These pieces I've been writing will (after editing and such) make up a document called the 'Midwel Companion' or perhaps 'Compendium'. The idea is to provide me with a reference and also a spot for all 'how does xyz work?' arguments to be resolved. And maybe an intro/supplement for the 'world'. As such, if one of the 'data files' leaves you with questions, ask it 'cause it'll help me make it comprehensive (in person, on Facebook, on the post, wherever <_<). I've probably forgotten important details that I need to add.
The piece on Elementals is probably going to be part of it as well; there are some things the IPC aren't interested in/know much about. There'll probably be other random 'tome' stuff, and some things from the Meander Corporation as well. Iiiif I get around to it.
Stories I've written and a few other things. Posts appear as I make stuff or as weekly series. Feedback is appreciated!
Sunday, December 30, 2012
Supernatural Creature Data Files: Vampires (‘Ordinary’)
Supernatural
Creature Data Files: Vampires (‘Ordinary’)
Description: ‘Ordinary’ vampires are known as
such for two reasons: they are the most common variety of vampire, and they are
the closest to most modern depictions of vampires (barring the ‘aristocrat’ variety,
although the more recent modern depictions are closer to ordinary
vampires). They lack most of the
weaknesses associated with traditional vampires (the only exception being
sunlight, and ‘holy’ powers).
Their powers are limited, and fairly weak. Moderate increases to all physical abilities (seemingly random) such as strength, speed, co-ordination, resilience, etcetera. They are able to hide their true appearance (corpse like, but with overly red, healthy lips and red eyes) using ‘glamours’ (a low level perception altering ability that trained individuals can easily overcome). It can, however, be difficult to persuade individuals fooled by the glamour into seeing through it. Vampires need to drink blood roughly once a month (although not much); if they do not they suffer a series of symptoms (see physiology section).
Ordinary vampires are bound to their creator (if still alive) through the ‘blood bond’. This reduces their mind to a fairly passive state, in which they only seek to carry out commands given by their creator to the best of their abilities. Critical thought and self-awareness seems to be almost absent, although they are not ‘dopey’ or easily confused any more than they were in life (as certain agents, overly fond of fiction, have discovered). Attempts to reason with bound vampires (even in the most extreme of situations) have found no deviation from blind obedience to their creator.
The creating vampire may, whenever they choose, release the subservient vampire from the blood bond. This also occurs if the created vampire drinks more than a certain amount of the creator’s blood, or if the creating vampire is slain. Of interest is that drinking the creator’s blood will not immediately break the bond, but instead weaken it; leaving the created vampire not wholly subservient to their creator.
During the first two years after becoming a vampire the created vampire will change greatly in personality. This effect is most pronounced during the first two weeks after creation. This effect is the reason most vampires are remorseless killers, and even those that do not see any need to consume all of humanity sympathise little, if at all. Combined with the blood bond, this results in the created vampires becoming very similar in attitude to their creators.
Due to the nature of the blood bond, vampires tend to exist in small groups with one to three unbound vampires, controlling between three to ten times their number of bound vampires. The bound vampires are usually much younger and often still maintain ‘living’ identities, which are used to provide the funds needed to support the (often somewhat luxurious) desires of the unbound vampires. After about ten to twenty years a bound vampire is sacrificed (usually through a legitimate ‘death’) and a replacement created, to minimise suspicion. Notably, although this is the most commonly discovered form of arrangement, we suspect this is because destruction of a group rarely allows any vampire hunter to eliminate all bound vampires; and they, now free, will seek to create similar arrangements of their own. Additionally, this arrangement is easy to spot (for trained individuals) compared to other known setups.
Like other types of vampirism, ordinary vampires are created through a ‘curse’ (see Supernatural Ability Data Files: Curses). They are a form of undead (like most vampire types) as the body of the human the curse is spread to is reanimated after death.
Their powers are limited, and fairly weak. Moderate increases to all physical abilities (seemingly random) such as strength, speed, co-ordination, resilience, etcetera. They are able to hide their true appearance (corpse like, but with overly red, healthy lips and red eyes) using ‘glamours’ (a low level perception altering ability that trained individuals can easily overcome). It can, however, be difficult to persuade individuals fooled by the glamour into seeing through it. Vampires need to drink blood roughly once a month (although not much); if they do not they suffer a series of symptoms (see physiology section).
Ordinary vampires are bound to their creator (if still alive) through the ‘blood bond’. This reduces their mind to a fairly passive state, in which they only seek to carry out commands given by their creator to the best of their abilities. Critical thought and self-awareness seems to be almost absent, although they are not ‘dopey’ or easily confused any more than they were in life (as certain agents, overly fond of fiction, have discovered). Attempts to reason with bound vampires (even in the most extreme of situations) have found no deviation from blind obedience to their creator.
The creating vampire may, whenever they choose, release the subservient vampire from the blood bond. This also occurs if the created vampire drinks more than a certain amount of the creator’s blood, or if the creating vampire is slain. Of interest is that drinking the creator’s blood will not immediately break the bond, but instead weaken it; leaving the created vampire not wholly subservient to their creator.
During the first two years after becoming a vampire the created vampire will change greatly in personality. This effect is most pronounced during the first two weeks after creation. This effect is the reason most vampires are remorseless killers, and even those that do not see any need to consume all of humanity sympathise little, if at all. Combined with the blood bond, this results in the created vampires becoming very similar in attitude to their creators.
Due to the nature of the blood bond, vampires tend to exist in small groups with one to three unbound vampires, controlling between three to ten times their number of bound vampires. The bound vampires are usually much younger and often still maintain ‘living’ identities, which are used to provide the funds needed to support the (often somewhat luxurious) desires of the unbound vampires. After about ten to twenty years a bound vampire is sacrificed (usually through a legitimate ‘death’) and a replacement created, to minimise suspicion. Notably, although this is the most commonly discovered form of arrangement, we suspect this is because destruction of a group rarely allows any vampire hunter to eliminate all bound vampires; and they, now free, will seek to create similar arrangements of their own. Additionally, this arrangement is easy to spot (for trained individuals) compared to other known setups.
Like other types of vampirism, ordinary vampires are created through a ‘curse’ (see Supernatural Ability Data Files: Curses). They are a form of undead (like most vampire types) as the body of the human the curse is spread to is reanimated after death.
Physiology: As with other curses, the body
of an ‘ordinary’ vampire is altered by the magic of the curse. In this case,
the curse reanimates a ‘dead’ body (careful observation has revealed that
though physically dead, life never leaves the body). The curse does cause some
alterations to the body, however, most of the abilities of the resultant entity
(the vampire) are from the curse; the curse itself provides the increased
strength, speed, resilience and especially the glamour abilities.
The result of the curse’s alterations is simply that the vampire is ‘better’ physically than they were as a human, although the extent varies somewhat randomly (no causes have been identified). Thus, in combat, they will likely be stronger, faster and harder to kill than an ordinary human. Thankfully this increased physical power convinces many that they do not need combat training, and they are as such rarely skilled in any other form of combat.
Sunlight is the only ‘traditional’ weakness ordinary vampires possess. Exposure causes them to char and burn (usually without flame except in bright sunlight, and when skin is fully exposed). They are not as powerful as common folktale vampires,, and as such can also be killed using ordinary means (such as shooting). It is important to confirm any vampire kills: they have a habit of persisting on the edge of death for several hours, possibly even days, in a very close to death state when severely injured. They can be revived from this state using blood, even that from another vampire (which does not usually provide them with sustenance).
Vampires create new vampires through sharing their blood with a dying human. The shared blood must end up in the dying individual’s bloodstream at least ten seconds before death; as such, most vampires cut themselves and press their wound against the wound they have been drinking from (frequently a palm pressed to their victim’s throat). Without sharing of blood, the dying individual will not return as a vampire, regardless of being bitten (or even being bitten repeatedly). Oral ingestion of blood is not effective.
Ordinary vampires must drink fresh (cells must still be alive) blood at least one a month to prevent certain negative effects occurring. This amount does not need to be much; one hundred millilitres suffices (though most vampires will drink more than this). Extended denial of blood leads to the following symptoms: initially, an ever growing and gnawing hunger (bound vampires seem to have no trouble ignoring this), followed by increasing sunlight sensitivity (after a couple of years, reflected sunlight from the moon is enough to cause them to burn up) and eventually (after five to ten years) entering a ‘hibernation’ state. This state seems to keep them alive indefinitely, and they will awake from it whenever a suitable ‘meal’ (living human) is nearby. Please note that the only cases of vampires entering this state have been through our own experiments upon captured individuals, and as such this data may not reflect field operations.
The result of the curse’s alterations is simply that the vampire is ‘better’ physically than they were as a human, although the extent varies somewhat randomly (no causes have been identified). Thus, in combat, they will likely be stronger, faster and harder to kill than an ordinary human. Thankfully this increased physical power convinces many that they do not need combat training, and they are as such rarely skilled in any other form of combat.
Sunlight is the only ‘traditional’ weakness ordinary vampires possess. Exposure causes them to char and burn (usually without flame except in bright sunlight, and when skin is fully exposed). They are not as powerful as common folktale vampires,, and as such can also be killed using ordinary means (such as shooting). It is important to confirm any vampire kills: they have a habit of persisting on the edge of death for several hours, possibly even days, in a very close to death state when severely injured. They can be revived from this state using blood, even that from another vampire (which does not usually provide them with sustenance).
Vampires create new vampires through sharing their blood with a dying human. The shared blood must end up in the dying individual’s bloodstream at least ten seconds before death; as such, most vampires cut themselves and press their wound against the wound they have been drinking from (frequently a palm pressed to their victim’s throat). Without sharing of blood, the dying individual will not return as a vampire, regardless of being bitten (or even being bitten repeatedly). Oral ingestion of blood is not effective.
