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- The zombie types
- >Reaper
- You gain claws, talons, and large meat eating teeth, but are otherwise a more or less normal zombie.
- >Spore
- Your white blood cells became a fungus, your red blood cells became a sap like gel, and your sweat became an extremely foul smelling ooze. Blasted off body parts slowly grow into plant monsters.
- >Crusher
- Your upper body grew to be 4 times the size of a normal persons, and as much stronger. However you are big, bulky, you don’t sneak or hide easily, and you aren’t very quiet.
- >Regenerator
- You regenerate many, many times faster than a normal zombie does, but you have a tendency to form malformed or vestigial parts as well as more usual parts. You regenerate so quickly that many forms of injury heal at visible-to-the-unaided-eye speeds.
- >Water
- Your flesh’s density changed and your body hair became more like seaweed. You are able to travel underwater for an unlimited amount of time. Bullets also have a tendency to pass right through you and do a lot less damage than a normal zombie’s hit would be.
- >Climber
- Your body exudes a glue like substance that allows you to climb up and down walls and around on ceilings, though you leave a trail everywhere you go.
- >Fatty
- All the fat tissues in your body swelled and became gnarled and hard. Despite your flabtastic appearance, you are actually very strong, though not as strong as the crusher.
- >Dark
- You mutated very large eyes, a large sensitive nose, and large sensitive ears. You navigate in total darkness with zero penalty, but flashes of light can instantly and sometimes permanently blind you, and even daylight is just a bit to much for you.
- >Armor
- Your bone structure mutated and is growing at a very rapid rate. The longer you survive, the more bone armoring you have, though you eventually gain so much armoring that your movement speed becomes very minimal because you are so heavy. Bone armor is stimulated by injuries, and grows out of wounds.
- >Palatagea
- Your skin mutated and became a hang-glider like flap-cape attached to both your arms and both your legs, the left arm connected to the left leg by a large long flap, and the right arm and leg the same way. The flaps allow Palatagea to leap and glide about. Palatagea’s body is skinless other than the big flaps, the body held intact by raw muscles.
- >Compost
- You formed several large toothed mouths on your upper body, able to attack multiple targets with biting. The new mouths teeth are a bit like a sharks teeth, pointed, sharp, periodically replaced with a new tooth.
- >Crunchy
- All the fluids in your skin and muscles hardened and congealed into a crystal like substance. You take almost no damage at all from many forms of attack, but, you make crunching, grinding sounds when you move, so sneaking is impossible.
- >Two face
- A deformed face with functional sensory organs formed on the back of your head. When you close your eyes, it opens it’s eyes. As a result, you are impossible to sneak attack. You are double jointed everywhere, and change direction mid-motion with no roll required.
- >Reptile
- Your skin fused with its oils to become hard scales. You are twice as hard to penetrate and slowly grow lost limbs back.
- >Hairy
- Your hair grows four times faster than a normal person’s hair, the hair conducting electrical energy from your body or other sources for a short time, giving you a semi-permanent electrical charge.
- >Meltdown
- You produce radioactivity naturally, the amount of rads you produce slightly above what a human body can survive, so you slowly melt down by your body very slowly becoming fluids. Your appearance is extremely horrific and very terrifying.
- >Sluggish
- Your feet and hands produce a sticky fluid. It is very hard to get out of any grapples with you, difficult to knock you down, and the fluid is stickier than gorilla glue so if a human steps in it or is otherwise exposed to it, its difficult to get away.
- >Carrier
- You carry an illness. This is usually obvious to the naked eye. Carriers show visibly obvious symptoms. Diseases are always very serious plague-tier infectious, and usually are some sort of illness to do with the zombies being zombies in the first place, so people who die from any of the carrier’s illnesses are very likely to become zombies.
- >Head
- Your head is much bigger than normal. you are telepathic with all zombies around you and may let them experience your sensory impressions. Your head is so much larger than a normal head that its difficult for you to do much with it, though the rest of your body is more or less a normal zombie. Aggression against a head makes all zombies in the area frenzy.
- >Wizard
- So named for its appearance, the wizards skin is a lot bigger than it should be, and there is a great deal more of it than a normal zombie’s skin. Wizards exude an LSD like drug out of their hands, mouth, toes, and temples.
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- >Muddy
- Your flesh took on a consistency of tar sands oil, and your bones dissolved away to almost nothing, but the remainder of bone matter became extremely hard. You resemble a large blob, but form limbs and a head when you attempt actions. Your flesh is sticky and sweats acid from its pores, so you simply have to grapple someone and hold them to eat, you don’t actually have to bite, and don’t have teeth to bite with.
- >Rottener
- Your body rots much more intensely than a normal zombie does, but it is very slow. Any contact with you at all is likely to cause very severe illness, biting is much more contaminating, and body fluids are much more infectious. Your body is slowly covered with gangrene, mold, fungus, puss, and congealed blood.
- >Ghoul
- Your hands are claws, your teeth are violently pointed, and your legs are somewhat bowed and suited to suddenly leaping, in addition, your jaw can dislocate to swallow, your tongue is much longer and coated with filthy ooze, and you can see in the dark.
- >Fumer
- Your body produces heavier than air vapors from its open wounds which flow out in a slow continuous flow, the fumes severely infectious, difficult to see through, painful to breathe, and always causing coughing and sneezing. You are otherwise essentially a normal zombie.
- >Writher
- The nerves inside your body congealed together and became large tentacles. You are completely and utterly immune to pain and have numerous large tentacles throughout your body. Your appearance is fairly horrific as well, being that of a humanoid with tentacles sticking out every which way.
- >Parasitical
- Your blood cells (both white and red) carry a parasitic microbe. You sweat blood and vomit blood, are very infectious, and leave contamination everywhere you go. Unfortunately you also explode violently with no warning if you sustain to much damage or get overheated. Additionally, any blood you consume becomes contaminated, and a sizable portion of all blood you consume remains in your stomach, so you often vomit blood several times before being spent and needing more.
- >Ancient
- Your body was used in one of the initial experiments, and was previously a frozen-solid cryogenic mummy. As a result, most of your body is heavily shriveled and you move MUCH faster than a normal zombie. In addition, due to malfunctions with the early prototypes of the virus, you are significantly smarter than any other zombie except a Head. Unfortunately your body is shriveled, withered, and somewhat brittle. Your body leaves a faint odor trail that all types of zombies seek to follow, and your dead defeated body emits a cloud of invisible fumes that all zombies are drawn to.
- >Warfare
- A zombie soldier. You enter play with a weapon, at least one grenade, and at least 1 clip. In addition, you are better at melee combat than a normal zombie, and, providing you didn’t die from a head injury, some deeply-programmed basic training techniques are still known to use, specifically (usually) dodging and knife fighting.
- >Hazard
- You are a zombified national guard, police officer, intelligence agent, or fire fighter, and enter kitted out appropriately. Few zombies retain any kind of advanced human intelligence, though all of these subsets of hazard type enter play with at least one gun of some type, and the national guard, police officer, and intelligence agent retain some deep seated basic-training knowledge.
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