Thursday, December 27, 2012

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.

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.

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.

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.

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