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Types of Infected - Common

Infected Variant: @The Fresh (Animaphage Infected Variant)

(Common survivor names: “Screamers,” “Reds,” “Newborns”)

Stage

0–48 hours post-conversion

The Fresh are newly turned Animaphage hosts whose bodies have not yet degraded neurologically. Unlike baseline infected, they still retain significant motor coordination, speed, and residual human behavior, making them the most immediately lethal form of infection.

They do not last long—but while they exist, they are catastrophic.


Physical Traits

  • Skin flushed or darkened rather than pale

  • Eyes bloodshot but focused

  • Muscles tense, responsive, and explosive

  • Wounds bleed heavily but are ignored

They still look human at a distance, which makes them especially dangerous.


Movement

Unlike basic infected, the Fresh can run and sprint.

  • Capable of full human sprint speed

  • Agile, able to dodge and change direction

  • Can navigate stairs and uneven terrain easily

  • Do not tire during this stage

Their speed drops sharply after this phase.


Motor Skills

The Fresh retain gross and limited fine motor control.

They can:

  • Pick up and use melee weapons (pipes, knives, clubs)

  • Kick, shove, and grapple with intent

  • Force doors by battering or breaking them

They cannot:

  • Reload firearms

  • Use complex tools

  • Coordinate advanced tactics

Weapon use is instinctive, violent, and short-lived.


Vocalization

The Fresh are extremely vocal.

  • Capable of screaming, howling, and shrieking

  • Vocalizations are loud, prolonged, and involuntary

  • Screams act as horde beacons, pulling infected from wide areas

This is one of the primary ways hordes form rapidly after an outbreak.


Behavior

The Fresh are:

  • Hyper-aggressive

  • Erratic but focused

  • Drawn to movement and sound

  • Capable of brief pursuit and ambush

They show flashes of recognition—calling names, mimicking speech, or reacting emotionally—but it’s fragmented and unstable.

This phase is often described by survivors as “being hunted by someone who remembers how.”


Duration

The Fresh stage is brief.

  • Begins immediately after full conversion

  • Lasts 12–48 hours, rarely longer

  • Ends when neurological degradation removes fine motor control

After this, they degrade into baseline infected:

  • Lose the ability to run

  • Lose weapon use

  • Lose speech and screams


Threat Level

Extremely High (Short-Term)

  • One Fresh can wipe out a small group

  • A cluster can collapse an enclave

  • A single scream can doom an entire block

Ironically, they are also fragile in the long term—their bodies burn hot and fast.


Narrative & World Impact

The existence of the Fresh explains:

  • Why outbreaks spiral out of control early

  • Why initial containment always fails

  • Why hospitals and evacuation centers fell so quickly

  • Why screams are feared more than gunfire

They are the Animaphage at its most violent and personal—
the moment where humanity hasn’t fully died,
and that makes it worse.

Infected Variant: @The Shambler

(Common survivor names: “Walkers,” “Drifters,” “The Slow,” “The Mass”)

Stage

3+ days post-conversion (stable state)

The Shambler is the most common form of Animaphage host and the long-term endpoint of infection. By this stage, neurological degradation has stripped away speed, coordination, and higher behavior, leaving behind a body driven purely by sensory stimulus and herd instinct.

They are not explosive or dramatic—but they are everywhere.


Physical Traits

  • Skin pale, gray, or waxy but fully intact

  • Eyes clouded, unfocused, often milky

  • Muscles rigid and densely toned from constant use

  • Wounds persist without healing or decay

At a distance, they resemble exhausted, sick people. Up close, the absence of awareness is unmistakable.


Movement

Shamblers cannot run.

  • Slow, uneven walking pace

  • Continuous movement without fatigue

  • Poor balance, frequent stumbling, rapid recovery

  • Speed increases slightly when packed tightly in groups

They never sprint. They never charge.
They advance.


Motor Skills

All fine motor control is lost.

They can:

  • Walk forward relentlessly

  • Push and lean with full body weight

  • Slam into obstacles repeatedly

  • Grab with extreme grip strength

They cannot:

  • Use weapons

  • Open doors or manipulate handles

  • Climb ladders or complex terrain

  • Perform any intentional hand-based action

Once a Shambler grabs hold, its grip locks reflexively and does not release.


