Experienced: +2 to Attack, maximum +4. Martial Artist: +2 to Attack with bare hand or style-specific weapons only. Weapon Skill: +2 (maximum 4) with relevant weapon. Fit to Run: Removes penalties to Chase. Fitness Buff / Athletic: Adds +2 to Physical and Chase, to maximum +4. Runner: Adds +4 to Chase, maximum +4. Practiced Stealth: +2 to Stealth, maximum +4. Creepy Demeanor: -2 Social to -4 minimum. Nearsighted: -2 on Alert and Attack for relevant rolls. Strong: +2 Physical for strength purposes only. Slow: -2 to Chase to minimum -2. Romantically Maladroit: -2 Social to romance rolls. Do Wut Now?: -2 on Alert. Parkour: +2 on Chase and Fitness to max +4, or +4 for specific parkour moves. Useless in Combat: -2 Attack to minimum -4. Charisma: +2 to Social to maximum +4. Technical Aptitude: +2 Technical to maximum +4. Technical Focus: Software coding, brain surgery, opera singing, or whatever it is. +2 to maximum +4. Sport: +4 to relevant moves to maximum +4. Includes such as futbol and vehicle sports, like skateboarding.
HOW SPECIALTIES MODIFY STATS With any feat that can be attempted without much training, you can use your appropriate stat unmodified. For more technical things, you will take penalties to your skill roll, unless you have a Specialty that indicates training in that area. When a specialty overlaps with a stat-modifying trait, treat the character as if they have those bonuses as well.
There's lots of possible permutations and situational ways this can go, but for now let's just show some specific examples:
Becky has a specialty of Aikido Master, so "martial arts" is a given for her, and she can be +4 on hand to hand Attack rolls - instead of the +2 she would normally have as an Athlete. (Attack +2 Athlete, +2 for Martial Artist = 4)
Ben has Kendo as a specialty (a weapon skill) and in the course of play earned the Combat Ready trait, so he's +4 to hit with his bokken. (Scholar +0 Attack, +2 Weapon Skill, +2 Combat Ready = +4)
Thierry is an Athlete and so should not be especially skilled with Technical. But he has Technical Aptitude and a Specialty of Software Coding (a Technical Focus), so at most Technical rolls he's +2 and with Software Coding he's +4. (Athlete +0 Technical, +2 Technical Aptitude, +2 Technical Focus = +4)
((The following will be updated and modified using your input from "Help write the rules" and other sources, over time. For now, here is the beginning of the 403 Monster Pamphlet:))
FELLOW SURVIVORS,
This publication is from the enclave at 403 Westlake, in Allentown / South Lake Union. As you have probably noticed, the world has been overrun by monsters. We did the math, and determined that if every physically capable survivor kills as many monsters as they can as often as they can, we could have the world back in as little as a few years. Consider helping us. Of course, take care of yourself first, but consider what can be gained by our shared efforts.
If you have this in your possession, keep it if you need to, memorize it, copy it, pass it on as much as possible. If you know of any errors, correct them. If you know of any additional information or techniques or monsters, add the information and spread it as much as possible. Thank you.
Each entry has two parts: one in lay terms by Stevie Menkowicz, and one in technical language by Dr. Bebe Melange, a neurologist. They are arranged in order of the likelihood you will encounter them, at least as nearly as we can determine from our location in Seattle. It is our understanding that elsewhere, things may be very different.
(The book has illustrations, which are here omitted)
ZOMBIES
Origin: Everyone who dies without significant damage to the head or neck and with a sufficiently intact body becomes a zombie.
Description: Zombies look like walking corpses. They never progress in decay to liquescence or anything that would make them fall apart, but often sustain lasting damage just walking around like that.
How they behave: Zombies attack anything they perceive as a living human, probably based on social cues - speech or expression or body language that conveys any emotion or intent. It is usually as simple as "attack humans" but watch out for unusual behavior. They can sometimes be led by more dangerous monsters.
How they attack: Zombies can attack crudely with weapons, but are unlikely to pick one up unless it is very convenient or they have a body memory of the weapon's use. Usually they batter, claw at, grapple, and bite victims, with the intent to eat their flesh.