Ordinary vampires must drink fresh (cells must still be alive) blood at least one a month to prevent certain negative effects occurring. This amount does not need to be much; one hundred millilitres suffices (though most vampires will drink more than this). Extended denial of blood leads to the following symptoms: initially, an ever growing and gnawing hunger (bound vampires seem to have no trouble ignoring this), followed by increasing sunlight sensitivity (after a couple of years, reflected sunlight from the moon is enough to cause them to burn up) and eventually (after five to ten years) entering a ‘hibernation’ state. This state seems to keep them alive indefinitely, and they will awake from it whenever a suitable ‘meal’ (living human) is nearby. Please note that the only cases of vampires entering this state have been through our own experiments upon captured individuals, and as such this data may not reflect field operations.
Identification and Destruction: Identification of ordinary
vampires is simple due to the ease with which proper training (which is part of
all IPC agent training) can allow anyone (even non-psychics) to pierce the
glamours hiding their true nature. Standard agent training should also include
necessary subterfuge lessons to track vampires until location of all members of
a group are identified (this may not be necessary if the identified vampire is
unbound).
Vampires may be killed in the same manner as an ordinary human; however they do possess greater resilience and thus will require greater damage to eliminate. Confirm kills on downed vampires – though their hearts do not beat, the curse that sustains them does give them a pulse. Their weakness to sunlight is severe enough that exposure for more than ten seconds will harm them enough to incapacitate; twenty or more seconds (depending on the areas exposed and level of exposure) will likely kill.
Vampires may be killed in the same manner as an ordinary human; however they do possess greater resilience and thus will require greater damage to eliminate. Confirm kills on downed vampires – though their hearts do not beat, the curse that sustains them does give them a pulse. Their weakness to sunlight is severe enough that exposure for more than ten seconds will harm them enough to incapacitate; twenty or more seconds (depending on the areas exposed and level of exposure) will likely kill.
Other Details: Ordinary vampires were a known
threat at the time of the IPC’s founding, alongside a couple of other
supernatural entities. The first official encounter with vampires was also
during the first action taken by IPC agents against supernatural entities (in
1970). A small group of vampires, in an arrangement that has been repeated by
many other groups, were supporting a single unbound vampire who held control
over the others. This group was eliminated with relative ease after being taken
by surprise.
For the most part, ordinary vampire groups are not a threat to trained individuals. They pay little attention, and as such fail to spot investigators spying upon them in almost all cases. As they have no special access to firearms or other weapons, and usually little if any training, they are simple for a well-trained and equipped team to eliminate despite their superhuman physical characteristics.
For the most part, ordinary vampire groups are not a threat to trained individuals. They pay little attention, and as such fail to spot investigators spying upon them in almost all cases. As they have no special access to firearms or other weapons, and usually little if any training, they are simple for a well-trained and equipped team to eliminate despite their superhuman physical characteristics.
Supernatural Entity Data Files: The Lich
Supernatural
Entity Data Files: The Lich
Important Details: The lich is a unique and
incredibly powerful necromantic entity. In form, he seems most similar to a
wraith. We believe he still retains his ‘life’, however – in a similar fashion
to elementals (as gleaned from the efforts of an ESP agent who has met with
him). It has been difficult to get anyone capable of observing him close enough
to observe, and also difficult pinning down what is actually him.
His origin – name, where he was born, details of his early life (or anything before he took over the Meander cult after lichdom) – has been impossible for us to discover. We believe several high ranking Meander Corporation ‘executives’ know some details, but they have not been forthcoming with them. These days (although he never meets any non-necromancer/tainted Meander employees) he goes by ‘James Sanders IV’, owner of sixty percent of the Meander Corporation. Several false births and deaths have allowed him to pass the company through the ‘generations’.
Records we do have access to indicate that the Meander Corporation was founded one hundred and fifty years ago by ‘James Sanders’; this, combined with an offhand comment about founding the company after he became a lich, gives us a rough age of at least two hundred years, likely two hundred and fifty (due to necromantic age extension practices).
As leader (though never in an official, public facing capacity) of the Meander Corporation, the lich is at present an ‘ally’. We are unsure if he is behind the decision to cease hostilities between our organisations, or our tenuous alliance that exists to curb increases in blackwing. Direct dealings with him have been limited to a couple of encounters that seemed to be matters of pure curiosity on his part. Current information indicates that he does not consider us a threat to his life, and as such is probably for the alliance.
His origin – name, where he was born, details of his early life (or anything before he took over the Meander cult after lichdom) – has been impossible for us to discover. We believe several high ranking Meander Corporation ‘executives’ know some details, but they have not been forthcoming with them. These days (although he never meets any non-necromancer/tainted Meander employees) he goes by ‘James Sanders IV’, owner of sixty percent of the Meander Corporation. Several false births and deaths have allowed him to pass the company through the ‘generations’.
Records we do have access to indicate that the Meander Corporation was founded one hundred and fifty years ago by ‘James Sanders’; this, combined with an offhand comment about founding the company after he became a lich, gives us a rough age of at least two hundred years, likely two hundred and fifty (due to necromantic age extension practices).
As leader (though never in an official, public facing capacity) of the Meander Corporation, the lich is at present an ‘ally’. We are unsure if he is behind the decision to cease hostilities between our organisations, or our tenuous alliance that exists to curb increases in blackwing. Direct dealings with him have been limited to a couple of encounters that seemed to be matters of pure curiosity on his part. Current information indicates that he does not consider us a threat to his life, and as such is probably for the alliance.
Physiology: As a proper, detailed
examination has proved impossible what follows is mostly conjecture. It is also
important to note that the little information we do have was garnered with the
lich’s foreknowledge; as such, we may have been fooled completely. The lich is
most similar to a wraith. He has dissolved his body into dust, and imbued each
part with large amounts of necromantic energy. His ‘life’ – somehow unaffected
by the presence of so much necromantic energy – is used to hold his body
together.
Beyond this, details of his physiology are unknown. We do, however, know the extent of his power. He is capable of actively channelling necromantic energy in amounts equal to thousands of apprentice necromancers; and his body serves as a reservoir that likely holds enough necromantic energy to destroy an entire city. This is more power than we thought was possible, and makes destruction of the lich (an eventual necessity) a highly difficult task.
Beyond this, details of his physiology are unknown. We do, however, know the extent of his power. He is capable of actively channelling necromantic energy in amounts equal to thousands of apprentice necromancers; and his body serves as a reservoir that likely holds enough necromantic energy to destroy an entire city. This is more power than we thought was possible, and makes destruction of the lich (an eventual necessity) a highly difficult task.
Other Details: The lich is responsible for
Meander Corporation’s creation and growth into a powerful, multinational
organisation. Though it remains privately held, Meander Corporation has
expanded worldwide (for more details, see Supernatural-Aware Organisation
Files: Meander Corporation).
As far as we are aware, ‘the’ lich is the only lich in existence. There are several ‘failed lichs’ (of varying properties and power), but all are incapable of accessing necromancy following their failure. The uniqueness of the lich despite the attempts of contemporaries to replicate his achievement hopefully means that there will not be a ‘creature’ file for lichs any time soon.
We do know that the lich has been behind (though acting through the Meander Corporation) the elimination of many necromancer cults (and, we suspect, vast numbers of non-necromancer magi). Records gained from various sources indicate that there was little unity amongst necromancers, beyond certain small cults, until the emergence of the lich and his ascension to the head of Meander (“They by the river”). Amongst magi in general they were a minority.
Over the past one hundred and fifty years, however, Meander has absorbed or eliminated most necromancer groups; and necromancers have exploded in number while magi have dropped in number. This is the work of the lich; no lieutenant of his remains from the earliest years, yet the drive and nature of Meander remains the same. Of late, we have fewer instances of magic-using groups being wiped out. This is likely because, for all intents and purposes, the lich has already won.
As far as we are aware, ‘the’ lich is the only lich in existence. There are several ‘failed lichs’ (of varying properties and power), but all are incapable of accessing necromancy following their failure. The uniqueness of the lich despite the attempts of contemporaries to replicate his achievement hopefully means that there will not be a ‘creature’ file for lichs any time soon.
We do know that the lich has been behind (though acting through the Meander Corporation) the elimination of many necromancer cults (and, we suspect, vast numbers of non-necromancer magi). Records gained from various sources indicate that there was little unity amongst necromancers, beyond certain small cults, until the emergence of the lich and his ascension to the head of Meander (“They by the river”). Amongst magi in general they were a minority.
Over the past one hundred and fifty years, however, Meander has absorbed or eliminated most necromancer groups; and necromancers have exploded in number while magi have dropped in number. This is the work of the lich; no lieutenant of his remains from the earliest years, yet the drive and nature of Meander remains the same. Of late, we have fewer instances of magic-using groups being wiped out. This is likely because, for all intents and purposes, the lich has already won.
Friday, December 28, 2012
Supernatural Creature Data Files: Tainted
Supernatural
Creature Data Files: Tainted
Description: The ‘tainted’ are a fairly
simple type of necromantic undead. In essence, they are zombies that retain
their intelligence (and, as such, cannot be controlled by the creating
necromancer). Due to this (and also due to their inability to use necromancy in
any manner), they are only very rarely encountered. With only a couple of
exceptions to date, all known tainted are in the employ of the Meander
Corporation.
Initially tainted were included under the same umbrella as ordinary zombies, however due to their intelligence (and their ability to move normally) they are now referred to, and dealt with, as a separate form of undead. The necromantic energy used to create, and animate tainted focuses on increasing their strength, resilience and speed; the result is a never sleeping, inhumanly strong, unnaturally fast, and very hard to kill being. Additionally, even when severely injured (to the point of becoming disabled), a trained necromancer is usually capable of repairing, and reviving, the tainted.
