Showing posts with label Carrion. Show all posts
Showing posts with label Carrion. Show all posts

Tuesday, 1 March 2016

Prophets Progress!


Just need to finish the Prophets Staff and the Bases for him and his 'lil friends.

(His friends are the older Wargames Factory Plastic Zombies)

https://nexus-miniatures.ecwid.com/#!/Deadling-Hero-No-01-The-Prophet/p/56989816/category=15325059

Tuesday, 23 June 2015

Of Whispers, Dums, and Carrion

When Uni-Tech were first trying to clone Dinosaurs, to get it to work they had to 'piggy back' the Dino DNA onto the genetic template of a theoretically harmless Virus - we all have them, here in the real world they've know about them for years, commonly known as bacteriophage or just 'phage' it is a virus that infects and replicates within a bacterium  - a phage was used as a carrier, as a Virus can replicate more efficiently than any Animal cell currently known to man. A phage may be encoded  to carry over a 100,000 - many more than the 24,000 needed.

When the technology became viable, it evolved into a money making venture for unscrupulous businessmen who were running Uni-Tech – exploiting it without it being fully tested.

Of course, when the Dino-Parks start opening all over the USA - and the Dino's then start breeding themselves (chaos theory reigns and Nature always finds a way) the Virus mutates and a new strain evolves, creating a "wild card" effect - causing it to spread to other animals – including Humans! 

This new Infectious Virus started spreading Dinosaur characteristics to Humans - 90% of those infected become seriously ill. Only around 10% of those infected became 'Primes' - humans who began developing special traits. Enhanced Strength, toughened skin, lighter bones, wings, and other more 'exotic' and unexpected abilities. Most Primes are positive (designated Alphas, Betas, and Deltas to designate their level of ability), and show no (or very little) outward manifestation of their mutations - others, are more monstrous (and in the case of Omegas, generally hideous and deformed).


After a time The Primes in countries all over the world attempted a take over, which naturally lead to a cold war situation between the various Prime 'Nations' and the Norms - which led to the use of nuclear strikes, conventional, and chemical warfare. All the time Uni-Tech Scientists are trying to find a cure, but when they start getting close - the R.D.S. Virus mutates again into a new strain (due to a combination of Uni-Tech's tampering, Chemical contamination, Radiation, and natural viral evolution/contagion development), which in turn led to a new and uncontrollable Necrotizing Fasciitis infection (therein lies the problem - when ANY "strange" Virus encounters a new species it mutates again –  in this case killing people and then altering the DNA Code, changing their cellular structure - the result. CARRION!). Rather than the flesh simply being eaten away - it rots on the bone, remaining as leathery dessicated flesh hanging gorily off the bone leaving the Carriers craving healthy tissue – the very thing they have lost. This leads them to attack and bite, further spreading the disease.

There are two types of Carrion, Whispers and Dums.

The "Z-Cells" take over the body, forcing it into its new state - its alive, but not in the generally accepted way. The level of decay in the host would depend upon the degree to which the Z-Cells has taken over the host. Someone with nearly 100% conversion would look fresher for longer - as Z-Cells don't decay as such, they more "dry out" and become dessicated like tissue thats been mummified. The more mindless Dum's had received enough Z-Conversion to turn, but not enough to stop them breaking up from decay
If enough cells Get Corrupted barring damage a Carrion could live forever - generally these "full conversions" aren't victims of bites they are 100% conversion by the source. Either direct exposure to the R.D.S. Virus itself, or they were carriers of the Virus, who passed away (either from natural causes, radiation poisoning, or chemical poisoning) leaving the R.D.S. Virus to run rampant throughout their system.

The true nature of the 'Whispers' (Smart Carrion) is that they have achieved 100% conversion, and as a consequence their intellect remains intact

Whispers are generally fresh fresh looking - with maybe some facial deformities created not only the R.D.S. Virus but also the change in personality and mindset, they normally look like they are less than a few days or weeks 'dead' - are faster than regular Carrion and can think independantly of the herd, even using tools and simple weapons. A few rare examples keep their original intelligence and personality - it has been theorized that maybe the prime aspects of their genetic makeup had been activated as they died, but in 99% of these cases the individual gets so depressed and hateful of their situation and what they have become they seek to end their existence.