What they can do: Zombies seem to have no special abilities or senses of any kind, though they are immune to certain things that would affect the living, like oxygen deprivation, poison, trauma, and so on. They do not truly require food or rest, and can keep existing until destroyed.
How to destroy them: Head or neck injury. Blunt trauma or spearing works best. If you can't destroy them, escape routes that require modest dexterity or coordination are best - climb over a car or close a door behind you. They are slowest dealing with any obstacle.
Where they are found and how they flock: Zombies are attracted to movement and tend to cluster in large groups, though they are easily distracted and dissipate as well.
WHAT YOU NEED TO KNOW
OK, this is the score. I mean, a lot of you know it from movies, and maybe that helped you get this far. Anyone who dies now - unless their head is beat in - is going to get up as a zombie. Forget that stuff about eating brains. These ones are after your flesh. They'll eat any part of you they can get their nasty hands on. Plus side: They're slow and stupid, and not super strong. Downside: They are regular strong and don't have any sense, so they'll kill you easy enough if you aren't careful. Hit them in the head or near the top of the back of the neck. It doesn't usually take a lot of effort. Remember this: It isn't a disease. If you clean up a bite, you'll live. But if you die with your head intact, you're gonna be a danger to your friends and family. Our ethical solution is this: if someone seems sick or hurt enough to die, care for them, but have an extra guy handy with a heater.
COGNITIVE FUNCTIONS and PHYSICAL ABILITIES of ZOMBIES:
The monsters we are faced with, thus far, all seem to be united by the theme of death. That is to say, they are reanimate dead bodies, vaporous mockeries of the once living, and so on. I refer to them as the undead. Any monster that still retains autonomic nervous function and other signs of vitality is not truly undead, but might still be a monster. These creatures cannot be explained by any accepted science from before they appeared, and so can only be described as supernatural.
But that does not mean they follow no order. As the physical laws we were familiar with created a kind of order in the cosmos, these beings seem to follow supernatural laws - which make them consistent enough for us to learn about and adjust to. Indeed, it seems likely that the circumstance which makes these beings possible is that supernatural laws which were previously inert have now become active. It is as if the nature of the world has changed.
In zombies, we see the most obvious supernatural law of our changed world. Everyone who dies now has the potential to become a zombie. For the purpose of evaluating risk, you should do your best to understand what is happening. Even a heart attack doesn't usually result in the immediate death of the brain. Resuscitation is possible as long as the brain has not died. Even a persistent vegetative state will not create a zombie, as long as the autonomic nervous system functions.
Once the brain has died, the subject will become a zombie, except in the instance of death by head or cervical trauma. And once a zombie has been born, the chief means of destroying it is through damage to the cranium or cervical vertebrae. Massive damage to thoracic vertebrae is rarely sufficient, and lumbar damage usually allows continued function of the upper body.
THE CONDITION OF ZOMBIISM
A zombie is a dead human corpse, crudely animated by unknown supernatural powers. The animation does seem variable in its effects, but from a neurology standpoint, it is clear that all higher thought is lost. Like a sufficiently trained and appendaged animal, they can open a door or fire a gun - but unlocking the door or reloading the gun starts to become too complex for them. Given time, one could chance to get those activities right, but certainly they can no longer read or manage even the crudest social activities.
Social abilities are important, because they seem to be using the social wiring of the brain for the purpose of choosing the living from the dead. They can still pick up on social cues from the living - signs of thought, or emotional reactions in the facial features and voice - but instead of understanding those cues as a social animal, they are excited by them to attack the living, and attempt to eat them.
One practical upshot is that a good enough actor can trick zombies into not attacking them, though for the majority of people this is beyond their abilities and should only be attempted as a last resort. Also, rare persons with conditions that limit their expression may be naturally invisible to zombie attention. It should be noted that even concealing the face is not sufficient in itself to eliminate all the cues they can detect, though possibly helpful.
At a distance, they are drawn to noise and movement the same as any animal. Hence zombie clustering - they are drawn to the movement of other zombies the same as humans. But when they get close, if they can see a hint of fear, or hear words, they come to think of a human as prey. Other zombies lack expression, and so they don't attack each other. Though if a zombie seems to have an expression, they may become a target. This is the probable cause for zombies attacking each other, on the rare occasions when it happens.
