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1993-09-07
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Date: Wed, 25 Nov 92 17:47:29 CST
From: dpo@csd0.dsto.gov.au (Damian O'Dea)
Subject: Zombis
To: vampire@math.ufl.edu
I came up with this idea in a recent Story and thought that the STs out there
may find them amusing. Any players whose STs read the list should possibly
check with them first before reading further...
I would suggest that the Zombis would be best used in either Mean Street or
Bourbon Street, as implacable enemies to be blown away (with a nastier foe
waiting in the wings...) or as pitiful victims of circumstance beyond their
control (and the Black Magic of the Sabbat) respectively.
-------------------------------------------------------------------------------
Zombi
~~~~~
The Diabolical Sabbat cult has developed many Black Arts, not the least
is the Magical Ritual which can steal the Mind and Soul of Kine, to transform
them into Zombis. The process turns a mortal being into a supernatural being
of moderate power. While they may be no match for a hardy Neonate this matters
not, for the Sabbat can create legions of these damned creatures.
The Ritual: Firstly the will of the mortal must be destroyed. While the
Sabbat Necromancer may take a leisurely amount of time at this mental
degeneration, it may also be quickly achieved by a the (Presence 2) Discipline
Dread Gaze, which, under repeated "applications" will drain a point of Willpower
per success. The sanity of the mortal is severely damaged in this stage of the
act, and although much of the will is destroyed, not all of it need be. Once
the victim's Willpower is reduced to below 3 points, the mortal will faint away
and is ready for the next step.
The victim is then sent into unconsciousness, either by beating them
into a comatose state, or more subtle methods, such as magical sleep.
Once this is done, a point of Cainite Vitae is infused into the victim.
A simple ritual of Black Thaumaturgy will open a wound to receive this Vitae,
and then close it. More modern methods include intravenous injections and drips
which may cause some problems with the Vitae being exposed and losing potence.
This Blood will serve to partially preserve the "corpse", and prevent
the brain from decaying. Some more practical Sabbat will also employ large
freezers to store several prepared victims until ready to cast the final stage
of the Ritual.
The final step is to cause an infusion of a preparation containing more
Vitae, several hallucinogenic toxins, and some mystical elements into the
bodies. The activation Ritual requires a pentacle, several mystical symbols and
five burning torches to cast. It takes approximately half an hour to cast the
spell. The "corpses" which will become Zombis are laid out within the
pentacle. The ritual is cast, and the Diabolist rolls (Manipulation + Dominate)
versus a Difficulty of 7. Successes indicate the number of Zombis which are
animated by the Ritual, up to a maximum of 5. A failure indicates that the
Ritual has failed to animate any Zombis, while a botch destroys all the corpses
laid out around the pentacle and possibly causing the Necromancer to be
persecuted by the restless Spirits of the victims. Any "corpses" which are not
animated as Zombis due to full or partial failure of the ritual cannot ever be
animated, and thus leave the Necromancer the problem of disposing of the useless
bodies.
The Zombis: The transformation from mortal to Zombi imposes several changes
upon the individual:
(i) Attributes: Physical: STR, STA +1; DEX -1.
Social: MAN, CHA -2; APP 0.
Mental: PER, INT +0; WIT -1.
Older Zombis will steadily decay, and CHA, INT and WIT will decrease by 1 every
year until they reach 0. When INT is at 0, the Zombi is useless for anything
but the most simple of tasks.
(ii) Health: Zombis are simply physically more able to take a
beating than other creatures. They have two extra Health levels which are
treated as an extra level of Bruised and Hurt each. Zombis gain +1 success
to all soak rolls to limit the damage inflicted.
