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.

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.

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.

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.

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