Dums are rarely fresh (in look or smell), they are slow, scratch and bite - but show little (or no) actual intelligence.

They are often "herded" by the Whispers or the cannibalistic Giaour.

Whispers can still communicate, but in gravelly whispered tones - Dum's cannot speak, merely grunting and groaning.



This first 'X-Rated' Whisper Miniature was sculpted by the Undead Master Mark Evans, and will be part of an upcoming release.

Sunday, 3 May 2015

Industrial Espionage (No Complications Part I)

In the darkness they waited, patiently and silently - clad in dark grey and equipped only with seemingly primitive weapons.

The Uni-Tech guard circled the compound once, twice, three times. After the third time Akihiro had a good idea of timing. He nodded to his partner, Katsumi. She nodded in return and slipped through the hole she had cut into the fence earlier - moved over to the other side of the enclosure and dropped to the ground. With the colour of her clothes and blackened weapons, face down to the ground she was practically invisible - Akihiro admired her greatly, in more ways than one.

Mister Satoshi their CEO at Jorogumo Industries - had given them their instructions, take a Cargo plane from Tokyo - land at an abandoned Airstrip just outside of London. Hidden there they will find an Armoured Car, Fuel, Anti-Dino Equipment (Pheromone Sprays, Lures etc) - drive to the East Wall London Gate, it would be difficult - the south of England is as infested with Random Dinosaurs and Walking Road Kill as it can get. When you get there climb then drop over the wall, get to the East London Uni-Tech Labs - break in un-noticed, steal the latest Re-Birth research. Then exit the Uni-Tech compound, and return the way they came.

So far it had been 'by the numbers', apart from those four Giaour "chancers" trying to take them on when they stopped after getting a Carrion stuck around the axle of the Armoured Car there had been zero problems.

Katsumi waited for the Guard again, and for the fourth time, roughly ten minutes later, he passed by - and for the fourth time he didn't notice where the fence had been cut and wired so as not to break the connection and set off the alarm. Katsumi dashed away into the darkness, totally graceful and totally silent.

She returned some ten minutes later, and again dropped to the ground. For the Fifth the guard rounded the corner, the cut of his red Uniform catching the moonlight. Katsumi stayed completely still, as he stopped literally inches from her - scanned around himself - then carried on with his endless repetitious march around the grounds.

Katsumi looked up at Akihiro who nodded. Katsumi nodded back, and with a flash was back through the break in the fence and had laced it back up. The sprinted back to the wall - the section guard was sleeping soundly when the scaled the section of the wall they came into the City over. Akihiro injected him with the tranquilizer antidote - he would wake up shortly with a hangover, but at least they didn't have to kill him. Akihiro and Katsumi effortlessly climbed down the outer wall and sprinted off into the night.

15 minutes later, the arrived at where they had left the Armoured Car.

One of the four Giaour they thought they had killed was waiting, leaning against the Armoured Car casually. It was obvious he was not alone, that he had 'friends' with him.

Then Akihiro and Katsumi heard the groaning, and 30 Carrion lumbered out of the darkness towards them . . . . . .





About the Factions

Every Game Setting needs good guys and bad guys, and S.D.Z.A. is no exception to that rule.

About the Factions

In S.D.Z.A. there is plenty of choice and it’s not a case of you can ONLY take certain things in certain Factions – there are a lot of ‘mix and match’ possibilities. Good vs Evil are pretty much the only restrictions, and even then with mind controlling psychotropic drugs and electronic control collars - that line can get a little Fuzzy.

Humanity

At the end of the Day, the Earth is filled with people – normal folks just trying to do their job, or even survive. These are the regular “Human” Factions that n the base game.

Regular Folk – Not So Regular.