Although not under the control of the creating necromancer (an explanation from the Meander Corporation indicated that mind control is not within the capabilities of necromancy, and hijacking the body from the would-be controlling intelligence would simply result in an ordinary zombie) those who become tainted are chosen very carefully – creation of a powerful, immortal undead entity that is liable to turn against you is something only a very, very foolish necromancer would carry out.
It is suspected (though the practicality is denied by Meander) that ‘abomination’ tainted – that is, tainted possessing additional limbs – are a possibility. Although none have been encountered, such entities would be vastly more dangerous than an ordinary abomination (due to their ability to adapt to and eventually properly control additional limbs and parts, instead of being clumsy and impractical).
For a broader overview of the potential abilities of tainted, please see Supernatural Creature Data Files: Zombies (including 'Abominations').
Initially tainted were included under the same umbrella as ordinary zombies, however due to their intelligence (and their ability to move normally) they are now referred to, and dealt with, as a separate form of undead. The necromantic energy used to create, and animate tainted focuses on increasing their strength, resilience and speed; the result is a never sleeping, inhumanly strong, unnaturally fast, and very hard to kill being. Additionally, even when severely injured (to the point of becoming disabled), a trained necromancer is usually capable of repairing, and reviving, the tainted.
Although not under the control of the creating necromancer (an explanation from the Meander Corporation indicated that mind control is not within the capabilities of necromancy, and hijacking the body from the would-be controlling intelligence would simply result in an ordinary zombie) those who become tainted are chosen very carefully – creation of a powerful, immortal undead entity that is liable to turn against you is something only a very, very foolish necromancer would carry out.
It is suspected (though the practicality is denied by Meander) that ‘abomination’ tainted – that is, tainted possessing additional limbs – are a possibility. Although none have been encountered, such entities would be vastly more dangerous than an ordinary abomination (due to their ability to adapt to and eventually properly control additional limbs and parts, instead of being clumsy and impractical).
For a broader overview of the potential abilities of tainted, please see Supernatural Creature Data Files: Zombies (including 'Abominations').
Physiology: Tainted are humans whose life
has been devoured, and replaced, by necromantic energy. This energy animates
them instead of their former life, as with all other kinds of necromantic
undead. As creation of tainted requires significant skill (to allow the
persistence of intelligence), and often several necromancers, the resultant beings
are, at weakest, perhaps twice as strong as ordinary humans. The vast majority
are significantly stronger.
As undead, tainted do not need to eat or drink to continue their existence. They also lack the normal human requirements for sleep, and cease aging. They are unaffected by extreme cold until their joints completely freeze (which occurs when their internal body temperature reaches around -30 degrees Celsius), and are able to thaw without damage from any temperature. Extreme heat has no effect until the tainted begins to burn or melt. This is similar to most varieties of undead, though significantly more extreme.
Although they do not require use of their organs to move or survive, tainted do require their brains to be intact to act. As such, traditional advice – which sadly does not work on mindless zombies – can be applied here: aim for the head.
As undead, tainted do not need to eat or drink to continue their existence. They also lack the normal human requirements for sleep, and cease aging. They are unaffected by extreme cold until their joints completely freeze (which occurs when their internal body temperature reaches around -30 degrees Celsius), and are able to thaw without damage from any temperature. Extreme heat has no effect until the tainted begins to burn or melt. This is similar to most varieties of undead, though significantly more extreme.
Although they do not require use of their organs to move or survive, tainted do require their brains to be intact to act. As such, traditional advice – which sadly does not work on mindless zombies – can be applied here: aim for the head.
Identification and Destruction: Tainted are difficult to
identify without the presence of an ESP agent (who is able to observe their
lack of life combined with their mobility). The only other means of positively
identifying a tainted is to observe their blood – as with all necromantic
undead, their blood will be black due to the necromantic energy present within
it. Some tainted are identifiable by their complexion (this is rare, and
depends on the creating necromancer’s skill).
All tainted created by the Meander Corporation (and some of those created by other necromancers) are marked in some fashion. Unfortunately, without fore-knowledge of the expected mark it is likely to be passed off as a tattoo. Meander Corporation have been unfortunately unforthcoming with details on how they mark their tainted.
Destroying tainted varies in difficulty depending on the tainted in question. Damage to the brain (from any form of head trauma) is the optimal way of stopping a tainted from moving, however extensive damage to bone structure or musculature will also suffice. After a tainted has been disabled, it is important to dispose of the corpse (preferably through burning; although extreme damage (such as being cut into small chunks or crushing of the bones) will also suffice), or else a necromancer will be capable of repairing them. Note that brain damage does not seem to affect the repaired individual in any way – they will remember everything until they ‘died’, and sometimes sensations leading up to their revival.
Though inhumanly strong and capable of moving with normally deadly wounds, tainted are rarely more than slightly tougher than ordinary human beings. As such, melee combat focused on severing limbs or cutting muscles has proven more effective than ranged fire in most situations.
All tainted created by the Meander Corporation (and some of those created by other necromancers) are marked in some fashion. Unfortunately, without fore-knowledge of the expected mark it is likely to be passed off as a tattoo. Meander Corporation have been unfortunately unforthcoming with details on how they mark their tainted.
Destroying tainted varies in difficulty depending on the tainted in question. Damage to the brain (from any form of head trauma) is the optimal way of stopping a tainted from moving, however extensive damage to bone structure or musculature will also suffice. After a tainted has been disabled, it is important to dispose of the corpse (preferably through burning; although extreme damage (such as being cut into small chunks or crushing of the bones) will also suffice), or else a necromancer will be capable of repairing them. Note that brain damage does not seem to affect the repaired individual in any way – they will remember everything until they ‘died’, and sometimes sensations leading up to their revival.
Though inhumanly strong and capable of moving with normally deadly wounds, tainted are rarely more than slightly tougher than ordinary human beings. As such, melee combat focused on severing limbs or cutting muscles has proven more effective than ranged fire in most situations.
Other Details: The first encounter recorded
occurred only relatively recently, in 2005. A party negotiating with Meander
Corporation for a cessation of passive hostilities between our organisations
identified a member of Meander’s negotiation team as a previously unseen form
of undead. Details were – grudgingly – shared by Meander following this
discovery.
Subsequent encounters with tainted have mostly been during interaction with Meander, as many of their current active agents are tainted. Information received from Meander indicates that use of tainted for this purpose has allowed them to focus the efforts of their necromancers solely on research, thus leaving ‘resource acquisition’ and ‘politics’ to the tainted.
Only a handful of non-Meander tainted have been encountered; and several of these are suspected to have been rogue ex-members of the corporation.
Subsequent encounters with tainted have mostly been during interaction with Meander, as many of their current active agents are tainted. Information received from Meander indicates that use of tainted for this purpose has allowed them to focus the efforts of their necromancers solely on research, thus leaving ‘resource acquisition’ and ‘politics’ to the tainted.
Only a handful of non-Meander tainted have been encountered; and several of these are suspected to have been rogue ex-members of the corporation.
Thursday, December 27, 2012
Supernatural Creature Data Files: Zombies (including ‘Abominations’)
Supernatural
Creature Data Files: Zombies (including ‘Abominations’)
Description: ‘Zombie’ is a catch all term for
several forms of very similar, mindless, necromantic undead. A zombie is simply
a corpse reanimated through necromancy, and bound to the will of the
reanimating necromancer. Depending on the strength and skill of the
necromancer, as well as the effort exerted the zombie’s strength will vary from
barely animate, easily disabled and non-infectious, through to being as mobile
as the corpse allows, almost unkillable, and carrying a deadly, contact spread
infection.
An ‘ordinary’ zombie will usually be difficult to kill, but not as difficult to disable (by, for example, breaking the legs of the zombie). Spreading necromantic infections are the most dangerous facet of a zombie; the most deadly can kill and reanimate within minutes, creating a similarly strong and infectious zombie. Thankfully, necromancers have yet to master the creation of truly deadly zombies carrying highly dangerous infections; at present, a moderately mobile zombie will usually have an infection time of about half a day.
Abominations are combinations of several different corpses, combined and reanimated as one. These creations are often intimidating, but rarely truly dangerous – even the most masterful creations are less mobile than an ordinary zombie would be.
All ‘zombies’ are controlled by those capable of necromancy (which includes certain kinds of undead). As such, any being that is capable of acting with independent intelligence are classified as other forms of undead, and are not detailed herein.
An ‘ordinary’ zombie will usually be difficult to kill, but not as difficult to disable (by, for example, breaking the legs of the zombie). Spreading necromantic infections are the most dangerous facet of a zombie; the most deadly can kill and reanimate within minutes, creating a similarly strong and infectious zombie. Thankfully, necromancers have yet to master the creation of truly deadly zombies carrying highly dangerous infections; at present, a moderately mobile zombie will usually have an infection time of about half a day.
Abominations are combinations of several different corpses, combined and reanimated as one. These creations are often intimidating, but rarely truly dangerous – even the most masterful creations are less mobile than an ordinary zombie would be.
All ‘zombies’ are controlled by those capable of necromancy (which includes certain kinds of undead). As such, any being that is capable of acting with independent intelligence are classified as other forms of undead, and are not detailed herein.
Physiology: Zombies are created through the
application of necromantic energy to a corpse (or, in some cases, a living
victim). The resultant being retains no intelligence or semblance of life, and
is solely animated by the necromantic energy, which can manipulate the muscles
of the corpse into motion. Though we are not sure how, necromancers have been
able to – over many years – improve on this basic formula, limiting control to
the creating necromancer, making zombies stronger, infectious, and roughly one
hundred years ago, removing the damage dealt to the necromantic power by
sunlight.
