Post by yanta on Nov 30, 2012 17:41:28 GMT -5
Rules
1: Follow all site rules to the key. We're all friends here, so no friend on friend hatred due to not following the basic site rules.
2: At least four sentences, please. I understand that it's not easy to get that much out, but please try.
3: No immune characters. It's a new virus. No one on Earth has had a chance to create a vaccine, let alone become immune to the virus.
4: No GM/PP. We're all humans. We're not the ones that are mutated... they are.
5: If your character's outside during the Alarm, he/she is either dead or infected.
6: Dead characters may come back later on as zombies. So don't forget about them. I will keep a list of all characters and color code it.
7: If your character is bitten or scratched, he/she is infected. Eventually, the character will turn and try to kill those around him/her. These characters are to either disappear into the night or die by the weapon of another character.
8: Only those permitted to be in the guard tower or those on a mission to get stuff for the community may be near the border.
9: Have fun. It's a role play for a reason.
10: RP your own battles. If your character runs into a zombie on the outside, it would be faster and easier if you RPed the battle out yourself.
Story
Journal Entry #157
Rank/Name: Neurobiologist Jennings
Date: October 20, 5081
Branch #: E586
Experiment: Immortality
Entry: I've finally isolated that elusive little cell. Now, maybe, we can get on with our main experiment. Oh I can't wait to see the look on their faces when we crack this code. I'm so brilliant, maybe I should be rewarded with first dibs. That is... only after the volunteers. Don't want a bad strain.
Journal Entry #158
Rank/Name: Neurobiologist Jennings
Date: October 28, 5081
Branch #: T586
Experiment: Immortality
Entry: This is AMAZING! They took to the new serum like a charm. Only side effect, a bit of drowsiness. After they wake up, we'll go onto the final test. If this works, then they can release the stran and I'll have a nice fat bonus added onto my check. I'm hoping for about two to three hundred thousand more.
Journal Entry #159
Rank/Name: Neurobiologis Jennings
Date: October 29, 5081
Branch #: T586
Experiment: Immortality
Entry: I don't get it. I just don't get it. All of them. Every last one. DEAD. They all died in their sleep. This can't be right. Something must be wrong with the formula or something. It's time to go back and look over my math again. I need to know what went wrong before the higher ups catch wind of this. This is a travesty. An absolute disaster. How are we going to aquire that many people willing to test this stuff again?
Journal Entry #160
Rank/Name: Neurobiologist Jennings
Date: October 30, 5081
Branch #: T586
Experiment: Immortality
Entry: They're back. I don't know how, but they're back. They seem a bit agressive, but I'm sure we can resolve this problem in a matter of days and have a whole new serum cooked up by the time the new subjects enter the doors. We just need to find out why they're like this. Extraction is tomorrow. One of the interns is going to handle getting the sample we need.
Journal Entry # 161
Rank/Name: Neurobiologist Jennings
Date: November 9, 5081
Branch #: T586
Experiment: Immortality
Entry: The sample came out with no problem. The intern is shaken, but not seriously injured. They're running him for tests right now, he was bitten a couple times and recently had a bad fever. Hopefully, it's not what they're thinking. If it is, then we're probably going to be out one intern for a while. Everyone's saying it's a bad infection, I say he just caught a small bug and will be back in no time. He's resting now. Let's hope he's better by tomorrow.
Journal Entry #162
Rank/Name: Neurobiologist Jennings
Date: November 10, 5081
Branch #: T586
Experiment: Immortality
Entry: The intern died. They're going to inform his family tomorrow. I shouldn't have doubted their efforts. I know if I wasn't heckling the medical staff, they could have gotten more ground on what killed the intern. Now, because of me, a family's lost their son... their brother... their husband... their father.
