Zombies
A zombie is a reanimated human corpse. They are among the lower forms of the undead, and often appear in large numbers. They are brought back to life through a curse (voodoo, necromancy) or a mutation and have recovered some vital functions like movement. They are near-mindless, possessing little reasoning power, though many can perform remembered behaviours from their mortal existence.
Juju
Zombie
Like their counterparts the juju zombie or zuvembie is a reanimated human corpse, but they differ from the common zombie in many ways. The juju zombie is created through means of ritual evil voodoo. Juju zombies are among the lower forms of the undead, made to serve their Bokor (evil voodoo witchdoctor) in some way; providing effective slave labour, protection, or resolving vendettas. The juju zombie is the scourge of the Houngan (good voodoo priest) who must defend their lands against the threat of those that use voodoo magic for dark purposes. Zombification through evil voodoo is really a form of possession. Juju zombies are animated by the Loa (voodoo spirit-gods) that inhabit the juju zombie's form and controlled by the bokor who summoned them. More powerful than the common zombie, the juju zombie is slightly more intelligent as well, able to perceive and understand simple commands from their masters. Another distinction from the common zombie is that the bite of a juju zombie will not cause its victim to metamorphose into the Living Dead. The methods of creating and controlling juju zombies vary among Bokors. Some Bokors use blood and hair from their victims in conjunction with voodoo dolls to create and control their zuvembies. Others methods of zombification involve a specially prepared concoction of mystical herbs, in addition to human and animal parts. The ingredients are all ground into a fine dust or even brewed into a potion. The dust may be blown into the unaware victim's face. Ingestion, injection, or even a blow dart may be used to administer the potion variety. When these substances come into contact with the victim's skin, bloodstream or mucous membranes, the victim is rendered immobile within minutes, as they succumb to a comatose-like state resembling death. The active ingredient that causes this "death-in-life" affect is known as tetrodotoxin, although little is known about this drug. After the victim is presumed dead, they are commonly buried alive. Most victims are driven insane by this ordeal, making them even more vulnerable to the Bokor's spells. The Bokor then performs an ancient voodoo rite; taking possession or "trapping" the victim's soul, and replacing it with the Loa that he or she controls. The victim's "trapped" soul is usually placed within a small clay jar or some other unremarkable container. The container is wrapped in a fragment of the victim's clothing, a piece of jewellery, or some other personal possession owned by the victim in life, and then hidden in a place of secrecy known only to the Bokor. Another form of zombification includes the invocation of the serpent-god Damballah, the most powerful of the Loa. Through this obscure ritual, a dead body may be resurrected and controlled through the use of two matching amulets. A juju zombie wearing an amulet around its neck can be verbally commanded by anyone in possession of its counterpart. There have been some rare occasions of juju zombies temporarily regaining part of their mental faculties. For reasons beyond explanation, their mortal persona is able to assume partial control over their bodily actions. This rare occurrence has only been observed when a juju zombie encounters situations that have heavy emotional connections to their mortal lives. Now matter how strong their spirit was in mortal life however, juju zombies are unable to resist the call of their masters for long. Type: Undead Setting: In Haiti, the Caribbean, and uninhabited regions throughout the eastern coasts of Africa. They are usually encountered in graveyards, cemeteries, underground tunnels and catacombs, caverns, abandoned mines, swamps, marshes and bayous, tropical jungle climes, small or remote islands, and occasionally high desert areas. Era: Any Physical Traits: Human in appearance; varying with signs of desiccation, decay, and emaciation. They have blank, expressionless faces with white eyes. Many are incapable of speech but most are able to make moaning and guttural sounds. They are normally encountered wearing whatever clothing they wore in their human life prior to reanimation. They may also be seen wearing slave rags or garments given to them by their Bokor. Height: Varies according to original height Weight: Varies according to original weight Mobility: Legs Sensory Organs: Mystical Communication: None Reproduction: None INT: D6, WIS: D6, STR: 3D6 x3, DEX: 2D6, CON: 4D6, CHA: D6, MR: D6, HPs: 6D6 AC: 6, Thac0: 15