It is important to know that zombies do not have any special extra senses or powers. Indeed, with the stiffening of their bodies and impaired coordination, they are in a rather pathetic state. Worse for them, they never heal, and are targeted by scavenging animals as food. A zombie with its eyes eaten by crows will be unable to see, but will try to follow sounds.
DARK GHOSTS
Origin: Dark ghosts are made by random transformation from a mute ghost, and possibly other unknown means.
Description: Dark ghosts look like humans. They have a dim form of illumination that can only be seen in total darkness, but in bright light, they seem to be unnatrually dim. Frequently have smoky or drippy or tendril-like ectoplasmic exudate. They smell like fungus and/or alcohol and often make uncanny noises.
How they behave: Dark ghosts move to the nearest human, try to make eye contact, and touch them. This is deadly. When not engaged in this activity, they seem to prefer inhabiting buildings, and moving about them aimlessly.
How they attack: The stare of a dark ghost can paralyze one person at a time. They typically move to touch that person, and this causes instant death. As total brain death, the victim turns into a zombie immediately, and seems more likely to generate a mute ghost, then or later in the location of death.
What they can do: Seem to be something between a liquid and a gas. They can flatten to move through cracks, float, fly, sometimes move abruptly in unusual ways, paralyze by sight, and kill by touch.
How to destroy them: Be forewarned. Sleep with a guard on duty, try to be aware of smells and suspicious movements and shadows. Animals hate the smell of ectoplasm and may be good guards. If you need to slow them down quickly, use any long thin object to impale them, and contact it with a surface such as a wall or floor. This immobilizes them, but be very careful not to be touched. The only known means to destroy ghosts is by fire. They catch fire easily, but this is known to diminish the source used to immolate them. A torch may burn out after only being used on one or two ghosts.
Where they are found and how they flock: They can move outdoors, but seem to prefer to be in buildings - especially those that were the frequent focus of living humans. They are sometimes encountered alone, in small groups, or even in large groups. If a large group is present, it increases the chance you will meet one or more super ghosts.
WHAT YOU NEED TO KNOW
If you run into a floating guy, do NOT look in his eyes. Set that guy on fire. If you can't set him on fire, use a long thin object of some kind, like a broom stick or a golf club, and push it through his body. Jam it in place on something. That'll slow him down at least. And whatever you do, do NOT let them touch you. It will kill you instantly.
There's more subtleties I've left out, but the first line there is the stuff you need to know to live. Here's a bit extra: Not all ghosts are the same. Seems from our experience like the most common ghosts are what we call dark ghosts. They sometimes have weird dark shadows around them, but sometimes just look like anyone else. You definitely have to watch out for anyone moving or acting weirdly these days. When they don't have shadows around, these guys seem a little dim anyway, like the light isn't hitting them full on. But again, it can be hard to tell. The easiest clues are that they can float around or move in other weird ways, and if you hit them with something, it goes right through, like they're made of gas or water.
And even better, they have a crazy smell, like fungus plus alcohol. And like that suggests, they're flammable. We've found one of the best weapons for ghosts is a road flare. Watch out if there's a bunch of ghosts around though, because using a flare on a ghost seems to dampen it - can even snuff it out completely if you aren't lucky.
COGNITIVE FUNCTIONS and PHYSICAL ABILITIES of DARK GHOSTS:
There are two main categories of undead: Those with a physical body, and those composed of ectoplasm - typically termed "ghosts". Ectoplasm is a supernatural substance of a highly mysterious nature. It does not seem to be any more toxic than ethyl alcohol, but is still best avoided. Ghosts are made of ectoplasm and sometimes exude it in varying quantities. This substance behaves like a liquid, but one that can move in very unnatural ways, with respect to gravity and other physical laws. It does seem like a ghost is not truly immaterial and therefore cannot pass through a solid wall, though they can seem to, by running their fluid under doors and in thin sheets over the surface of walls, and so on. As stated above, it exudes fumes which can be easily smelled by humans and other animals. Sometimes, they can appear rather quickly, so the scent isn't a completely reliable indicator.
All ghosts are made out of ectoplasm and therefore have the above properties, but beyond that there is some variety to their powers and appearance. Dark ghosts can sometimes be seen in total darkness, as if internally glowing, but do not reflect light properly under bright circumstances, seeming unnaturally dim. Ectoplasmic extrusions and vapors can look like animate shadows or black tendrils about them. Unlike some ghosts, these ones often make noises - though highly varied noises. Groans, gurgles, machine-like noises, and nonsensical speech have all been reported.
