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Night (A d20 Modern/Future Campaign Setting)
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<blockquote data-quote="TheVengefulKoala" data-source="post: 5438521" data-attributes="member: 99681"><p><strong><u><span style="font-size: 15px">Other Supernaturals</span></u></strong></p><p> </p><p>After the Twelfth Crusade, the rest of the supernatural world followed vampires into the proverbial light, either by choice or by necessity. The following information is brief information about the supernaturals in <em>Night</em>, <u>other than vampires</u>.</p><p> </p><p><strong><u>Werewolves:</u></strong> <em>"Vampires and thralls, I can handle...but everytime I hear that howl, I piss myself."</em> -an Anonymous Knight.</p><p> </p><p>Werewolves, and their associated cousins such as wererats, wereboars, and werebears, are just as real as vampires. Therianthropes don't need much explanation: they are otherwise-human entities who can shapeshift in animalistic forms either at the full moon or by choice. Werecreatures, while not unaging like vampires, do age very, very slowly.</p><p> </p><p>What makes this a <em>very bad thing</em> is that most therianthropes have hair-trigger tempers, and having a wolf-human hybrid capable of tearing through steel angry at you is a very worrying thing. Unfortunately, lycanthropy and it's associated forms is a degenerative genetic condition, which causes those affected with it to become less and less mentally-stable over the course of their lives. As a result, in many places, werecreatures are mistrusted, feared, or even outright attacked.</p><p> </p><p>In the New Papal States "high-functioning" therianthropes are treated as full citizens, and are awarded every legal protection other citizens get. The only difference is that all werecreatures are required to register their condition as soon as symptoms manifest, and are required to wear yellow armbands in public. This being said, they are fully-accepted in the NPS, even if less than 2% of the population is affected.</p><p> </p><p> </p><p><strong><u>Zombies:</u></strong> <em>"Remember: there is no cure for living death. Killing a 'zombie' is no more murder than euthanizing a wounded horse. The best thing you can do for them is neutralize them as quickly as possible."</em> -"Threat Identification Guide for the Vigiles, 18th Edition", Major Jameson Roy, c. 2501.</p><p> </p><p>Not all the undead are vampires. Some are in an even worse condition than vampires. Some are unfortunate enough to become zombies. A zombie (also called "Mobile Corpses", "Zeds", "Carnivorous Cadavers", "C.Cs", or "Maggot-Addicts") is created in almost exactly the same process as a vampire. A victim has their blood drained by a vampire to the point of death, but unlike the process of becoming a vampire, a vampire does not transfer their blood to the victim.</p><p> </p><p>The corpse reanimates in roughly 30-45 minutes after death. The reanimated victim is all but completely braindead, is completely loyal to the vampire that created it, and has only one thing on it's mind: food. The zombie will attack anything alive, possessed with the same hunger that affects vampires who are starved for blood. Lacking the specialized dentition of vampires, however, the zombie will simply consume the flesh in an attempt to drain the blood of a victim. To make matters worse, this same condition will be passed on to any human killed by the zombie. Because vampires, past and present, have no intention of endangering the stability of their food supply, they will often destroy the bodies of their victims before reanimation.</p><p> </p><p>Zombies have a "watered-down" curse of vampirism: they're still undead, but different enough to not simply be called flesh-eating vampires. Zombies are phsyically-dead, feeling no pain or fatigue. They have little dexterity and almost no intelligence; doorknobs are a challenge for them, and firearms are thankfully impossible for them to use. However, they're durable, expendable, can follow simple commands given to them by their master, and are immune to sunlight. Because of their rapid rates of "reproduction" zombies are serious business, especially when they occur in the NPS. Because where there's a zombie, there's a vampire...</p><p> </p><p> </p><p>Tommorrow: part two, covering mages and fae. Kronos, I altered your idea somewhat for the zombies.</p></blockquote><p></p>
[QUOTE="TheVengefulKoala, post: 5438521, member: 99681"] [B][U][SIZE=4]Other Supernaturals[/SIZE][/U][/B] After the Twelfth Crusade, the rest of the supernatural world followed vampires into the proverbial light, either by choice or by necessity. The following information is brief information about the supernaturals in [I]Night[/I], [U]other than vampires[/U]. [B][U]Werewolves:[/U][/B] [I]"Vampires and thralls, I can handle...but everytime I hear that howl, I piss myself."[/I] -an Anonymous Knight. Werewolves, and their associated cousins such as wererats, wereboars, and werebears, are just as real as vampires. Therianthropes don't need much explanation: they are otherwise-human entities who can shapeshift in animalistic forms either at the full moon or by choice. Werecreatures, while not unaging like vampires, do age very, very slowly. What makes this a [I]very bad thing[/I] is that most therianthropes have hair-trigger tempers, and having a wolf-human hybrid capable of tearing through steel angry at you is a very worrying thing. Unfortunately, lycanthropy and it's associated forms is a degenerative genetic condition, which causes those affected with it to become less and less mentally-stable over the course of their lives. As a result, in many places, werecreatures are mistrusted, feared, or even outright attacked. In the New Papal States "high-functioning" therianthropes are treated as full citizens, and are awarded every legal protection other citizens get. The only difference is that all werecreatures are required to register their condition as soon as symptoms manifest, and are required to wear yellow armbands in public. This being said, they are fully-accepted in the NPS, even if less than 2% of the population is affected. [B][U]Zombies:[/U][/B] [I]"Remember: there is no cure for living death. Killing a 'zombie' is no more murder than euthanizing a wounded horse. The best thing you can do for them is neutralize them as quickly as possible."[/I] -"Threat Identification Guide for the Vigiles, 18th Edition", Major Jameson Roy, c. 2501. Not all the undead are vampires. Some are in an even worse condition than vampires. Some are unfortunate enough to become zombies. A zombie (also called "Mobile Corpses", "Zeds", "Carnivorous Cadavers", "C.Cs", or "Maggot-Addicts") is created in almost exactly the same process as a vampire. A victim has their blood drained by a vampire to the point of death, but unlike the process of becoming a vampire, a vampire does not transfer their blood to the victim. The corpse reanimates in roughly 30-45 minutes after death. The reanimated victim is all but completely braindead, is completely loyal to the vampire that created it, and has only one thing on it's mind: food. The zombie will attack anything alive, possessed with the same hunger that affects vampires who are starved for blood. Lacking the specialized dentition of vampires, however, the zombie will simply consume the flesh in an attempt to drain the blood of a victim. To make matters worse, this same condition will be passed on to any human killed by the zombie. Because vampires, past and present, have no intention of endangering the stability of their food supply, they will often destroy the bodies of their victims before reanimation. Zombies have a "watered-down" curse of vampirism: they're still undead, but different enough to not simply be called flesh-eating vampires. Zombies are phsyically-dead, feeling no pain or fatigue. They have little dexterity and almost no intelligence; doorknobs are a challenge for them, and firearms are thankfully impossible for them to use. However, they're durable, expendable, can follow simple commands given to them by their master, and are immune to sunlight. Because of their rapid rates of "reproduction" zombies are serious business, especially when they occur in the NPS. Because where there's a zombie, there's a vampire... Tommorrow: part two, covering mages and fae. Kronos, I altered your idea somewhat for the zombies. [/QUOTE]
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