Journal Entry #163
Rank/Name: Neurobiologist Jennings
Date: November 15, 5081
Branch #: T586
Experiment: Immortality
Entry: I've locked myself in my room. The intern woke up, and started attacking everyone around him. It was a mad house. Then, they woke up and started attacking others. It was a vicious cycle. I fear I'm the only one left at this point. I'm going to try and hold out here for as long as I can, but I can hear them scratching away at my door every night. I don't know how long it's going to take, but I'm sure they'll find a way in eventually.
This is how it all started. A humble company's mission to solve the biggest problem out there gone awry. The year is now 5102. Apparently, it's been approximately 21 years since the outbreak began. I found this journal while I was searching for a good hiding place. I was alone back then, my only protection was a couple of sawed offs that were running low on ammunition. Now, I'm the leader of this group. The neurobiologist that wrote this was in his opened room, guarding this little journal. I only got to it by killing the poor man. I'm guessing that intern he talked about got to him. For whatever reason, he decided not to follow his buddies out of here. Maybe this journal was binding him to this place. I don't know. All I know, is this is the only recorded entry of the first incident, and I plan to guard it with my life.
Zombies
Normal- These zombies are exactly what they sound like. These are the slow, stupid, one-shot head-shot zombies. They have to bash their way through doors; they don't know how to go around objects. They're just plain brain dead.
Educated- These zombies used to be Normal zombies, before they learned how to do the things Normals have trouble doing. They know that door knobs open doors, it just takes a while for them to grasp the concept of turning the knob. They know the best method to solve the "object in the way" problem is to go around the object. Still one-shot head-shot, though.
Hell hounds- These zombies were once dogs. They're fast and vicious. A rule of thumb when it comes to these zombies, always get inside a cage when dealing with them; they can't open it and you can take them out. They still die to one head-shot, but this becomes difficult due to the angle and their speed. CQC(Close Quarters Combat) would be difficult as well since they usually pounce and pin you from mid-range.
Brutes- These zombies have mutated to be freakishly muscular. They can break through just about anything and can withstand multiple shots. The only way to one-shot these zombies is to get the rocket launcher out.
Snipes- These zombies have developed the ability to strike their tongues out as alarming rates. The shot is fast enough to where the muscle can go straight through the human body. Saliva transference is the bigest risk when it comes to these zombies. They tend to hide amongst the trees due to how easily they can be killed. CQC is the best option since they're body is really brittle.
Juicers- These zombies will sacrifice themselves for the good of their fellow zombies. They're small, fast, and hard to hit. If one does not get a direct shot before it reaches them, this zombie will attach itself to the character and explode, causing a specific pheromone to be sprayed on the victim. This pheromone attracts other zombies to the character's location. If the Juicer is killed in time, the zombies will huddle around a pool of nothing and can be easily picked off.
Jobs
Leader- This is the person that started the group. They knew it was better to fight together against this threat than alone.
Right hand- This is the second person in line to lead the group. Whenever the leader is gone, sick, or even dead/infected this person is the one that steps up and takes command.
Officers- These people oversee their areas. There is one officer for each job other than Leader and Right hand. They make sure to report any needed items to the leader at that time so a party can be sent out in search for the required items.
Warriors- The name says it all. These are the people who have chosen to take up arms in defence for the colony. They can usually be seen patroling around the area when their shift starts. They're free to do whatever they want when their shift ends.
Scouts- These are the people that scavenge around the areas close to the camps for food, water, and any other supplies needed. They're an essential part of search parties due to the fact that they can see items in the desolate landscapes a lot better than some others. These people have learned to be light on their feet and very quiet when walking around the undead.
Watchmen- These people spend their whole time at the watch towers scattered around the outer reaches of the colony. They are the ones that sound the alarm when a horde of zombies are closing in.
Medics- These people have excelled themselves in the medical arts. They know exactly how to save a life and take one in an instant. Although they don't usually get into the fighting, they can quickly dispatch of a few zombies if needed.
Civilians- These people either don't have any special skills to fall back on or don't want to use their skills for some reason. They usually take on any job they can to help out the colony. Anything from helping loading supplies into the storage area to making weapons.