Cognition is harder to model in ghosts than in zombies. Sometimes they do nothing, but usually they are aggressive. They pursue the living and attempt to kill us. Unlike zombies, they must have supernatural senses of some kind - because they are an image of a person made of free-moving liquid, they can't have functioning eyes or eardrums in the familiar way. The fact that they can engage the eyes of a human suggests that what appears to be eyes on them truly functions as eyes, though by all reason they should not. Further study is needed. At any rate, they can see us somehow, and approach only when trying to kill. This very simple function is the only behavior they've ever displayed that can't be attributed to random movement.
Dark ghosts will attempt to make eye contact with victims. Anyone unfortunate enough to return the gaze will be transfixed - unable to move from that position or act, until the eye contact is broken. Only one person at a time can be affected in this way. Anyone else looking into their eyes will experience eerie sensations, but only the one they are focused on suffers this quasi-paralysis.
When a dark ghost touches a victim, an undefined power causes immediate death. This is full brain death as well, transforming the victim into a zombie. Also, the victims of a dark ghost are likely to become ghosts themselves, though in all known cases thus far, this ghost begins as the less dangerous mute ghost. This death touch is not chemical- or disease-based, and does not extend to its ectoplasmic exudate - only a direct touch. It is unknown at this time if some kind of clothing may block the touch, but seems possible. Remember that a ghost's clothing are part of its body, and so can be used to kill as easily as its bare hand.
MUTE GHOSTS
Origin: Mute ghosts seem to happen randomly after the death of any person, but more so if that person was killed by a dark ghost.
Description: Mute ghosts look like living humans, sometimes with sad or disturbed expressions, and sometimes with signs of violence on their person. They glow with a light that is distinct in shadowy or dark circumstances. They smell like ectoplasm (see dark ghosts) and often move in unnatural ways.
How they behave: Mute ghosts have mysterious and likely simple motivations. They may be acting out emotions related to their demises or things important to them in life.
How they attack: Mute ghosts are not known to attack people. Avoid physical contact with them as this causes some harm.
What they can do: Accidentally coming into contact with a mute ghost causes a sensation of cold and sorrow. The more complete the contact, the worse the sensation, to the point of temporary paralysis. The worst thing they can do is turn into a dark ghost. You can see that coming if they look relaxed or peaceful, and a light escapes them.
They occasionally demonstrate telekinesis or other supernatural abilities. One was seen to operate an elevator without power. It is unknown if this ability could be dangerous to humans.
How to destroy them: They can be destroyed by the same means as dark ghosts.
Where they are found and how they flock: They usually found indoors and in places important to them in life - or the places they died. They are not usually encountered in large numbers, but possibly could be.
WHAT YOU NEED TO KNOW
Some ghosts glow more than dark ghosts. These ones are usually dead quiet. Don't let them touch you, but if they do, it'll probably just make you feel sick. Otherwise, they seem harmless enough... Until some random shit happens, and they turn into a dark ghost. It's best to destroy 'em before that happens. Some people have fussed about thinking mute ghosts are actual souls, but as the doctors would say, it is made out of physical stuff, so it can't be a soul the way people think of that. And if you have to destroy somebody's immortal soul, you've given them the same end atheists expect, and that doesn't confront me.
COGNITIVE FUNCTIONS and PHYSICAL ABILITIES of MUTE GHOSTS:
All ghosts are very hard to model, as previously noted. Mute ghosts engage humans with their eyes, sometimes seem to mouth words. People have interpreted their behavior as mourning, or trying to warn people of danger, though there is scant evidence to speak of. The one thing we can be fairly sure is that they feel compelled to walk similar places to those they lived in, and may in some way re-enact events related to their deaths.
Mutes ghosts are made of the same ectoplasm as dark ghosts, and vulnerable to impaling and fire in the same way. Their touch affects the nervous system of a victim, causing a moment of debilitating despair and a sensation of cold. Fortunately, a light touch has a light effect, that can be shrugged off. Even a more thorough contact with the ectoplasm, such as over a significant area of the body, only seems to cause very temporary paralysis. It is unknown what would happen if a mute ghost stayed in contact for more than a moment, but it seems possible that it would be deadly. Fortunately, they are not known to attack the living. The contact has only resulted from their random movements.