Due to the necromantic energy that animates them, zombies do not rot further after being raised. The cannot, however, repair damage they receive (although necromancers are capable of patching up zombies, depending on their level of ability).
Abominations differ from ordinary zombies only in the presence of magic used solely to connect and aid the parts of the creature in working together. This magic is – to summarise information gleaned from destroyed necromancer cults, and the Meander Corporation – not particularly effective.
Due to the necromantic energy that animates them, zombies do not rot further after being raised. The cannot, however, repair damage they receive (although necromancers are capable of patching up zombies, depending on their level of ability).
Abominations differ from ordinary zombies only in the presence of magic used solely to connect and aid the parts of the creature in working together. This magic is – to summarise information gleaned from destroyed necromancer cults, and the Meander Corporation – not particularly effective.
Identification and Destruction: Identifying zombies is fairly
easy, as they will not (and are not able to) try to conceal themselves.
Additionally, as mindless necromantic undead, an ESP can sense their lack of
life, combined with motion.
Destruction can, however, be quite complicated. To truly ‘kill’ a zombie, enough damage must be done to the necromantic energy animating it to force the animating curse to dissipate, or at least cease activity. For lesser zombies, this is fairly simple – a few bullets, removal of a limb, or other straightforward harm will destroy it. Stronger zombies are hard to kill, however; as such, disabling the zombie (through destruction of the eyes or breaking of bones) and eliminating the creating necromancer is advised instead. Even the most skilful necromancers have trouble co-ordinating more than a dozen zombies carefully at one time, or a few hundred poorly.
There are other means of destruction – the clerics and paladins (see Supernatural Supplementary Data Files: Holy Entities) are capable of blasting necromantic curses, causing them to dissipate. Holy imbued bullets – which we have been provided in small number – are useful for this purpose. These should be kept in reserve for only the most dangerous zombies; to use them for other entities is a waste of a very rare resource.
Destruction can, however, be quite complicated. To truly ‘kill’ a zombie, enough damage must be done to the necromantic energy animating it to force the animating curse to dissipate, or at least cease activity. For lesser zombies, this is fairly simple – a few bullets, removal of a limb, or other straightforward harm will destroy it. Stronger zombies are hard to kill, however; as such, disabling the zombie (through destruction of the eyes or breaking of bones) and eliminating the creating necromancer is advised instead. Even the most skilful necromancers have trouble co-ordinating more than a dozen zombies carefully at one time, or a few hundred poorly.
There are other means of destruction – the clerics and paladins (see Supernatural Supplementary Data Files: Holy Entities) are capable of blasting necromantic curses, causing them to dissipate. Holy imbued bullets – which we have been provided in small number – are useful for this purpose. These should be kept in reserve for only the most dangerous zombies; to use them for other entities is a waste of a very rare resource.
Other Details: Zombies were first encountered
during the same event that was our initial contact with necromancers, and magic
in general. A small time necromancer had been murdering and raising homeless
people (and leaving one hell of a mess behind). Several tomes – mostly on
necromancy, but one on magic in general – were recovered after he was killed.
Information trades with the Meander Corporation have revealed a rough history of zombie creation. After the appearance of magic in the world (roughly one thousand, eight hundred years ago) it was initially thought that necromancy was a useless form of magic that was unable to transfer through correctly. However, experiments with binding energy to living creatures (initially a failure for the elemental magics) were a success – although they killed and reanimated the subjects, seeming to replace their natural ‘life’. These were the first zombies.
Following this, centuries of experimentation resulted in several great strides. Firstly, control over zombies, roughly fifteen centuries ago. Then, eleven centuries ago, necromancers were able to create the first ‘infectious’ strains of necromantic curse. About eight centuries ago, restricted control over zombies. Between that point, and until about a century ago, all progress was in increasing the strength, mobility, and infectiveness of zombies, as well as further improving control. Then the greatest stride was made: necromancy in daylight.
This development was not discovered in relation to zombies – Meander have stated that it was part of other research, but not specifically what – but it was quickly applied. The creation of this form of zombie was integral in several necromancer cults (including the Meander Corporation’s predecessor) gaining the upper hand over the holy organisations, and forcing them to restrict their activities to rogue necromantic undead, and the various curses. In part, this development seems to be responsible for us rising to fill the void that has been increasingly growing as the holy organisations gradually – for whatever reason – fade away.
Information trades with the Meander Corporation have revealed a rough history of zombie creation. After the appearance of magic in the world (roughly one thousand, eight hundred years ago) it was initially thought that necromancy was a useless form of magic that was unable to transfer through correctly. However, experiments with binding energy to living creatures (initially a failure for the elemental magics) were a success – although they killed and reanimated the subjects, seeming to replace their natural ‘life’. These were the first zombies.
Following this, centuries of experimentation resulted in several great strides. Firstly, control over zombies, roughly fifteen centuries ago. Then, eleven centuries ago, necromancers were able to create the first ‘infectious’ strains of necromantic curse. About eight centuries ago, restricted control over zombies. Between that point, and until about a century ago, all progress was in increasing the strength, mobility, and infectiveness of zombies, as well as further improving control. Then the greatest stride was made: necromancy in daylight.
This development was not discovered in relation to zombies – Meander have stated that it was part of other research, but not specifically what – but it was quickly applied. The creation of this form of zombie was integral in several necromancer cults (including the Meander Corporation’s predecessor) gaining the upper hand over the holy organisations, and forcing them to restrict their activities to rogue necromantic undead, and the various curses. In part, this development seems to be responsible for us rising to fill the void that has been increasingly growing as the holy organisations gradually – for whatever reason – fade away.
Supernatural Creature Data Files: Blackwings
Supernatural
Creature Data Files: Blackwings
Description: Blackwings are a necromantic
form of undead. Unlike many kinds of undead, they are not difficult to kill. They
are, however, incredibly infectious – a single scratch from their claws, or a
minor contamination from their blood, is enough to begin an infection that will
kill any human within twenty-four hours. Following death (symptoms are similar
to toxic shock, ending with a massive heart attack), reanimation occurs
immediately. At this point, individuals are joined to the hive mind of the
infecting blackwing (so long as a member of the infecting ‘hive’ is within
range (suspected to be roughly five kilometres) of the victim).
After becoming a blackwing and joining with the hive the individual’s personality is overwritten with that of the hive. Their knowledge and skills are retained, and will be transferred to other members of the hive where useful (often newly joined individuals will have a set of useful skills – such as advanced weapons training – transferred to them). Members of the hive are still individuals, and may act individually or with what seems to be unnatural levels of co-ordination as necessary.
In rare cases (mostly within older hives), the hive is an ‘average’ of the differing personalities in the hive. Differences in personality and aims will, however, often cause hives to split (this is also caused by large distances between members); as such, large and old hives are both rare.
Blackwings have four identifying characteristics. They have black blood, which gives them an unusual, sickly complexion; they possess claws that slide from under their fingernails (and are their primary infection vector); they have strangely distorted eyes (solid gray with a thing white ring where the iris should begin); and their eponymous black spined wings. Infected individuals lose about forty percent of their weight (though, seemingly, not that much mass) and are able to fly. Older blackwings are able to hide the characteristics of their infection.
After becoming a blackwing and joining with the hive the individual’s personality is overwritten with that of the hive. Their knowledge and skills are retained, and will be transferred to other members of the hive where useful (often newly joined individuals will have a set of useful skills – such as advanced weapons training – transferred to them). Members of the hive are still individuals, and may act individually or with what seems to be unnatural levels of co-ordination as necessary.
In rare cases (mostly within older hives), the hive is an ‘average’ of the differing personalities in the hive. Differences in personality and aims will, however, often cause hives to split (this is also caused by large distances between members); as such, large and old hives are both rare.
Blackwings have four identifying characteristics. They have black blood, which gives them an unusual, sickly complexion; they possess claws that slide from under their fingernails (and are their primary infection vector); they have strangely distorted eyes (solid gray with a thing white ring where the iris should begin); and their eponymous black spined wings. Infected individuals lose about forty percent of their weight (though, seemingly, not that much mass) and are able to fly. Older blackwings are able to hide the characteristics of their infection.
Physiology: As with other necromantic
beings, blackwings seem to possess no ‘life’ when ESP individuals scan them.
They are animated by necromantic energy, that has permeated their blood and
their flesh (though with minimal effect beyond tainting it all with the light
devouring black of necromancy). Blackwings are not difficult to kill, unlike
most necromantic creatures; they are no tougher than they were when alive. They
require no sleep, nor sustenance.
The wings of a blackwing are roughly two metres wides (giving a total wingspan of four metres). They consist of overlapping and melded together spines; with two large ‘bones’ giving structure and supporting musculature needed for flight. Investigation of severed wings indicates that much of the necromantic energy gained from the ‘life’ consumed within the infected individual is used to create these wings, as they consist almost entirely of some form of concentrated necromancy. These wings are capable of allowing the blackwing to fly, along with a load of up to forty kilograms. This is suspected to be possible due to necromantic energy subverting (to an extent) gravity, similar to what has been noted with ghouls.
The claws that blackwings gain – essentially thin spines – are made of the same material as their wings, and are usually hidden within the fingers of blackwings. When desired, they can protrude these claws from under their fingernails and use them to infect others. This can be done rapidly; skilled blackwings have been known to infect without the target even noticing the wound.
The eyes of a blackwing (as mentioned previously) are a symptom of the general corruption of their body by necromancy. This is also evident in the complexion of blackwings, although not as blatantly. As blackwings age, they gain control over their infection (this does not seem to be a transferable skill, and may thus be a product of the infection stabilising or furthering itself) and are able to hide obvious physical signs, instead appearing as normal humans.