Features
The Horde- The Horde is a group of zombies that comes by every now and again. There is no pattern as to when they will show up. The only way to tell when the Horde is coming is the many Alarms set up around the town. A few people have tried to fight the Horde, now they're a part of it. If you're outside when the Horde comes by, there's no way for you to survive.
The Alarm- This is the only way to find out when the Horde is near the town. The Alarm is set off by the Watchmen of the group, who basically live there. They have to, it's the only way to survive when the Horde comes around.
Areas
Clean Zones:
These areas are inside the community. There are only a few people allowed into the infected zones, for obvious reasons.
The Armory- This is where all the weapons are kept. Whenever this gets low on weapons or ammunition, we go on a weapon run or an ammunition run to get more.
Manors- Okay, so they're two-bit shacks, but, with the world the way it is, can you really complain? They all come with all the basics; kitchen, beds, some creature comforts, and four walls and a roof.
Stink Pile- This is the bathroom area. Not much to talk about. Just makeshift stalls with holes dug in the ground.
Border- This is where the guard towers are.
Storage- This is where the food is kept. Take only as needed, we need to keep as many people out of the infected zones at one time.
Church- There is a church for those church-goers. This is also used for weddings whenever it's needed for such.
Prison- This is where we keep any outlaws/raiders. If they're caught breaking our rules, we must do something to punish them. Just a tidbit of information. There was only enough materials to make enough bars for one "comfortable" cell.
The Leader's House- Just a bigger shack. The only reason it's bigger is because it has a desk for sorting through paperwork. Still cramped and still got the basics.
Infected Zones:
These are areas not settled by the community, so are suspected to be infested with zombies. Only mission-goers can enter these zones.
Mall- This usually holds all our food needs. Sometimes we can find some interesting nicknacks along the way, but only go for food.
Johnson's Arms- This is where we get any weapons and ammunition.
The Clear- This area is strictly forbidden from entry. It's too dangerous for anyone to tread into these lands. Those who go, will most likely be killed or turned.
The Lab- This is where the leader found the journal and the man who wrote it. It's best not to tread there. It's too big to tell whether there are zombies inside at first or not.
Characters
Green named characters are zombies.
Gray named characters are no longer with us.
Skelly
Delete parenthesis. Leave optional parenthesis if you decide not to use the area.
Name: (First, Middle, and Last)
Gender:
Age:
Job: (Descriptions listed above)
Main weapon: (optional)
Sub weapon: (optional)
Who/What did you leave behind?: (optional)
Pets: (optional)
History: (optional)
Looks: (Description or Pictures)
1: Follow all site rules to the key. We're all friends here, so no friend on friend hatred due to not following the basic site rules.
2: At least four sentences, please. I understand that it's not easy to get that much out, but please try.
3: No immune characters. It's a new virus. No one on Earth has had a chance to create a vaccine, let alone become immune to the virus.
4: No GM/PP. We're all humans. We're not the ones that are mutated... they are.
5: If your character's outside during the Alarm, he/she is either dead or infected.
6: Dead characters may come back later on as zombies. So don't forget about them. I will keep a list of all characters and color code it.
7: If your character is bitten or scratched, he/she is infected. Eventually, the character will turn and try to kill those around him/her. These characters are to either disappear into the night or die by the weapon of another character.
8: Only those permitted to be in the guard tower or those on a mission to get stuff for the community may be near the border.
9: Have fun. It's a role play for a reason.
10: RP your own battles. If your character runs into a zombie on the outside, it would be faster and easier if you RPed the battle out yourself.
Story
Journal Entry #157
Rank/Name: Neurobiologist Jennings
Date: October 20, 5081
Branch #: E586
Experiment: Immortality
Entry: I've finally isolated that elusive little cell. Now, maybe, we can get on with our main experiment. Oh I can't wait to see the look on their faces when we crack this code. I'm so brilliant, maybe I should be rewarded with first dibs. That is... only after the volunteers. Don't want a bad strain.