A lot of people spend most of their lives within the City States, the surviving Communities during the Year of Chaos walled themselves off – only rarely trading with other City States. Corruption became rife in a lot of these cut off communities – they rarely let in new blood, and thanks to the Neo-German alliance and their National Sport of 'Death Ball' Gladiatorial-Like Sports became the norm for entertainment – Shanty Dwellers (those who live in shacks and old trailers just outside the city walls) would fight for the right of Citizenship, but even those who won rarely survived their wounds to join the elite. Even when they did, life inside the safety of the Walls was rarely what they expected.

Self Sufficiency and Recycling became the key to survival both inside and out of the Walled Cities – food gets recycled as fertilizer or feed for livestock, bodily waste from both humans and animals gets turned into fuel. Nothing is wasted.

All these factors go to make for tough and hardy stock (not to mention they are cunning) and these “types” form the Core of the Human Faction. Rednecks, Shanty Dwellers, City Security, Wasteland Warriors – all are possible within the SDZA Rules and Setting.

The Rangers have what is considered to be one of the Toughest jobs on the planet, these brave Men and Women regularly risk their lives for Civilians and Military alike - if there's a Dinosaur, Wildlife, or Territory problem, they are the ones called in to sort it. The Ranger Movement (or D-Ranger/Dinosaur Ranger depending upon your preference) grew from the Staff at the first Dino-Parks - originally their membership comprised of the regular Staff, Veterinarians, Palaeontologists, Experienced Zoo Keepers, and Animal Behaviour experts hired to work at and maintain the Dino-Parks – during the Year of Chaos when the Dinosaurs escaped the Dino-Parks, and  started roaming wild and free - the remaining governments of the world hired most  of the original Rangers to help monitor, control, and even capture escaped and wild Dinosaurs in an attempt to control the situation - though their modern Duties and responsibilities are greater today – acting as border guards and peacekeepers,  Rangers often Deal with Carrion Outbreaks and Criminal Problems outside a City States walls as well.

Uni-Tech are the Corporation responsible for the Dino-Parks and the subsequent mess created - they can be played as either bad or good guys (depending on your own perspective). They have the best Weapons and Technology in the game, and so tend not to show up in great numbers. Ruthless, Efficient, and Direct are words that best sum-up Uni-Tech.

Cops and Government Types - Special Agents, the Military and Private Security – then there are the “Super Troopers” (as the general Population call them) the super-elite A.S.P. Troopers of N.A.T.O. With the increased need for Military Aid during (and after) the Year of Chaos – N.A.T.O.s mandate became more that of a World Military Police Force, than just a European Peace Keeping force. Varian Blackwood, Agents Sculder and Mulley, and Jacob Nexus himself generally work in this area (though Varian maintains his own Private Security as well). 

The Primes of the Initiative (F.O.N. Operatives)

Our beloved Super Beings are technically split three ways, you have the Sanctioned Primes - those that work for the Initiative. These are your "Freaks Of Nature" Operatives, though they function on their own (and even have their own Troopers) they can be included in with any "Good" Army, so Military, Government types, and Human "Survivors". If you field F.O.N. Operatives with a Sentry Unit however, you may only ever take one Sentry – as they have a distaste for ‘Inorganics’.

The Carrion & the Giaour

The Carrion aren't your "predictable" Zombie faction - you will even see some humans mixed in with Carrion on the battlefield. There are Rednecks who have lived in the Barrens so long they've become cannibals and live alongside the Carrion - picking up their leftovers for food -they are basically a clan of modern Ghouls. The "Giaour" as they call themselves function as "back-up" for Carrion Forces or you can field a Force of Giaour and take a few Carrion as cannon fodder. They may even take a special Prime Character, known only as "The Prophet" . . . . 

The Brotherhood

The Brother faction is the most exclusive (whilst politically being the most inclusive) - and has the least "mix and match" potential. They are led by the children of the original Rebels who almost started the war between the Normals and the "Chosen" (as they choose to call themselves), the Brotherhood is made up of Primes (both lesser and greater) and their Supporters. Rebs, Primes, Morlocks (pale skinned tunnel dwellers, de-evolved into APE Like Creatures by the R.D.S. Virus), Mutt's and the feared Caprican Legion make up their Number.