Blackwings are highly allergic to several components of garlic, which rapidly destroy and disperse the necromantic curse that creates and sustains them. Garlic is the only known cure for infection from a blackwing (beyond having a skilled and powerful necromancer on hand to replace or alter the curse). This is due to a safety measure (and, to an extent, a joke) by the original creators.
The wings of a blackwing are roughly two metres wides (giving a total wingspan of four metres). They consist of overlapping and melded together spines; with two large ‘bones’ giving structure and supporting musculature needed for flight. Investigation of severed wings indicates that much of the necromantic energy gained from the ‘life’ consumed within the infected individual is used to create these wings, as they consist almost entirely of some form of concentrated necromancy. These wings are capable of allowing the blackwing to fly, along with a load of up to forty kilograms. This is suspected to be possible due to necromantic energy subverting (to an extent) gravity, similar to what has been noted with ghouls.
The claws that blackwings gain – essentially thin spines – are made of the same material as their wings, and are usually hidden within the fingers of blackwings. When desired, they can protrude these claws from under their fingernails and use them to infect others. This can be done rapidly; skilled blackwings have been known to infect without the target even noticing the wound.
The eyes of a blackwing (as mentioned previously) are a symptom of the general corruption of their body by necromancy. This is also evident in the complexion of blackwings, although not as blatantly. As blackwings age, they gain control over their infection (this does not seem to be a transferable skill, and may thus be a product of the infection stabilising or furthering itself) and are able to hide obvious physical signs, instead appearing as normal humans.
Blackwings are highly allergic to several components of garlic, which rapidly destroy and disperse the necromantic curse that creates and sustains them. Garlic is the only known cure for infection from a blackwing (beyond having a skilled and powerful necromancer on hand to replace or alter the curse). This is due to a safety measure (and, to an extent, a joke) by the original creators.
Identification and Destruction: As with all necromantic undead,
blackwings are easy for ESP agents to detect, as though mobile, they are not ‘alive’.
A skilled ESP agent may also be able to tell blackwings apart from other forms
of necromantic undead, due to unique properties of their physiology (such as their
claws).
Without the presence of an ESP agent, and taking into account the abilities of older (20+ years) blackwings, the optimal method of blackwing detection is to check an individual’s blood. No known blackwing has been able to recolour their blood properly (several attempts have been observed, but none have been successful enough to be of note).
Blackwings are, thankfully, easy to kill through any method that would kill an ordinary human being. However, due to the number of skills most have been imprinted with from their hive, engaging in hand to hand combat is not advised; use of projectile weapons, offensive powers, and tactical superiority through ESP is necessary. In a pinch, or strange situations, it is possible to use garlic to kill blackwings; however, as one must force them to ingest or directly inject garlic this is often more difficult that it would be to simply inflict bodily harm.
Tracing a hive requires presence of a necromancer (they are, it seems, able to trace the links between hive members). As such, if exterminating a hive, please contact the Meander Corporation for assistance.
Without the presence of an ESP agent, and taking into account the abilities of older (20+ years) blackwings, the optimal method of blackwing detection is to check an individual’s blood. No known blackwing has been able to recolour their blood properly (several attempts have been observed, but none have been successful enough to be of note).
Blackwings are, thankfully, easy to kill through any method that would kill an ordinary human being. However, due to the number of skills most have been imprinted with from their hive, engaging in hand to hand combat is not advised; use of projectile weapons, offensive powers, and tactical superiority through ESP is necessary. In a pinch, or strange situations, it is possible to use garlic to kill blackwings; however, as one must force them to ingest or directly inject garlic this is often more difficult that it would be to simply inflict bodily harm.
Tracing a hive requires presence of a necromancer (they are, it seems, able to trace the links between hive members). As such, if exterminating a hive, please contact the Meander Corporation for assistance.
Other Details: Blackwing fever, as the symptoms
of infection are commonly referred to, progresses over a twenty four hour
period from initial infection. Early symptoms include headaches and a fever,
followed by a coma at around twelve hours. Victims remain in this state for a
further twelve hours. Roughly twenty four hours after infection, the individual
will seem to be on the cusp of slipping away quietly, however they will then
suffer a massive seizure and heart attack, before returning almost immediately
as a blackwing.
In some cases an infected individual will die instead of becoming a blackwing. This is the result of an individual strongly resisting the overwriting of their self; to avoid the creation of ‘free’ blackwings the hive will resort to overloading the mind of the resistant individual, killing them. This occurrence is more common when the infected individual knows what they are ill with, when they know that the attempted override is coming, and also if they have been given special training. As per standing orders, all IPC agents should have received training to ensure death, rather than return as a blackwing, from infection.
Blackwings are the greatest threat we know of to mankind – more so than anything else we have encountered. Their high level of infectivity, ability to go unnoticed (shades and physical removal of wings mean even a recent victim can return to their ‘ordinary life’ as a blackwing) and great amounts of shared knowledge make them hard to track, and dangerous. The initial encounter with blackwings in 1979 – with, as we have discovered, their first ever hive – resulted in the destruction of the hive’s lair. However, our lack of knowledge led to the escape of many hive members, and the formation of a large number of splinter hives.
Despite extensive – and ever greater – attempts to wipe them out, blackwing numbers have been rising ever since. It is suspected that blackwings will be the reason we reveal ourselves to the world at large, as has been predicted many times (see Power Data Files Supplementary: Important Premonitions).
The origin of blackwings is known in detail following our alliance with Meander Corporation (which, in fact, mostly exists to attempt to curb the rising blackwing population), though many details were known beforehand. In the early 1970s, a Meander Corporation project to create a next generation type of zombie (with the primary aim of utilising experiments towards a shared intelligence) backfired when the creations (the initial blackwing hive) rebelled against them.
Though many of the individuals added to the hive (especially after the first wave) were unquestioningly loyal to Meander, their minds were overwhelmed by the rest of the hive. The linking was too powerful – and, through cunning, the hive hid its existence from Meander. Eventually they broke free (in June, 1975) and hid away from the world until 1979, when we discovered them.
In some cases an infected individual will die instead of becoming a blackwing. This is the result of an individual strongly resisting the overwriting of their self; to avoid the creation of ‘free’ blackwings the hive will resort to overloading the mind of the resistant individual, killing them. This occurrence is more common when the infected individual knows what they are ill with, when they know that the attempted override is coming, and also if they have been given special training. As per standing orders, all IPC agents should have received training to ensure death, rather than return as a blackwing, from infection.
Blackwings are the greatest threat we know of to mankind – more so than anything else we have encountered. Their high level of infectivity, ability to go unnoticed (shades and physical removal of wings mean even a recent victim can return to their ‘ordinary life’ as a blackwing) and great amounts of shared knowledge make them hard to track, and dangerous. The initial encounter with blackwings in 1979 – with, as we have discovered, their first ever hive – resulted in the destruction of the hive’s lair. However, our lack of knowledge led to the escape of many hive members, and the formation of a large number of splinter hives.
Despite extensive – and ever greater – attempts to wipe them out, blackwing numbers have been rising ever since. It is suspected that blackwings will be the reason we reveal ourselves to the world at large, as has been predicted many times (see Power Data Files Supplementary: Important Premonitions).
The origin of blackwings is known in detail following our alliance with Meander Corporation (which, in fact, mostly exists to attempt to curb the rising blackwing population), though many details were known beforehand. In the early 1970s, a Meander Corporation project to create a next generation type of zombie (with the primary aim of utilising experiments towards a shared intelligence) backfired when the creations (the initial blackwing hive) rebelled against them.
Though many of the individuals added to the hive (especially after the first wave) were unquestioningly loyal to Meander, their minds were overwhelmed by the rest of the hive. The linking was too powerful – and, through cunning, the hive hid its existence from Meander. Eventually they broke free (in June, 1975) and hid away from the world until 1979, when we discovered them.
Supernatural Creature Data Files: Ghouls (Master, Ancient, Ordinary)
Okay, so there's a bunch of stuff that should have "IPC" tagged as well, I think. <_>
This is the first of a series of 'data files' that I intended to write ages ago and really should have. The idea is to cover the critters in the Midwel setting, although slightly limited in scope as they're the files of the IPC (Internation Psychic Council, aka the dudes who keep files >_>). Also some general stuff on magic/necromancy/psychics/curses/etc/etc.
Supernatural
Creature Data Files: Ghouls (Master,
Ancient, Ordinary)
Description: Ghouls are a necromantic (see
Supernatural Supplementary Data Files: Necromancy)
form of undead. They devour living entities (favouring those with greater
intelligence, especially self-aware beings). They possess great strength and
the ability to regenerate from most injuries (note: both effects require a week
to reach noticeable levels; a newly created ghoul is barely stronger than they
were in life). Sunlight harms the magic that animates ghouls; fresh ghouls will
die quickly, older ghouls will rot away (note: very old ghouls will be
weakened, but not actively harmed, by sunlight due to their regenerative
powers).
Ghouls come in three
varieties. The most common variety is referred to as ‘ordinary’ ghouls, when a
distinction is made. A human slain by any ghoul (if bitten or scratched) will
reanimate as a ghoul themselves after about twelve hours. These reanimated
ghouls retain no memory of their previous lives due to brain death. Their
reanimated brains are cunning, but are not self-aware.
The second most common variety is the ‘master’ ghouls. These are ghouls that have retained their intelligence through their transformation. This effect is deliberate achieved through careful, slow infection of the individual to ensure that they spend only a couple of minutes in a state of ‘death’. We believe this process to take roughly twenty-four hours. Master ghouls are named for their ability to command ordinary ghouls in their vicinity. It is questionable as to whether this effect is achieved through the given verbal commands – tests have concluded that ordinary ghouls retain no ability to speak.