Journal Entry #158
Rank/Name: Neurobiologist Jennings
Date: October 28, 5081
Branch #: T586
Experiment: Immortality
Entry: This is AMAZING! They took to the new serum like a charm. Only side effect, a bit of drowsiness. After they wake up, we'll go onto the final test. If this works, then they can release the stran and I'll have a nice fat bonus added onto my check. I'm hoping for about two to three hundred thousand more.
Journal Entry #159
Rank/Name: Neurobiologis Jennings
Date: October 29, 5081
Branch #: T586
Experiment: Immortality
Entry: I don't get it. I just don't get it. All of them. Every last one. DEAD. They all died in their sleep. This can't be right. Something must be wrong with the formula or something. It's time to go back and look over my math again. I need to know what went wrong before the higher ups catch wind of this. This is a travesty. An absolute disaster. How are we going to aquire that many people willing to test this stuff again?
Journal Entry #160
Rank/Name: Neurobiologist Jennings
Date: October 30, 5081
Branch #: T586
Experiment: Immortality
Entry: They're back. I don't know how, but they're back. They seem a bit agressive, but I'm sure we can resolve this problem in a matter of days and have a whole new serum cooked up by the time the new subjects enter the doors. We just need to find out why they're like this. Extraction is tomorrow. One of the interns is going to handle getting the sample we need.
Journal Entry # 161
Rank/Name: Neurobiologist Jennings
Date: November 9, 5081
Branch #: T586
Experiment: Immortality
Entry: The sample came out with no problem. The intern is shaken, but not seriously injured. They're running him for tests right now, he was bitten a couple times and recently had a bad fever. Hopefully, it's not what they're thinking. If it is, then we're probably going to be out one intern for a while. Everyone's saying it's a bad infection, I say he just caught a small bug and will be back in no time. He's resting now. Let's hope he's better by tomorrow.
Journal Entry #162
Rank/Name: Neurobiologist Jennings
Date: November 10, 5081
Branch #: T586
Experiment: Immortality
Entry: The intern died. They're going to inform his family tomorrow. I shouldn't have doubted their efforts. I know if I wasn't heckling the medical staff, they could have gotten more ground on what killed the intern. Now, because of me, a family's lost their son... their brother... their husband... their father.
Journal Entry #163
Rank/Name: Neurobiologist Jennings
Date: November 15, 5081
Branch #: T586
Experiment: Immortality
Entry: I've locked myself in my room. The intern woke up, and started attacking everyone around him. It was a mad house. Then, they woke up and started attacking others. It was a vicious cycle. I fear I'm the only one left at this point. I'm going to try and hold out here for as long as I can, but I can hear them scratching away at my door every night. I don't know how long it's going to take, but I'm sure they'll find a way in eventually.
This is how it all started. A humble company's mission to solve the biggest problem out there gone awry. The year is now 5102. Apparently, it's been approximately 21 years since the outbreak began. I found this journal while I was searching for a good hiding place. I was alone back then, my only protection was a couple of sawed offs that were running low on ammunition. Now, I'm the leader of this group. The neurobiologist that wrote this was in his opened room, guarding this little journal. I only got to it by killing the poor man. I'm guessing that intern he talked about got to him. For whatever reason, he decided not to follow his buddies out of here. Maybe this journal was binding him to this place. I don't know. All I know, is this is the only recorded entry of the first incident, and I plan to guard it with my life.
Zombies
Normal- These zombies are exactly what they sound like. These are the slow, stupid, one-shot head-shot zombies. They have to bash their way through doors; they don't know how to go around objects. They're just plain brain dead.
Educated- These zombies used to be Normal zombies, before they learned how to do the things Normals have trouble doing. They know that door knobs open doors, it just takes a while for them to grasp the concept of turning the knob. They know the best method to solve the "object in the way" problem is to go around the object. Still one-shot head-shot, though.
