Sabriel (
bindsthedead) wrote2015-04-15 02:02 pm
Entry tags:
Zombie plot write up
So, Melkor's been behaving himself... mostly, right? Unfortunately, that's about to change.
On May 17, Melkor will steal Sabriel's bells and use them to raise a (small) undead army from stolen corpses in Maurtia Falls, using his powers to corrupt their spirits- which he will promptly lose control of- and then proceed to set shit on fire until he's stopped on May 19, at which point Sabriel will reclaim her bells and dispose of any remaining undead.
So how can your character participate?
Well, first there's dealing with Melkor himself. Sabriel will take him down, but she'll need help. Second, there's dealing with the undead themselves. Finally, there's helping put out fires before they spread, and tending to anyone injured in the attacks.
The undead Melkor summons with the bells will be Old Kingdom Dead- in other words, 24 possessed corpses with varying levels of strength and intelligence, and 6 bodiless spirits that take the form of vaguely humanoid shadows. Since none of them will be able to cross the canal, they'll all be stuck on one side of the city, allowing people involved in Archangel or living in Maurtia Falls to opt out of dealing with them if they don't want to.
Physical Undead
-Unless your character can banish spirits or submerge them in fast flowing water, they cannot be killed in a single strike. Sunlight will hurt and weaken them, but it won't be an instant kill. They'll generally be out at night, and hide in sewers/abandoned buildings/underground during the day.
-Headshots do not work. Decapitation/destroying the head will blind them, but the body needs to be completely destroyed for them to stay dead. Fire will hurt them, and they'll try to avoid it. Given that Melkor will be torching things, this will help to scatter them.
-They feed by killing and feeding on life-force, and will attack all vertebrate animals, not just humans. If your non-human character is alive, they'll be a target.
-Will be drawn to people using magic/energy based powers- but if they're overpowered,outclassed, or outnumbered, they'll try to flee.
-Attack by biting, bashing and clawing- and while they may be kind of decayed, they have enough fine motor control to open doors... or snap necks.
-NOT CONTAGIOUS. Being bitten/scratched by one will not kill you or turn you into a zombie, although injuries they inflict tend to go bad quickly.
-Intelligence is variable- none of them are able to speak, but they're not mindless, and faster and stronger than you'd expect. Due to Melkor corrupting their spirits, their bodies may be somewhat twisted- arms far longer than a human being's ought to be, no neck, mouths that open impossibly wide, etc etc.
-To those sensitive to such things, they're essentially possessed corpses.
-If three or more of them form a group (In other words, within 20 feet of each other), tech in the area (40 feet) will stop working, including guns and cars. Individual Dead may have a weaker, smaller effect.
Bodiless Spirits
-Pretty much all of the above applies, but physical attacks won't work. They're smarter, faster, and stronger, and the only things that can hurt them are running water, sunlight, and magic. Also, while they can't walk through walls, they can squeeze through cracks.
-In canon described as what you'd get if you cut out a man-shaped piece of the night sky- one without any stars. They can easily hide in shadows, although stronger ones will have fiery, blood red eyes.
The total damage from the plot will be 10 NPC casualties, and two blocks of Maurtia Falls business district will be destroyed due to Melkor setting them on fire.
On May 17, Melkor will steal Sabriel's bells and use them to raise a (small) undead army from stolen corpses in Maurtia Falls, using his powers to corrupt their spirits- which he will promptly lose control of- and then proceed to set shit on fire until he's stopped on May 19, at which point Sabriel will reclaim her bells and dispose of any remaining undead.
So how can your character participate?
Well, first there's dealing with Melkor himself. Sabriel will take him down, but she'll need help. Second, there's dealing with the undead themselves. Finally, there's helping put out fires before they spread, and tending to anyone injured in the attacks.
The undead Melkor summons with the bells will be Old Kingdom Dead- in other words, 24 possessed corpses with varying levels of strength and intelligence, and 6 bodiless spirits that take the form of vaguely humanoid shadows. Since none of them will be able to cross the canal, they'll all be stuck on one side of the city, allowing people involved in Archangel or living in Maurtia Falls to opt out of dealing with them if they don't want to.
Physical Undead
-Unless your character can banish spirits or submerge them in fast flowing water, they cannot be killed in a single strike. Sunlight will hurt and weaken them, but it won't be an instant kill. They'll generally be out at night, and hide in sewers/abandoned buildings/underground during the day.
-Headshots do not work. Decapitation/destroying the head will blind them, but the body needs to be completely destroyed for them to stay dead. Fire will hurt them, and they'll try to avoid it. Given that Melkor will be torching things, this will help to scatter them.
-They feed by killing and feeding on life-force, and will attack all vertebrate animals, not just humans. If your non-human character is alive, they'll be a target.
-Will be drawn to people using magic/energy based powers- but if they're overpowered,outclassed, or outnumbered, they'll try to flee.
-Attack by biting, bashing and clawing- and while they may be kind of decayed, they have enough fine motor control to open doors... or snap necks.
-NOT CONTAGIOUS. Being bitten/scratched by one will not kill you or turn you into a zombie, although injuries they inflict tend to go bad quickly.
-Intelligence is variable- none of them are able to speak, but they're not mindless, and faster and stronger than you'd expect. Due to Melkor corrupting their spirits, their bodies may be somewhat twisted- arms far longer than a human being's ought to be, no neck, mouths that open impossibly wide, etc etc.
-To those sensitive to such things, they're essentially possessed corpses.
-If three or more of them form a group (In other words, within 20 feet of each other), tech in the area (40 feet) will stop working, including guns and cars. Individual Dead may have a weaker, smaller effect.
Bodiless Spirits
-Pretty much all of the above applies, but physical attacks won't work. They're smarter, faster, and stronger, and the only things that can hurt them are running water, sunlight, and magic. Also, while they can't walk through walls, they can squeeze through cracks.
-In canon described as what you'd get if you cut out a man-shaped piece of the night sky- one without any stars. They can easily hide in shadows, although stronger ones will have fiery, blood red eyes.
The total damage from the plot will be 10 NPC casualties, and two blocks of Maurtia Falls business district will be destroyed due to Melkor setting them on fire.

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