Abilities: 2) Although they are not invulnerable, the lifeless, reanimated body of a juju zombie possesses a supernatural healing ability, enabling them to regenerate missing or injured tissue, and mend broken bones. Juju zombies can recover from small burns, lacerations, and gunshot wounds within a matter of hours. Juju zombies cannot regenerate missing limbs, however. Dismembering the legs will render the juju zombie immobile, but the creature will still continue to subsist. Likewise, decapitation will incapacitate the body, but the head will still live. They are also immune to certain other mortal vulnerabilities, including suffocation, drowning, extremes of temperature and pressure, high voltage electricity, poisonous gas and drugs. 3) Juju zombies possess superhuman strength three times greater than what they possessed while alive. 4) Unlike their counterpart, the common zombie, juju zombies do not express any fear or hesitation in their actions even when confronted by certain peril (e.g. fire). Juju zombies are highly susceptible to fire. Burning zuvembies is the most effective way of destroying them. The flesh of these creatures can be burned so totally that they cannot recover. Juju zombies are vulnerable to the voodoo which gives them animation. The proper incantation and treatment of a voodoo doll can cause supernatural, debilitating pain to a zuvembie. A juju zombie can also be put to final rest through the appropriate voodoo ceremony, which forces the loa from its body. There are certain mystical totems and fetishes that offer protection from zuvembies. These items can be worn about the neck or adorned in some other fashion. It should be noted that while these objects will offer protection against physical contact from zuvembies, these devices may not offer the same defence against their masters. Feeding Habits: Fresh mammalian flesh. Lifespan: Variable, depending on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Because of the supernatural enhancements they possess over the common zombie, most juju zombies can exist for 20 to 30 years before eventual putrefaction would threaten their mobility. |
Standard Zombie
No one is certain about the origins of these pathetic and horrible things. There have been legends and tales told about this undead monster for years. Some say that these creatures were the products of evil sorcery long ago. Others argue that the zombie can trace its beginnings back to the stars themselves, as the loathsome by-product of some form of space-virus. There are also those that maintain the zombie was the outcome of some man-made experiment gone awry, or the result of rampant radiation. Zombies are both intellectually and physically driven only by their all-consuming hunger for fresh human flesh. They are near-mindless, possessing little reasoning power, though many can perform remembered behaviours from their mortal existence. Most zombies have difficulty with simple mechanical objects and obstacles such as doorknobs, latches, stairs, and fences. Type: Undead Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls. Era: Any Physical Traits: Human in appearance, varying with signs of desiccation and rot. They have blank, expressionless faces, unless they are enraptured in a feeding frenzy, in which case they possess an almost feral visage. They are incapable of speech, but often tend to make moaning and guttural sounds. They are normally encountered wearing whatever clothing they wore in their human life, prior to reanimation. Height: 1 metre per level of caster (caster can choose height) Weight: None Mobility: Mystical Sensory Organs: Mystical Communication: None Reproduction: None INT: D6, WIS: D6, STR: 3D6, DEX: 2D6, CON: 4D6, CHA: D6, MR: D6, HPs: 4D6 AC: 8, Thac0: 19
Abilities: 2) While not invulnerable to physical injury, zombies can suffer great damage to their bodies (including dismemberment) without being adversely affected. Dismembering the legs will render the zombie immobile, but the creature will still continue to subsist. Likewise decapitation will incapacitate the body, but the head will still live. 3) In spite of its rather feeble intelligence, the zombie is relentless in its never-ending quest for food. No one knows why zombies need to eat flesh. They cannot actually perish from starvation. In one recorded instance, a severed head still attempted to bite, even though it had no stomach. Moreover, a zombie will refuse other kinds of meat when it is offered. Zombies seem to be more active at night, but they are able to move about normally during daylight hours. Unlike most undead monsters, zombies do not possess night vision. 4) When confronted individually zombies appear rather weak but the creature's true threat is revealed when they are encountered in huge numbers as relentless legions of tireless, flesh-eating machines. Another deadly aspect of the zombie is their ability to rapidly spread their undead scourge, increasing their numbers to vast measures. The bite of a zombie will cause its victim to quickly grow sick and die (usually within 3 days), only to rise again as a zombie. There is no known cure for this malady. Excision and cauterisation of the "bite-infected" area (e.g. removing a hand or arm, etc.) has proven to be completely ineffective in halting a victim's metamorphosis into the Living Dead. The zombie's strength level is at normal human-levels, but they are considerably slower that average humans, possessing poor agility and coordination. Their physical reaction-time is poor; about half that of normal human level. Zombies are highly susceptible to fire, and they seem to express an adverse fear of it. Burning these creatures is the most effective way of destroying them. Extreme amounts of electrical current will burn a zombie's flesh, thus consuming it in flames. Zombies can also be dispatched by causing extreme trauma to their brain. This can be accomplished by driving a bullet, a drill, a long knife, a hammer, or some other blunt object into the creature's skull. Feeding Habits: Fresh human flesh. Lifespan: Variable; depends on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Most zombies can exist for 10 - 12 years before decay would threaten their mobility. |