Senses

  • Vision: Severely degraded; limited to nearby movement and contrast

  • Hearing: Highly sensitive and dominant

Sound is their navigation system.
Silence is the only reliable defense.


Vocalization

Shamblers are largely mute.

  • Low groans, rasping breath, or occasional moans

  • No screams or directed vocalizations

  • Noise is incidental, not intentional

Unlike the Fresh, they do not call others—
they respond.


Behavior

Shamblers are:

  • Single-minded

  • Non-reactive to pain

  • Drawn instinctively to sound and motion

  • Incapable of fear, hesitation, or retreat

They do not recognize people or places.
They simply fill the space they are pulled toward.


Horde Behavior

Shamblers exhibit extreme herd convergence.

  • Lone Shamblers seek others unconsciously

  • Groups naturally merge into larger masses

  • Hordes move slowly but inexorably toward stimuli

  • Once formed, hordes rarely disperse

They do not pursue targets—they absorb terrain.


Threat Level

Low individually. Extreme collectively.

  • One Shambler is manageable

  • Several are dangerous

  • A horde is an environmental catastrophe

Most survivor deaths attributed to Shamblers occur due to:

  • Exhaustion

  • Entrapment

  • Structural collapse

  • Loss of escape routes


Narrative & World Impact

The city looks the way it does because of Shamblers.

They explain:

  • Why streets clog over time

  • Why districts fall silent instead of burning

  • Why sound discipline is absolute

  • Why vertical space equals survival

They are not hunters.
They are pressure made flesh.


Infected Variant: @The Skitter

(Common survivor names: “Runners,” “Claws,” “Little Ones,” “Shrikes”)

Stage

Child hosts — post-conversion stabilization

The Skitter emerges when the Animaphage infects a child. Due to smaller body mass, developing skeletal structure, and higher neural plasticity, the pathogen expresses very differently than in adult hosts.

They are fast.
They are quiet.
They are feared more than any other common variant.


Physical Traits

  • Small, lightweight frame

  • Elongated arms disproportionate to torso

  • Fingers fused into hardened, bone-like claws

  • Spine slightly hunched, shoulders drawn forward

  • Skin pale but intact, stretched tightly over muscle and bone

Limbs appear wrongly jointed, optimized for speed and reach rather than strength.


Movement

Skitters are extremely fast.

  • Capable of sprinting bursts

  • Move in sudden, erratic patterns

  • Low center of gravity allows rapid direction changes

  • Can scramble over debris, furniture, and low obstacles

They do not climb with intent—but their anatomy allows them to pull themselves over objects instinctively.


Motor Skills

Skitters retain advanced gross motor function, but no fine manipulation.

They can:

  • Run, leap, and scramble

  • Slash and latch using clawed hands

  • Cling briefly to surfaces or targets

They cannot:

  • Use tools or weapons

  • Open doors deliberately

  • Coordinate complex actions

Their attacks are instinctive and frantic, not planned.


Senses

  • Vision: Poor, similar to other infected

  • Hearing: Extremely sensitive

They react violently to sudden noise—but are also capable of remaining unnervingly still when unstimulated.


Vocalization

Unlike the Fresh, Skitters are nearly silent.

  • Clicking or chittering sounds when agitated

  • Rapid breathing or soft wheezing

  • Rare, high-pitched shrieks when injured or cornered

Silence is their greatest weapon.


Behavior

Skitters exhibit:

  • Ambush tendencies

  • Pack-like coordination (emergent, not intentional)

  • Attraction to confined or cluttered spaces

  • Fixation on movement rather than sound alone

They do not form hordes like Shamblers.
They infest.


Threat Level

Extreme (Close Quarters)

  • Individually lethal to unprepared survivors

  • Packs can overwhelm armed adults

  • Particularly dangerous in interiors, alleys, and overgrowth

They are responsible for:

  • The abandonment of schools, apartments, and subways

  • Survivor superstition surrounding “small shadows”

  • Strict Bastion policy regarding child infection zones


Narrative & World Impact

Skitters are why:

  • Survivors avoid dense interior spaces

  • Overgrown zones are feared even when quiet

  • Silence is sometimes worse than noise

They represent the Animaphage at its most unnatural—
a lifeform reshaped around speed, hunger, and persistence.