(iii) Advantages: By becoming a Zombi, the victim gains an immediate
group of Disciplines:
(a) oo Potence == +2 successes to Damage rolls
(b) oo Fortitude == +2 dice on Soak rolls
(c) oo Protean == "Red Eyes" and "Claws"
Protean is always on. Absolute Darkness has little effect on the Zombis. The
Claws are distended, 40 to 50 centimetres long, and additionally, the Zombis
canines are extended by several centimetres (top and bottom), which will force
the jaw open. Zombis often lacerate their lips simply by closing their mouths,
making the face of a Zombi a bloodied mess.
As for Vampires, claws will do STR+2 dice of damage, and a bite will do STR+1
dice. This damage is considered Aggravated for both Vampires and Werewolves.
Appearance: Zombis are an horrific sight. Like Vampires they have a pale,
corpselike complexion, tinged with the blue of the dead. Their hair and skin is
generally unkempt, and their red glowing eyes are full of either a feral gleam
of hatred, or the dull and lifeless look of utter despair. Claws and teeth are
offensively long, and their mouths and hands are bloodied messes. If the Zombi
is of any appreciable age (3-6 months) they have begun to rot and decay (thus
APP 0, earlier Zombis may retain their APP for a while).
Those viewing a Zombi for the first time (and possibly every time until
they are understood) must make a check or be subjected to the Ro:tschreck
(difficulty of 6). The instinct of the Beast is to flee before this unnatural
danger.
Will: Zombis retain only the slightest vestiges of free will. They
may be able to act of their own desires if they have not been given a command
for that day. They torpor/sleep during the daytime, as their Master does, so he
is free of their Vengeance during that time. Once they awaken at sunset, they
may be able to flee the service of their Master, or even attempt to destroy him.
Either option is exceedingly difficult, for the ritual which creates the
Zombi places the creatures under the Domination of the Master just as if they
had been Conditioned. Thus their Master is able to Possess them and control
their bodies. This could well exhaust their small reserve of Willpower
completely, but that will regenerate overnight. Zombis can be troublesome
slaves indeed.
Zombi Hands: By extending the animating ritual, and adding another 30 minutes
to the casting time, the Zombi Master is able to create one special Zombi from
within the group. This Zombi becomes the key to controlling the entire group.
Instead of requiring verbal commands, the Master may control all the group
psychically.
By mentally commanding the "Thumb" of the group, the order is relayed to
the entire "Hand" as if each had been commanded separately. There is no way to
select which Zombi will become the Thumb, and as such one may end up with a
fractious Thumb (with enough Willpower to be troublesome) compromising the
loyalty of the entire Hand. Usually, however, this extension results in the
creation of an easily created "Zombi Squad".
Domination: Despite being conditioned to the Domination of the Master,
Zombis are not immune to the control of others. This is one of the best
defences against the creatures, for if they are Dominated into doing something
by someone, they will faithfully follow these "new orders". Of course, the
Zombi Master may simply re-issue the original command if he becomes aware of
the "bug" in his programming (as it were...).
Redemption: More applicable to Bourbon St Chronicles, Zombi are not doomed
to a slow decay over several years without any hope. Those who retain enough
free will might escape and be able to convince the players to assist them in
being freed of the Black Curse which lays upon their souls. Perhaps some ritual
of magic or mystical artefact could reverse the transformation. The death of
the Master might in some sense free the Zombi, or perhaps the only freedom lies
in the Final Death.
Whatever the ST decides, it could be a useful metaphor for reminding
players of their own powers and their own Curse. The rapid physical decay of
the Zombi is akin to the slow Mental/Psychological/Humanitas Degeneration of the
Kindred. Zombis can tell Vampires much about despair and loss, and the power of
evil.
-------------------------------------------------------------------------------
There you go Folks. Hope you like it. Questions, Comments and Criticisms
are welcomed (Thanatos?).
The Odiferous One, <As Zombis have a Master, the Kindred have Odiferous...>
! Damian O'Dea !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! dpo@csd0.dsto.gov.au !
! C3ISE group/MilCompSysBranch/ITD !!!!!!!!!!!!!!!!!!!!!!! ERL/DSTO-Salisbury !