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Sam
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PostSubject: Necros   Thu Nov 03, 2011 1:45 am


Shambler



Physiology: Shamblers are the result of deceased humans being animated via dark magic. Depending on how long they were deceased they can look anything from a normal human right through to a mostly rotted corpse.

Basic info: Shamblers take their name from how they move, an awkward shuffling that is the result of decomposing flesh struggling to do anything. On their own they are weak, but in a group they can easily overpower those not equipped to deal with them. Their teeth and nails deal little damage, but the diseases passed through the wounds can debilitate the strongest of people with devastating effects.

Weaknesses: Being alone, silver, healing spells, cold.


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PostSubject: Re: Necros   Thu Nov 03, 2011 4:33 am


Blood Shambler



Physiology: The result of dark magics being wielded by powerful necromancers, Blood Shamblers are formed from the blood of dead humans. They look like a 7ft tall humanoid made of nothing but blood, and the stench of decaying blood that radiates from them is enough to turn the strongest of stomach.

Basic info: Blood Shamblers move and react much the same way as standard Shamblers except they slide awkwardly rather than walk. Alone or in a group they can prove deadly, their liquid limbs ensnaring their victims. Blood Shamblers have a particularly gruesome killing technique; they grapple onto their prey and force themselves into every available orifice, literally drowning them in blood. Those that manage to escape before they are drowned usually find themselves the victim of whatever blood-born infections and diseases the blood from the people who made up the Shambler was carrying.

Weaknesses: Water, healing magic
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PostSubject: Re: Necros   Mon Nov 07, 2011 1:38 am


Runner



Physiology: Quadrupedal and varying widely in height and build, Runners are what happens when a deceased canine is reanimated by dark magic. Depending on how long they were deceased they can look anything from a normal dog right through to a mostly rotted corpse.

Basic info: Runner's are the quickest of the necro's and one of the most terrifying when they form a group. They are brutal and savage, charging at their quarry and rending it apart with their claws and teeth. In the last communication received from Spain a necromancer demon was causing chaos after reanimating a pack of wolves as Runners and sending them hurtling through the cities.

Weaknesses: Silver, healing magic, water.
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PostSubject: Re: Necros   Mon Nov 07, 2011 1:46 am


Deathshead Bug



Physiology: Deathshead Bugs are tiny, the reanimated corpses of bugs and beetles. Their appearance depends on what type of bug they were, but all of them carry a faint green glow and the aroma of rotting vegetation.

Basic info: Seeing one Deathshead Bug alone is a rare treat; they are easily dispatched with a shoe. They are normally seen as a large swarm, and that is when they become highly dangerous. A swarm of Deathshead Bugs can strip a crop harvest in minutes and their bite carries a highly corrosive venom that causes muscles to rot and poisons the blood. One bite results in localised pain and itching, two bites causes sickness and intense pain. No one has survived more than five bites.

Weaknesses: Fire, being alone, silver, healing magic, any kind of damage.
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PostSubject: Re: Necros   Mon Nov 07, 2011 1:58 am


Spectra



Physiology: Glowing with a pale red light, these translucent humanoids are the enslaved spirits of humans sacrificed to the Demon Lords while on the other side of the Hellgates.

Basic info: Fairly rarely seen, Spectra's usually cause chaos wherever they go. These spirits carry all the spell casting abilities that they did when they were still alive, and the necromancer that controls them uses these powers to battle against humankind. One Spectra has been known to take out entire towns because many people pity the ever-crying spirits and try to help them, ending up caught in whatever chaos it rains down on them. If a Spectra is not being directly controlled at any one time, it is possible to speak to them. If the speaker is able to persuade the spirit that it does not have to listen to the Hellspawn controlling it, the spirit will often disappear, never to be seen again.

Weaknesses: Being spoken to, the necromancer controlling them, healing magics, cold, water.
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