Mute ghosts may transform into dark ghosts - a process witnessed by our own enclave. The mute ghost comes to a location, possibly of significance to it in life, and seems to relax. A glowing light departs it, and it transforms into a hostile dark ghost immediately. Despite the relatively harmless and sad existence of a mute ghost, they have the potential to become deadly, and we must recommend that they be destroyed.
POSSESSED DEAD (AKA: Demons, Demon Dead)
Origin: When a susceptible person is possessed and subsequently dies, they remain ambulatory and dangerous.
Description: Possessed dead can look surprisingly normal, if their body isn't too damaged, but would be obviously dead on close inspection - cold to the touch, no pulse, discolored, bearing injuries with no healing. Unlike zombies, they can move easily and smoothly. When full freaky personality, they drip weirdly colored fluids from wounds, eyes, and other openings.
How they behave: Possessed dead try to cause mayhem and death among humans, possibly on orders from the mummies, and probably also just for fun. They enjoy tormenting people and laugh a lot. They have enough restraint to use stealth and tactics, but for some reason find it hard to stop laughing long enough to pass as a zombie when it would benefit them to do so.
How they attack: Enhanced strength, clawing, biting, weapons, and so on. At night they can use telekinesis and possession to attack people.
What they can do: Any time: Minor mind reading (can tell a person's name and things about their religious faith), Unusually strong, Resilient in ways typical of undead (no need to breathe, etc.) At night: Telekinesis (throw large objects around, restrain people, leap great distances, levitate, and crawl on walls and ceilings), Call other demons to possess the vulnerable (believers in hell).
How to destroy them: Possessed dead can be prevented from using their telekinesis by blinding them or covering their eyes. A simple injury to the head - even a gunshot - is not usually sufficient to stop them. Severing the head still seems to allow some mobility - one was witnessed carrying its own head. However, thoroughly destroying the head - crushing, mincing, multiple large calibre gun shots, etc. - does end their consciousness. They can still be dangerous, as their body will continue to thrash around until it is also thoroughly destroyed and preferably burned. In one case, a severed hand was seen to crawl around on its own. A destroyed PD's body parts will stop wiggling and moving at dawn.
Attacking them during the day is the best. The body doesn't move independent of the head as much, and they cannot use telekinesis or possession.
Where they are found and how they flock: They sometimes work together. Fortunately, not more than several have been seen in one place at one time. They may be serving the mummies through direct or mystical communication. Evidence is slim.
WHAT YOU NEED TO KNOW
These are the baddest of the bad. Dependin' on how churchy your friends are, the fight can range from difficult to fuckin' impossible. Watch out for cartoony villain laughter and inappropriate behavior, because sometimes they can try to pass for normal for a bit. If you got reason to suspect, ask them a question about basic human stuff - what's your favorite food or TV show or whatever. They can't seem to answer those. The important things: Know before you meet them whether you believe in hell or not. If you do, drop your weapons and run and hide. If you don't, congrats - you gotta fight the bastards. Aim for the head, don't waste time, and just destroy them. Watch out for flying bullshit. Guns are the best weapon, but they know how to use them too, so careful with that.
COGNITIVE FUNCTIONS and PHYSICAL ABILITIES of POSSESSED DEAD:
All of these notes are subject to change as more detailed information becomes available, but we do not have a sufficient sample size to make blanket assertions about the possessed - only guesses. This is all based on the best data available:
The possessed prefer to strike after dark. They are capable of walking and talking during the day, as well as limited mind reading. We aren't completely certain their other powers are stopped by the daylight hours, but strong circumstantial evidence suggests as much.
Possessed are typical undead, with no pulse or need to breathe. Somehow they are able to move a body that has sustained significant damage to its structural integrity, for example walking on a leg with a compound fracture. Obviously, they feel no pain.
