LOG 1
12.05.2008
It's a cold blustery day. I have watch in a little while. We are on alternating shifts these days. Now that we've finally figured out how to fight these damn things. Here is something I've been working on in my free time. Lots of research and thought went into these. maybe it will come in handy for someone later. For now, here it is.
Type: Voodoo Zombie
Danger: 1
Identifying Marks: Dilated Pupils, Pale Flesh, Distinct Cult Marking, Programmed Motor Response, Mono-Syllabic Speech Capability
Origin: Ritual Sacrifice (ie raised by a Necromancer or Vodouisant), Drug-Induced Paralysis
Gore Factor: Controlled Splatter
Intelligence: Low
Mobility: Slow with long-range roaming capabilities
Hot Spots: Carribean Islands and the American Gulf Coast
Type: Classic Zombie
Danger: 3
Identifying Marks: Sunken Eyes, Discolored Flesh, Open Wounds, Delayed Motor Response, Limited Speech Capabilites
Origin: Cosmic Radiation, Hell Runs Over
Gore Factor: Messy
Intelligence: Low
Mobility: Slow with long-range roaming capabilities
Hot Spots: Shopping Malls, Farmhouses
Type: Research Zombie
Danger: 5
Identifying Marks: Reanimated Body Parts, Bruised Flesh, Scabbed-Over Arteries, Sensitive to Electrical Stimulus, No Speech Capability
Origin: Medical Experimentation
Gore Factor: Revolting
Intelligence: Non-Existent
Mobility: Relentless, Murderous Impulses
Hot Spots: Nursing Homes, Insane Asylums, Pharmaceutical Offshore Manufacturing Facilities
Type: Warrior Zombie
Danger: 6
Identifying Marks: Empty Eye Sockets, Skeletal Remains, Advanced Decomposition, Limited Motor Response, No Speech Capability
Origin: The Grave
Gore Factor: Precise Damage
Intelligence: Medium
Mobility: Travel in Packs, Perform Coordinated Attacks with Long-range Roaming Capabilities
Hot Spots: Mediterranean Coastal Regions, Egypt
Type: Dog Zombie
Danger: 8
Identifying Marks: Red Eyes, Oily/Matted Fur, Open Wounds with Possible Parasitic Infestation, Advanced Motor Response with Lethal Consequences, Basic Canine Speech Capability
Origin: Viral Transmission
Gore Factor: Visceral, Rabid
Intelligence: Medium
Mobility: Quick Bursts of Acceleration Combined with Superior Agility
Hot Spots: Private Medical Facilities, Government Agencies
Type: Atomic Zombie
Danger: 9
Identifying Marks: Green Eyes, Pale Skin, Open Seeping Sores, Instantaneous Motor Response, Limited Speech Capability
Origin: Nuclear Mishap, Toxic-Waste Exposure
Gore Factor: Nasty
Intelligence: Low
Mobility: Low-Range Roaming Capabilities, Unexpected Outbursts of Radical Violence
Hot Spots: Nevada, The Former U.S.S.R., North Korea, (some reports claim they can be found in Iraq/Afghanistan area, debatable)
Type: British Zombie
Danger: 10
Identifying Marks: Red Eyes, Discolored Flesh, Open Wounds, Immediate/Lethal Motor Response, Limited Speech Capability
Origin: Medical Mishaps, Viral Transmission
Gore Factor: Bloody Awful
Intelligence: High
Mobility: Fast with Medium-Range Roaming Capabilities
Hot Spots: Britain
Type: Child Zombie
Danger: 11
Identifying Marks: Sunken Eyes, Discolored Flesh, Open Wounds, Delayed Motor Response, Limited Speech Capabilities
Origin: Cosmic Radiation, Hell Runs Over
Gore Factor: Particularly Upsetting
Intelligence: Low, Manipulative
Mobility: Slow with Long-range Roaming Capabilities, Lures Victims
Hot Spots: Churches, Abandoned Schools, Parks
Type: Alien Zombie
Danger: 12
Identifying Marks: No Identifying Features During Incubation Period
Origin: Unknown
Gore Factor: Explosive, Aggressive
Intelligence: Immeasurable
Mobility: Inter-Galactic and Inter-Species Roaming Capabilities
Hot Spots: Evacuated Mining Colonies, Abandoned Space Stations, Points of Terrestrial Impact
I have also heard rumors of Satanic Zombies, Hypno Zombies, Shock Zombies, and Virtual Zombies. I don't know enough about these to write summaries of them at this date. They all sound kinda nasty. but I guess that's the world we're living in today. Will write later, it's time for my shift.
-L
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