The third, exceptionally rare variety of ghouls is the ‘ancient’ ghouls. These are ordinary ghouls that have lived for a very long time and have managed to become self-aware. Their intelligence is quite alien – although they had regained their mental faculties due to the structure of their brains, the few we have encountered had not regained any human emotions. Like master ghouls, ancient ghouls can command ordinary ghouls to do their bidding.
The second most common variety is the ‘master’ ghouls. These are ghouls that have retained their intelligence through their transformation. This effect is deliberate achieved through careful, slow infection of the individual to ensure that they spend only a couple of minutes in a state of ‘death’. We believe this process to take roughly twenty-four hours. Master ghouls are named for their ability to command ordinary ghouls in their vicinity. It is questionable as to whether this effect is achieved through the given verbal commands – tests have concluded that ordinary ghouls retain no ability to speak.
The third, exceptionally rare variety of ghouls is the ‘ancient’ ghouls. These are ordinary ghouls that have lived for a very long time and have managed to become self-aware. Their intelligence is quite alien – although they had regained their mental faculties due to the structure of their brains, the few we have encountered had not regained any human emotions. Like master ghouls, ancient ghouls can command ordinary ghouls to do their bidding.
Physiology: Ghoul physiology – like other
monstrous physiologies – is quite unusual. They are animated by necromantic
energy that initially infects only the blood fully, and tissue minimally (it is
at this point that a ghoul is reanimates). After reanimation, the blood within
a ghoul becomes remarkably thick; this often allows reanimation of bodies that
have severe wounds (presence of certain wounds will prevent reanimation, although
the infection will still spread).
As the necromantic energy infects the flesh of the ghoul, they begin a rapid gain in strength. This gain completes about two weeks after the ghoul’s reanimation. Following this, all strength gain depends upon the living material ingested by the ghoul. This material is corrupted by the necromantic curse, creating additional necromantic energy. The material is then formed into additional musculature and flesh, increasing the strength of the ghoul. Within ordinary ghouls this process is uncontrolled, and causes strange bulges and other deformations (these will, however, change over time into usable, though distorted, forms). Master ghouls retain their human shapes, which also slows their gains in strength.
The retainment of a human form (though, in many cases, moving towards some idealised version) in master ghouls highlights the nature of the ghouls’ increase in strength. They are not merely adding muscle mass – the necromantic energy that is within them is squeezing that mass into a smaller space than it would otherwise occupy, allowing them to be impossibly strong and heavy given their apparent size. Furthermore, it seems to oppose their weight, allowing them to ‘weigh’ not much over a hundred kilograms at most – despite their mass (as investigated using the application of great force) being in some cases over one thousand kilograms.
The strength and weight gain of ghouls begins to taper off after around two months; at this point a ghoul will weigh roughly twice their former weight, and be at least four times as strong. After a year, they will weigh only fifty percent more, with a similar increase in strength. To reach the greatest weight and strength that has been observed, a ghoul must persist for over a thousand years.
Although their great weight and strength is intimidating, the truly dangerous element of older ghouls is their regenerative powers. First becoming usable after about one week (though it often takes longer for the instinctive ordinary ghouls to realise they have such capabilities), the abilities are initially of little use beyond repairing minor wounds. Ghouls that are several years old are able to use their abilities in combat, healing bullet holes (though not the larger holes left by explosive rounds) within thirty seconds. Ghouls that are hundreds of years old are nigh invulnerable; their great mass makes them impenetrable to all but armour piercing ammunition, and the holes torn into them are repaired within moments.
As the necromantic energy infects the flesh of the ghoul, they begin a rapid gain in strength. This gain completes about two weeks after the ghoul’s reanimation. Following this, all strength gain depends upon the living material ingested by the ghoul. This material is corrupted by the necromantic curse, creating additional necromantic energy. The material is then formed into additional musculature and flesh, increasing the strength of the ghoul. Within ordinary ghouls this process is uncontrolled, and causes strange bulges and other deformations (these will, however, change over time into usable, though distorted, forms). Master ghouls retain their human shapes, which also slows their gains in strength.
The retainment of a human form (though, in many cases, moving towards some idealised version) in master ghouls highlights the nature of the ghouls’ increase in strength. They are not merely adding muscle mass – the necromantic energy that is within them is squeezing that mass into a smaller space than it would otherwise occupy, allowing them to be impossibly strong and heavy given their apparent size. Furthermore, it seems to oppose their weight, allowing them to ‘weigh’ not much over a hundred kilograms at most – despite their mass (as investigated using the application of great force) being in some cases over one thousand kilograms.
The strength and weight gain of ghouls begins to taper off after around two months; at this point a ghoul will weigh roughly twice their former weight, and be at least four times as strong. After a year, they will weigh only fifty percent more, with a similar increase in strength. To reach the greatest weight and strength that has been observed, a ghoul must persist for over a thousand years.
Although their great weight and strength is intimidating, the truly dangerous element of older ghouls is their regenerative powers. First becoming usable after about one week (though it often takes longer for the instinctive ordinary ghouls to realise they have such capabilities), the abilities are initially of little use beyond repairing minor wounds. Ghouls that are several years old are able to use their abilities in combat, healing bullet holes (though not the larger holes left by explosive rounds) within thirty seconds. Ghouls that are hundreds of years old are nigh invulnerable; their great mass makes them impenetrable to all but armour piercing ammunition, and the holes torn into them are repaired within moments.
Identification and Destruction: Identification is only difficult
for master ghouls. Ordinary ghouls are not self-aware and will not hesitate to
engage unless commanded not to; but even if held back they will be obviously
inhuman. Ancient ghouls possess warped forms in all known cases, and as such are
easily identified as inhuman.
The optimal means of identifying a master ghoul is use of an ESP agent due to the lack of life in the body of the ghoul (this is believed to be due to the replacement of ‘life’, as such, by necromantic energy). If no agent is present or available, observing the blood of the suspect individual through some means is the second best means. Notably, not all master ghouls are ‘evil’ – they are intelligent beings with human intelligences (many are ‘evil’, but this is because existing master ghoul groups bring in others that share their murderous tendencies). As such, asking (if the individual is aware of the strangeness of the world) is advisable in many cases.
Destruction of younger ghouls is can be accomplished through ordinary bodily harm. After all targets have been neutralised, inflict additional damage to ensure that regeneration does not revive the ‘killed’ ghouls. If direct attacks are not possible or ineffective, sunlight can be used to destroy most ghouls. Those that cannot be destroyed by sunlight should not be engaged except by very well equipped teams setup to deal with such entities. As ghouls are not much faster than ordinary humans (despite their lack of exhaustion) flight is advised if overwhelmed. As they lack any form of mental extraction, or post-conversion mind control, suicide is unnecessary.
The optimal means of identifying a master ghoul is use of an ESP agent due to the lack of life in the body of the ghoul (this is believed to be due to the replacement of ‘life’, as such, by necromantic energy). If no agent is present or available, observing the blood of the suspect individual through some means is the second best means. Notably, not all master ghouls are ‘evil’ – they are intelligent beings with human intelligences (many are ‘evil’, but this is because existing master ghoul groups bring in others that share their murderous tendencies). As such, asking (if the individual is aware of the strangeness of the world) is advisable in many cases.
Destruction of younger ghouls is can be accomplished through ordinary bodily harm. After all targets have been neutralised, inflict additional damage to ensure that regeneration does not revive the ‘killed’ ghouls. If direct attacks are not possible or ineffective, sunlight can be used to destroy most ghouls. Those that cannot be destroyed by sunlight should not be engaged except by very well equipped teams setup to deal with such entities. As ghouls are not much faster than ordinary humans (despite their lack of exhaustion) flight is advised if overwhelmed. As they lack any form of mental extraction, or post-conversion mind control, suicide is unnecessary.
Other Details: The first encounter with
ordinary ghouls was during investigation of a graveyard in 1972. This was
prompted by detection of moving, seemingly ‘dead’ entities by an ESP agent. A
group of ordinary ghouls (of varying ages) was found lurking underneath the
graveyard, consuming bodies of those buried there. All ghouls were eliminated
after they engaged the investigating squad.
Master ghouls were later encountered through ‘underworld’ contacts in 1975. From them, the basis of much of the information herein was recorded. Apart from one other group, all master ghoul groups since encountered have been actively hostile to humanity and engaged.
Initial encounter with an ancient ghoul was found (in 1980) to have occurred in 1971, when a team was lost while exploring the ruins of a city buried beneath modern construction. For further details on this and other encounters, please review encounter files involving ghouls.
Investigation into the origin of ghouls returned little fruit until our arrangement with the Meander Corporation. Details they have provided to us indicate that the first ghoul (who may still exist) was the result of an attempted transcendence into lichdom around 600 A.D. The would-be lich survived, but as a ghoul. Meander necromantic theorists tell us that they believe this individual attempted to become a lich using magic in the vein of older zombie varieties. As these older zombies had similar issues with sunlight, and levels of infectivity are similar, we believe this possibility to be likely.
The oldest master ghouls in existence are only slightly over one thousand years in age, and most have indicated that the first ‘master’ ghoul was created in an accident by an ordinary ghoul. As ancient ghouls (some of which may be older than the eldest master ghouls) are unable to remember their first few hundred years clearly, one hundred percent certainty as to the origin of ghouls is unlikely unless this ‘first’ ghoul is encountered.
Master ghouls were later encountered through ‘underworld’ contacts in 1975. From them, the basis of much of the information herein was recorded. Apart from one other group, all master ghoul groups since encountered have been actively hostile to humanity and engaged.