The possessed have some kind of telekinetic powers and possibly enhanced strength. More troubling and difficult to understand are their telepathic abilities, able to determine at least the following information - first name, religious convictions. It may not be perfect telepathy; they might not be able to read every thought. Evidence for this comes from their inability to answer certain questions. As a neurologist, I suppose the thoughts they can read are deeply ingrained and frequently accessed, like names and phone numbers, and also things of emotional eminence - things directly related to a powerful emotion in a given moment. Thus, when two people are present and one asks "What is your favorite flavor of milkshake?," the creature cannot simply glean the answer from the second person, though it almost certainly is crossing that person's mind.
They can operate the body they find themselves in - doing things that are automatic for the possessed person, like walking, driving, or firing a gun. They can speak, which may be more of the same - something automatic for the body they inhabit, though an ability that is lost to zombies. They seem to have an identity and agenda that comes from outside of the body - hence "possessed" - but we don't know much about it. They claim to be apocalyptic forces of religious significance.
The test: The possessing force does not have knowledge of pop culture, or indeed anything related to being human, aside from what it can glean after coming to earth. Asking questions such as "What is your favorite flavor of X?" can suggest whether or not a person is possessed.
POSSESSED LIVING
Origin: If a person has an emotionally seated belief in the existence of hell, they are vulnerable to possession. It doesn't seem to matter the religion or lack thereof, or rational opinion or stated beliefs about it. If in their heart they believe in a place of divine punishment, they're vulnerable to possession. A possessed dead can call another demon from whatever realm they reside in to possess their body.
Description: Possessed living seem more hard-pressed to resist the desire to act aggressive and weird than their dead counterparts. They may start to suffer exudations such as vomit, tears, mucus, and other unpleasance.
How they behave: Possessed living have the same personality as possessed dead, but are less able to restrain their impulses and more likely to damage their own bodies. in fact, they sometimes kill themselves immediately to seal the possession - becoming possessed dead.
How they attack: Enhanced strength, clawing, biting, weapons, and so on. At night they can use telekinesis and possession to attack people, just as possessed dead.
What they can do: Any time: Minor mind reading (can tell a person's name and things about their religious faith), Unusually strong, Resilient in ways typical of undead (no need to breathe, etc.), Access to the knowledge and memories of the possession victim (limits unknown). At night: Telekinesis (throw large objects around, restrain people, leap great distances, levitate, and crawl on walls and ceilings), Call other demons to possess the vulnerable (believers in hell). Note: Sometimes possessed living will seem much less powerful, for reasons unknown. It may be that healthy victims are more resistant to full control, but as time goes on, any victim of possession becomes less healthy.
How to destroy them: Possessed living be prevented from using their telekinesis by blinding them or covering their eyes. The ways to kill and destroy them have the same limitations as those employed on possessed dead, but there's a special consideration. While the possessed remain alive, they may yet be saved. It is not known how to end possession, but it may happen naturally at daybreak, as the living cannot be initially possessed during the day. This remains unconfirmed.
Where they are found and how they flock: They are created by and usually found assisting possessed dead, and go wherever humans are to spread death and trouble.
WHAT YOU NEED TO KNOW
Don't kill your pal when he monsters out! Not until you're sure his body is already dead. At that point, it's a lost cause, and see what I said about possessed dead. But until then, you wanna restrain them as fully as you can while still letting 'em breathe, and cover the eyes first! Good luck.
COGNITIVE FUNCTIONS and PHYSICAL ABILITIES of POSSESSED LIVING:
The most dangerous power the possessed have is the ability to turn others into more of their own. It seems to operate only at close range, and by an unknown mechanism. Belief in hell is required, as described above, but beyond that, it seems the urging into possession happens telepathically and without need for verbal communication or physical contact.
Once possessed, the victim usually falls into extreme acts of self-harm. The newly possessed victim is usually not dead yet, and it is the death of the body that seals the invading force's control. Unlike zombies, and very importantly, a possessed dead person can survive a gun shot wound to the head! Only massive damage, total dismemberment, and subsequent immolation seems to end their existence.
It is unknown what happens to the invading force on the body's destruction, but the ghost of one such person displayed no greater intelligence or malice than any other dark ghost.
The test described under possessed dead seems to work, suggesting that the demon's access to the victim's memories is imperfect. At minimum, they seem to remember the general nature of their close relationships, so don't try a question like "Who is your best friend?" Stick with food and other concepts that an immortal alien would find hard to connect to.
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