The Caprican Legion
The original Caprican Legionnaires were former ASP Troopers who manifested Mutations brought upon by the R.D.S. Virus - the crack 12 Man team led by Major Caprican, fearing for their position and status - not only within the Ranks of the ASP Troopers, but also society as a whole, vanished into the Wilderness. Taking with them a cache of ASP Trooper weapons and gear Only to show up some time later fighting amongst the ranks of the Brotherhood as the white clad Caprican Legion.

The Caprican Legionnaires are never seen without their Unique Helmets, different in design to the Regulation ASP Trooper gear - more menacing and completely covering their heads. The stories go that the Legionnaires are so deformed, so twisted by the R.D.S. Virus - that they never show their faces out of shame.

Other stories tell of them augmenting their slowly decaying bodies with stolen Varian Blackwood Technology, and that they are more Machine than Man now - held together by their now dirty and stained white Armour and stolen cybernetics have fully bonded with their twisted and broken forms.

Utterly Loyal to Major Caprican and totally ruthless, when fighting the Legionnaires barely utter a sound other than in response to their Leader - "By Your Command" . .

The Dinosaurs

Along with regular Dinosaurs, you have "Smart" Dino's who lead their brethren and the True Breeds that are species that breed true, unlike their more tragic brethren the Mutts (see below) that are actually evolved Carnivores rather than hybrids. Unless you have a Torem leading your Dinosaur Faction (A Torem is a type of True-Breed that has manifested Prime Powers) you may not mix Carnivores with Herbivores.

The Seraphis Institute

These are the 'Men in Black' of S.D.Z.A., a shady Organization made up of Primes, and ex Government Types, and Freelance Agents. Whilst ostensibly fighting on the side of Good, their long term objectives are unknown.

The Outsiders

The Outsiders are those rejected (or those who reject) Society – some by choice, some by an accident of Fate. 

Most (not all) Primes come about because the RDS Virus affects them that way, Mutts because the RDS Virus passes back into the Human population from the Dinosaurs and "carries" some of the Dino characteristics with it - this leads to either Mutt's being Born to healthy individuals who were Carriers - or spontaneous "change" caused by the Infection.

The "Mutts" - poor souls are those who through exposure to early versions of the R.D.S. (Reactive De-evolution Syndrome) Virus ended up as twisted fusions of Dinosaur and Human. 

Primes born outside of Communities generally join the Brotherhood, those who don’t join 

the ranks of the Ronin - Rogue Primes who refuse to work with either The Brotherhood or the Initiative. Though the don’t always start out as Outsiders (some are ex Institute for example) they always end up as such.

The Highwaymen - ex Military, ex Rangers etc. - people who get "danger addicted" and want to make a lot of money fast - they are a Faction in their own right, but can also work with Good or Bad guys as Mercenaries - unscrupulous Highwayman can be in the Hire of Uni-Tech - whilst another could be working to bring much needed supplies to a Shanty Town. 

The Time Knights 

Strange Robed Figures have been seen of late, swathed in heavy purple robes trimmed with strange hex designs.

They carry strange sidearms, that can project focused streams of plasma - 'Plasma Blasters' they call them, people who have encountered these strange individuals have heard them mention their weapons by name.

They possess powers akin to those of the Primes, yet when scanned with a Visor do not show up as such. In fact on the rare occasions where a blood sample has been taken from these Strangers, its been ascertained that it has human and non-human characteristics - and that there is every indication they are immune to the R.D.S. Virus.

These brave 'Knights' always seem to arrive in the nick of time, to help or aid the enemy. Though the dark ones generally wear Black, Dark Grey, or Dark Burgundy robes and alien looking helmets - these Marauders seem hell bent on causing as much chaos and destruction as possible. But their robes sport the same strange designs.

Where they come from, or what their motives are are unclear - but it's obvious these strangers are a force for good, and evil . . . .