Initial encounter with an ancient ghoul was found (in 1980) to have occurred in 1971, when a team was lost while exploring the ruins of a city buried beneath modern construction. For further details on this and other encounters, please review encounter files involving ghouls.
Investigation into the origin of ghouls returned little fruit until our arrangement with the Meander Corporation. Details they have provided to us indicate that the first ghoul (who may still exist) was the result of an attempted transcendence into lichdom around 600 A.D. The would-be lich survived, but as a ghoul. Meander necromantic theorists tell us that they believe this individual attempted to become a lich using magic in the vein of older zombie varieties. As these older zombies had similar issues with sunlight, and levels of infectivity are similar, we believe this possibility to be likely.
The oldest master ghouls in existence are only slightly over one thousand years in age, and most have indicated that the first ‘master’ ghoul was created in an accident by an ordinary ghoul. As ancient ghouls (some of which may be older than the eldest master ghouls) are unable to remember their first few hundred years clearly, one hundred percent certainty as to the origin of ghouls is unlikely unless this ‘first’ ghoul is encountered.
Wednesday, December 26, 2012
Elemental Construction
Note: pretty sure a lot of things should be tagged "Meander Corporation".
Elemental
Construction
Ghosts,
along with curses and holy magic, are the reason I believe that there are two
types of magic in the world. The first – our magic that consists of the four
elements and for some reason necromantic energy – is from outside our world;
whereas the second – our souls, the curses that create vampires and werebeasts,
even the holy magic cast by the clerics – seem to originate from within us,
something that is imbued in our world or imbued in us by virtue of being alive.
Elementals (and the darker creation, wraiths) are a union of these two magics, created by imbuing the remnant soul of a human being (often a ghost of some kind; as an ordinary soul is hard to find and contain) with the power of an element. In the case of the ordinary elements, the magic is imbued into the soul itself, becoming a tool it can use to produce heat and cold, or movement of the air and earth. And strangely, unlike the normal examples of such imbuement, an elemental can use the power imbued into it for as long as it persists (though there is a relatively small cap upon the power, albeit one large enough for an elemental to be quite powerful). An elemental will persist for several, sometimes several decades, though all eventually fade as the imbued ghost passes (there are dangerous, broken souled ghosts that seem to persist eternal; but these insane individuals should not be imbued – and would rarely give one opportunity to do so).
Stranger still is that – through very careful manipulation – one can turn one’s own soul into an elemental, before one’s death. This will cut one off from our magic forever, which makes it an unappealing option for most studying magi; yet is something often done to servants, or those close to the mage, to provide powerful living guardians. Notably, the rare few that return as ghosts after death do return as elementals, as one would expect. A further oddity is that in very rare cases the magic will persist in a bloodline (though with varying strength from generation to generation). I have, myself, only encountered three such cases; only one of which persisted for more than a single generation.
One cannot complete discussion of elementals without mentioning wraiths. These are dark perversions of normal magic, like all necromancy; rather than merging with the soul, the necromancy seems to replace it, to destroy it. All wraiths are cunning psychopaths at best, and usually murderous lunatics. Performing such an imbuement on a living being – I have been told – will always end their life, and always cause the creation of a wraith. Instead of normal elemental abilities, the wraith may only consume the souls of living creatures. Thankfully they grow no stronger from their terrible meals.
The creation of several elementals is a good means of protecting oneself from intruders and the ever more organised necromancer cults. If possible, however, the optimal solution is to imbue servants with the power; as they will (hopefully) live much longer than a ghost would linger in this world. The rest of this tome shall detail my methods of elemental creation and related experiments; copies may be acquired by sending me (or my descendants) a letter and, of course, suitable recompense for the times.
Elementals (and the darker creation, wraiths) are a union of these two magics, created by imbuing the remnant soul of a human being (often a ghost of some kind; as an ordinary soul is hard to find and contain) with the power of an element. In the case of the ordinary elements, the magic is imbued into the soul itself, becoming a tool it can use to produce heat and cold, or movement of the air and earth. And strangely, unlike the normal examples of such imbuement, an elemental can use the power imbued into it for as long as it persists (though there is a relatively small cap upon the power, albeit one large enough for an elemental to be quite powerful). An elemental will persist for several, sometimes several decades, though all eventually fade as the imbued ghost passes (there are dangerous, broken souled ghosts that seem to persist eternal; but these insane individuals should not be imbued – and would rarely give one opportunity to do so).
Stranger still is that – through very careful manipulation – one can turn one’s own soul into an elemental, before one’s death. This will cut one off from our magic forever, which makes it an unappealing option for most studying magi; yet is something often done to servants, or those close to the mage, to provide powerful living guardians. Notably, the rare few that return as ghosts after death do return as elementals, as one would expect. A further oddity is that in very rare cases the magic will persist in a bloodline (though with varying strength from generation to generation). I have, myself, only encountered three such cases; only one of which persisted for more than a single generation.
One cannot complete discussion of elementals without mentioning wraiths. These are dark perversions of normal magic, like all necromancy; rather than merging with the soul, the necromancy seems to replace it, to destroy it. All wraiths are cunning psychopaths at best, and usually murderous lunatics. Performing such an imbuement on a living being – I have been told – will always end their life, and always cause the creation of a wraith. Instead of normal elemental abilities, the wraith may only consume the souls of living creatures. Thankfully they grow no stronger from their terrible meals.
The creation of several elementals is a good means of protecting oneself from intruders and the ever more organised necromancer cults. If possible, however, the optimal solution is to imbue servants with the power; as they will (hopefully) live much longer than a ghost would linger in this world. The rest of this tome shall detail my methods of elemental creation and related experiments; copies may be acquired by sending me (or my descendants) a letter and, of course, suitable recompense for the times.
-- Introduction to tome in the Meander Corporation archives;
titled “Elemental Construction, Maintenance and Control, Master Edition”. Tome
was partially damaged in combat during acquisition, and is missing much of the
Control chapters.
Sunday, December 23, 2012
Action
Action
Tanya
Fayes stared at her watch, counting down the seconds. Almost go time, she thought. Three,
two, one, and here we go. She yanked hard on the door handle, and stepped
into the room, sunlight blazing around her from the door.
“Stay right the fuck there!” she yelled, aiming her pistol at a cluster of vampires. From the look of it, they were imps that’d just been torturing insects for entertainment.
“Whyyyy!” one of them spat, prompting Tanya to fire a round into the wall behind them.
“Because next time I’m not going to shoot the fucking wall, you sadistic shits,” she replied.
Although obviously pissed, the imps stayed put as Tanya stepped into the room, allowing Claire Firth and Leon Graves to come in behind her. “Pretty sure you just woke all of ‘em up, Tanya,” said Leon as he went past, heading for the door opposite. Claire giggled, and Tanya rolled her eyes.
“Keep moving,” she said.
Leon and Claire made their way through a couple of rooms before encountering any more resistance. Half way through what looked like some kind of lounge or staffroom, a pair of vampires (the ‘ordinary’ kind that no-one had a fancy name for) came in, knives in hand. “Fuck!” one of them yelled, bolting to get more help. The other advanced carefully towards Leon, who was seemingly unarmed.
“I got this, babe,” he said to Claire (whose hand had gone to her holstered revolver).
“I’ll cover your back, honey bunny,” she replied, smiling and turning. Leon advanced towards the vampire slowly. The vampire was a tall, muscular man – quite possibly a professional body builder – and he held a thirty-odd centimetre knife in hand. His face, however, was confused – Leon was a seventeen year old kid; not really scrawny but in no way physically intimidating.
Then Leon shot fire from his hands at the vampire’s face, lighting him up like a candle. As he started to scream and dropped his knife, Leon rushed up and jammed his own knife – a military combat knife he’d been given by Zach Corvus – through the vampire’s throat, severing his spine.
The vampire toppled to the ground, and Leon retrieved his knife before staggering. “Ugh,” he said, rubbing his head with his free hand. “I think I overdid it again, babe. Shoulder?”
Claire shook her head and giggled as she came up to lend her boyfriend her shoulder. “You keep doing that, you know,” she said. “Are you trying to impress me?”
“Banter after headache,” replied Leon. “Head hurty.”
Meanwhile, on the other side of the building, Lucy Drake was merrily holding back a group of fifteen vampires with a constant stream of flame that came from all around her. “Damn, you’re really cutting loose today Lucy!” hollered May Dreyson, as she fired her pistol rapidly into the bottlenecked vampires.
“It’s because Leon isn’t here to feel outdone,” yelled Daniel Fayes in reply. “And she can’t hear you over all the fire she has going!”
The trio were holding a corridor to allow the rest of their party – who had taken the front door – a path through to their target; an aristocrat vampire that had been biting several members of their group of survivors for the past couple of days.
As yet another vampire collapsed under the combination of fire and bullets, May let a happy woop. “It’s good to be fighting these bastards for once, instead of cowering and hiding,” she said, mostly to herself (given the noise).
The rest of the front entrance party – Zach, Naomi Drake and Renee Norman – were fighting a group of imp and plain vampires right outside of the aristocrat’s chamber. Zach and Naomi were taking pot shots – with an automatic shotgun and fireballs respectively – at vampires who were poking their heads in and trying to advance from an area out on their left. On the right, Renee was carving through vampire after vampire with her empowered sword; her pure white armour covered with blood from those she was killing.
Leon and Claire merged from another door as they fought. “The other door’s barricaded up,” Leon said, moving up to Zach, Claire right behind him.
“We’ll be done here soon,” replied Zach. “Then we can move in. Renee!”
“Yeah?” Renee replied, though still engrossed in her melee.
