Honestly, when it came down to the infection, I just decided it was easier that it would be more appropriate for it to be a plot effect. However, if you want to have a quick and dirty set-up... Without a Bio-Filter or some other filtering system, then the infection begins. getting 4 or more SL's in a Con * 2 roll, your character is resistant to the effects and might have nothing more than a slight cough. 3 SL's you start coughing and have a sore throat. 2 and below, it's like you have asthma, and if you already did, it's worse. Make these rolls every 20 in-game minutes. People can bounce back from these, but you need to avoid exposure.

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The Corruption

Motivation: Create “Hosts”, “For the Glory of the Hive-Mind!”

Critter Type: Alien Zombie

Attributes: Str -, Dex -, Con 7, Int-, Per -, Will -

Dead Points?

Qualities and Drawbacks: Weak Spot (none), Who Needs Food, Slave Conditioning (must make as many “hosts” as possible), Contagion Spread, Regeneration (1 point per minute), Damage Resistance, Weakness (Fire and chemicals kill it quickest)

The Corruption does not directly fight, but is still just as much a threat as the walking slashers. The Corruption is one of the first stages of the necromorph infestation, and the most prominent indicator of the bio-recombinant abilities that all necromorphic life-forms possess. Wherever present, larger numbers of Necromorphs are usually encountered. When a marker signal is present, it will use any existing dead biomass to repurpose it to this and spread the infection. In short, the Corruption acts primarily as both an environmental adjuster and a universal source of ready biomass for rapid recombination. This latter use of the Corruption is most clearly evidenced by Guardians.

In addition to being a habitat changer, the Corruption helps the Necromorphs adapt to the various environments they travel through, such as Zero-Gravity areas and vacuum. It’s almost like a gang “tagging” territory. The long-term effects of being exposed to the corruption are not pretty. Without an air-filter of some kind, it won’t take long (a matter of hours) before the victims start having difficulty breathing. After that, the victim will slowly die as the air they breathe is less oxygenated and becomes more and more concentrated with the contagion. In case you’re wondering, the gas smells much like vomit. The growth has a slick/sticky surface, making any who tread upon it move slower (-3 to dodge). Scans will also show that the biomass is only 70% human. It is also not uncommon for cysts, guardians, and nests to develop along it.

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Cyst

Motivation: “I’m a landmine, for the Glory of the Hive-Mind!”

Critter Type: Alien Zombie

Attributes: Str -, Dex -, Con 3, Int-, Per -, Will -

Dead Points 15

Qualities and Drawbacks: Weak Spot (none), Who Needs Food, Combat Twitch (anything gets within range, it releases its payload), Supernatural Attack (Grenade, 40 explosive)

Cysts appear to be growths of the Corruption that serve to kill hosts moving through its immediate vicinity. It is capable of excreting undead bombs that will explode when they hit the floor or an object. They are not capable of distinguishing between human hosts, inanimate objects and Necromorphs, and will eject their bomb if any object comes within range.

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Wheezer

Motivation: Generate poisonous gas, “For the Glory of the Hive-Mind!”

Critter Type: Alien Zombie

Attributes: Str 2, Dex 1, Con 4, Int 1, Per 1, Will 1

Dead Points 20

Qualities and Drawbacks: Weak Spot (none), Who Needs Food, Slave Conditioning (must make as many “hosts” as possible), Contagion Spread, Teamwork (Telepathy with all Necromorphs within 20 yards, and always with the Hive Mind), Bury the body (cannot spread the infection by itself), Regeneration (1 point per minute), Damage Resistance

Skills: Brawling 1, Dodge 1, Notice 1, Stealth 1, “Play Dead” 1

While this form of necromorph cannot strike at anything, it can change the atmosphere around it much like the corruption but better (or worse, depending on how you look at it). They resemble humans more than any of the other necromorph species, except for their lungs, which are many times the normal size of human lungs and located outside of their body, taking up most of their back. They are constantly in a kneeling position, because their arms and legs are fused together, and as a result are incapable of any type of movement. A distinct strained breathing sound can be heard in the vicinity of a Wheezer, hence the name. They are most likely the "terraformers" of any necromorph ecosystem.  Wheezers are virtually harmless; while they drain the oxygen, they lack any offensive capability. They are often alone, and the only true threat is multiple dangerous necromorphs appearing after their death.

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Nest

Motivation: Create “Hosts”, “For the Glory of the Hive-Mind!”

Critter Type: Alien Zombie

Attributes: Str 7, Dex 4, Con 2, Int1, Per 3, Will 2

Dead Points: --

Qualities and Drawbacks: No Weak Spot, Supernatural Attack (“Homing Pustule Bombs”), Who Needs Food, Slave Conditioning (must make as many “hosts” as possible),  Teamwork (Telepathy with all Necromorphs within 20 yards, and always with the Hive Mind), Problem Solving, Bury the body (cannot spread the infection by itself), Regeneration (1 point per minute), Damage Resistance, Weakness (Targeting Yellow Limbs ignores Damage Resistance, 30 Damage required to blow off a limb) (Fire Deals Double Damage, Chemicals deal normal damage)

Skills: Brawling 3, Dodge -, Notice 2, Stealth -, “Play Dead” 5

Natural Weapons: Homing Pustule Bomb – 30 Explosive, +3 to hit, can’t circle back.

 

Found exclusively in zero-gravity and aquatic locations, the Nest is formed from a female host and at least one other body fused back to back, with three fleshy, bulbous "arms" having sprouted from the shoulders of the bodies; the lower sections of its constituent bodies are fused into a mass of flesh which serves to anchor the Nest to a surface, making it a sessile Necromorph similar to the Guardian. Also similar to Guardians, Nests appear to serve an "area denial" function, albeit adapted to act as sentinels in large, open areas without gravity. A third feature shared with the Guardian is that, to kill a Nest, its "arms" must be destroyed, with the rest of its form being invulnerable to damage.

When there is no threat around, or in the presence of gravity, Nests retract their bodies inside their lower sections, protecting it from harm. If an intruder enters into range, the Nest immediately emerges from its lower section and begins thrashing around, releasing swarms of small, red-glowing Necromorphs from its arms; these Necromorphs then proceed to home in on the target, detonating upon contact. After releasing a swarm, the Nest will temporarily enter a refractory period before thrashing its arms once more, the "pause" between swarms lasts approximately five seconds.

Nests lack any sort of close-range attacks, instead simply retreating back inside their lower sections when a threat comes too close (about one to two meters), rendering it invulnerable to damage once more; once the threat moves far enough away again, however, the Nest will reemerge and continue its assault. Additionally, if an active Nest is placed under a significant gravitational force (i.e. activating the gravity of the area it's located in), the Nest will immediately retract into itself and remain inactive until zero-gravity conditions are resumed.

 


"The hour of your redemption is here ....
Rally to me .... rise and strike. Strike at every favorable opportunity. For your homes and hearths, strike!"
-- General Douglas MacArthur,
to the people of the Philippines

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Last Edited By: WebMike8 Apr 29 13 10:23 AM. Edited 3 times.