“Hold here as we head in,” Zach yelled, his voice somehow managing to pierce the noise of his shotgun firing another round into a foolish vampire.
“Gotcha!” said Renee, dispatching another opponent and beginning to back up towards the central double door. The rest of the group rushed for it, and pulled it open.
In the centre of the room lay an ornate stone coffin – like many other aristocrats, this one was a sucker for theatrics. Surrounding it, in various states of sleeping and dozing, were seven scantily clad plain vampires. Zach grinned. “I’ve been wanting to do this all week,” he said, and switched his shotgun to full auto.
The first series of bangs – no longer muffled by the walls of the room – woke all the vampires; except the one it hit, who became, for the most part, a red mist. The others had no more luck than the first as Zach expertly (and with glorious overkill) obliterated them all in seconds.
“Bloody hell!” said Naomi, taking her hands off her ears. “Why the hell is it louder when it’s doing that?”
Zach laughed, and said, “Something to do with how the chamber gets cleared. Awesome, isn’t it?”
Naomi shook her head, and the group advanced on the coffin. “My turn,” said Leon, placing his hands on the coffin. A few seconds later, a scream came from within, and the lid was pushed up from the inside.
Which prompted Zach to aim his shotgun through the small gap, and pull the trigger. A terrible screech rent the air for a second as Zach’s shotgun fire round after round, but then there was silence.
After a few seconds, Leon heaved the lid fully off. Inside lay a charred body, large chunks blasted away by Zach’s shotgun. “Mission accomplished,” said Zach with a grin. “Leon! High five! Those flames of yours are damn useful for keeping them from going mist on us.” Leon obliged, and the group split up to make their exits.
When Zach, Naomi and Renee (almost entirely covered in blood) rejoined Lucy, Daniel and May there were only a couple of vampires still alive; and they were cowering out of sight. “I guess things went well here, then?” said Naomi.
“Hell yeah,” replied May.
On the other side of the building, Claire and Leon rejoined Tanya. “Why are all the vampires dead?” asked Claire, noticing that the imps had all been shot.
“They moved,” replied Tanya. “Let’s go.”
Leon chuckled as he and Claire followed Tanya out.
The group piled into their cars, driven by their combat avoiding (Neil Freyghkt) and busy empowering objects (Jake Hall) group members.
“Perfect victory?” asked Jake, as Naomi hopped into the passenger seat beside him.
“Of course,” replied Naomi, leaning over and giving him a peck on the cheek. “Now drive, I wanna make sure we got the right one this time.”
In the other car, Neil got a high five from Zach as he hopped into the passenger seat. In the back, Leon said, “Shit we’re awesome.”
Claire smiled, and Tanya said, “Hell yeah.” Leon raised his fist, and with a broad grin Tanya gave him an epic brofist.
“Stay right the fuck there!” she yelled, aiming her pistol at a cluster of vampires. From the look of it, they were imps that’d just been torturing insects for entertainment.
“Whyyyy!” one of them spat, prompting Tanya to fire a round into the wall behind them.
“Because next time I’m not going to shoot the fucking wall, you sadistic shits,” she replied.
Although obviously pissed, the imps stayed put as Tanya stepped into the room, allowing Claire Firth and Leon Graves to come in behind her. “Pretty sure you just woke all of ‘em up, Tanya,” said Leon as he went past, heading for the door opposite. Claire giggled, and Tanya rolled her eyes.
“Keep moving,” she said.
Leon and Claire made their way through a couple of rooms before encountering any more resistance. Half way through what looked like some kind of lounge or staffroom, a pair of vampires (the ‘ordinary’ kind that no-one had a fancy name for) came in, knives in hand. “Fuck!” one of them yelled, bolting to get more help. The other advanced carefully towards Leon, who was seemingly unarmed.
“I got this, babe,” he said to Claire (whose hand had gone to her holstered revolver).
“I’ll cover your back, honey bunny,” she replied, smiling and turning. Leon advanced towards the vampire slowly. The vampire was a tall, muscular man – quite possibly a professional body builder – and he held a thirty-odd centimetre knife in hand. His face, however, was confused – Leon was a seventeen year old kid; not really scrawny but in no way physically intimidating.
Then Leon shot fire from his hands at the vampire’s face, lighting him up like a candle. As he started to scream and dropped his knife, Leon rushed up and jammed his own knife – a military combat knife he’d been given by Zach Corvus – through the vampire’s throat, severing his spine.
The vampire toppled to the ground, and Leon retrieved his knife before staggering. “Ugh,” he said, rubbing his head with his free hand. “I think I overdid it again, babe. Shoulder?”
Claire shook her head and giggled as she came up to lend her boyfriend her shoulder. “You keep doing that, you know,” she said. “Are you trying to impress me?”
“Banter after headache,” replied Leon. “Head hurty.”
Meanwhile, on the other side of the building, Lucy Drake was merrily holding back a group of fifteen vampires with a constant stream of flame that came from all around her. “Damn, you’re really cutting loose today Lucy!” hollered May Dreyson, as she fired her pistol rapidly into the bottlenecked vampires.
“It’s because Leon isn’t here to feel outdone,” yelled Daniel Fayes in reply. “And she can’t hear you over all the fire she has going!”
The trio were holding a corridor to allow the rest of their party – who had taken the front door – a path through to their target; an aristocrat vampire that had been biting several members of their group of survivors for the past couple of days.
As yet another vampire collapsed under the combination of fire and bullets, May let a happy woop. “It’s good to be fighting these bastards for once, instead of cowering and hiding,” she said, mostly to herself (given the noise).
The rest of the front entrance party – Zach, Naomi Drake and Renee Norman – were fighting a group of imp and plain vampires right outside of the aristocrat’s chamber. Zach and Naomi were taking pot shots – with an automatic shotgun and fireballs respectively – at vampires who were poking their heads in and trying to advance from an area out on their left. On the right, Renee was carving through vampire after vampire with her empowered sword; her pure white armour covered with blood from those she was killing.
Leon and Claire merged from another door as they fought. “The other door’s barricaded up,” Leon said, moving up to Zach, Claire right behind him.
“We’ll be done here soon,” replied Zach. “Then we can move in. Renee!”
“Yeah?” Renee replied, though still engrossed in her melee.
“Hold here as we head in,” Zach yelled, his voice somehow managing to pierce the noise of his shotgun firing another round into a foolish vampire.
“Gotcha!” said Renee, dispatching another opponent and beginning to back up towards the central double door. The rest of the group rushed for it, and pulled it open.
In the centre of the room lay an ornate stone coffin – like many other aristocrats, this one was a sucker for theatrics. Surrounding it, in various states of sleeping and dozing, were seven scantily clad plain vampires. Zach grinned. “I’ve been wanting to do this all week,” he said, and switched his shotgun to full auto.
The first series of bangs – no longer muffled by the walls of the room – woke all the vampires; except the one it hit, who became, for the most part, a red mist. The others had no more luck than the first as Zach expertly (and with glorious overkill) obliterated them all in seconds.
“Bloody hell!” said Naomi, taking her hands off her ears. “Why the hell is it louder when it’s doing that?”
Zach laughed, and said, “Something to do with how the chamber gets cleared. Awesome, isn’t it?”
Naomi shook her head, and the group advanced on the coffin. “My turn,” said Leon, placing his hands on the coffin. A few seconds later, a scream came from within, and the lid was pushed up from the inside.
Which prompted Zach to aim his shotgun through the small gap, and pull the trigger. A terrible screech rent the air for a second as Zach’s shotgun fire round after round, but then there was silence.
After a few seconds, Leon heaved the lid fully off. Inside lay a charred body, large chunks blasted away by Zach’s shotgun. “Mission accomplished,” said Zach with a grin. “Leon! High five! Those flames of yours are damn useful for keeping them from going mist on us.” Leon obliged, and the group split up to make their exits.
When Zach, Naomi and Renee (almost entirely covered in blood) rejoined Lucy, Daniel and May there were only a couple of vampires still alive; and they were cowering out of sight. “I guess things went well here, then?” said Naomi.
“Hell yeah,” replied May.
On the other side of the building, Claire and Leon rejoined Tanya. “Why are all the vampires dead?” asked Claire, noticing that the imps had all been shot.
“They moved,” replied Tanya. “Let’s go.”
Leon chuckled as he and Claire followed Tanya out.
The group piled into their cars, driven by their combat avoiding (Neil Freyghkt) and busy empowering objects (Jake Hall) group members.
“Perfect victory?” asked Jake, as Naomi hopped into the passenger seat beside him.
“Of course,” replied Naomi, leaning over and giving him a peck on the cheek. “Now drive, I wanna make sure we got the right one this time.”
In the other car, Neil got a high five from Zach as he hopped into the passenger seat. In the back, Leon said, “Shit we’re awesome.”
Claire smiled, and Tanya said, “Hell yeah.” Leon raised his fist, and with a broad grin Tanya gave him an epic brofist.
***
Tanya
awoke from her dream with a snap. She’d fallen asleep at a desk, rough
calculations and notes spread before her. She leant back in her chair and
sighed; her eyes clouding and tears beginning to roll down her cheeks.
As she sobbed softly, a voice came from behind her. “Has something happened?” it asked, concerned.
“I-” Tanya breathed deeply, calming her sobs, “I had a dream. What might have been, maybe? If-if they weren’t all dead, and worse. God.”
Tanya laid her arms on the desk, put her head in her hands, and started to cry.
As she sobbed softly, a voice came from behind her. “Has something happened?” it asked, concerned.
“I-” Tanya breathed deeply, calming her sobs, “I had a dream. What might have been, maybe? If-if they weren’t all dead, and worse. God.”
Tanya laid her arms on the desk, put her head in her hands, and started to cry.
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