Hell hounds- These zombies were once dogs. They're fast and vicious. A rule of thumb when it comes to these zombies, always get inside a cage when dealing with them; they can't open it and you can take them out. They still die to one head-shot, but this becomes difficult due to the angle and their speed. CQC(Close Quarters Combat) would be difficult as well since they usually pounce and pin you from mid-range.
Brutes- These zombies have mutated to be freakishly muscular. They can break through just about anything and can withstand multiple shots. The only way to one-shot these zombies is to get the rocket launcher out.
Snipes- These zombies have developed the ability to strike their tongues out as alarming rates. The shot is fast enough to where the muscle can go straight through the human body. Saliva transference is the bigest risk when it comes to these zombies. They tend to hide amongst the trees due to how easily they can be killed. CQC is the best option since they're body is really brittle.
Juicers- These zombies will sacrifice themselves for the good of their fellow zombies. They're small, fast, and hard to hit. If one does not get a direct shot before it reaches them, this zombie will attach itself to the character and explode, causing a specific pheromone to be sprayed on the victim. This pheromone attracts other zombies to the character's location. If the Juicer is killed in time, the zombies will huddle around a pool of nothing and can be easily picked off.
Jobs
Leader- This is the person that started the group. They knew it was better to fight together against this threat than alone.
Right hand- This is the second person in line to lead the group. Whenever the leader is gone, sick, or even dead/infected this person is the one that steps up and takes command.
Officers- These people oversee their areas. There is one officer for each job other than Leader and Right hand. They make sure to report any needed items to the leader at that time so a party can be sent out in search for the required items.
Warriors- The name says it all. These are the people who have chosen to take up arms in defence for the colony. They can usually be seen patroling around the area when their shift starts. They're free to do whatever they want when their shift ends.
Scouts- These are the people that scavenge around the areas close to the camps for food, water, and any other supplies needed. They're an essential part of search parties due to the fact that they can see items in the desolate landscapes a lot better than some others. These people have learned to be light on their feet and very quiet when walking around the undead.
Watchmen- These people spend their whole time at the watch towers scattered around the outer reaches of the colony. They are the ones that sound the alarm when a horde of zombies are closing in.
Medics- These people have excelled themselves in the medical arts. They know exactly how to save a life and take one in an instant. Although they don't usually get into the fighting, they can quickly dispatch of a few zombies if needed.
Civilians- These people either don't have any special skills to fall back on or don't want to use their skills for some reason. They usually take on any job they can to help out the colony. Anything from helping loading supplies into the storage area to making weapons.
Features
The Horde- The Horde is a group of zombies that comes by every now and again. There is no pattern as to when they will show up. The only way to tell when the Horde is coming is the many Alarms set up around the town. A few people have tried to fight the Horde, now they're a part of it. If you're outside when the Horde comes by, there's no way for you to survive.
The Alarm- This is the only way to find out when the Horde is near the town. The Alarm is set off by the Watchmen of the group, who basically live there. They have to, it's the only way to survive when the Horde comes around.
Areas
Clean Zones:
These areas are inside the community. There are only a few people allowed into the infected zones, for obvious reasons.
The Armory- This is where all the weapons are kept. Whenever this gets low on weapons or ammunition, we go on a weapon run or an ammunition run to get more.
Manors- Okay, so they're two-bit shacks, but, with the world the way it is, can you really complain? They all come with all the basics; kitchen, beds, some creature comforts, and four walls and a roof.
Stink Pile- This is the bathroom area. Not much to talk about. Just makeshift stalls with holes dug in the ground.
Border- This is where the guard towers are.
Storage- This is where the food is kept. Take only as needed, we need to keep as many people out of the infected zones at one time.
Church- There is a church for those church-goers. This is also used for weddings whenever it's needed for such.
Prison- This is where we keep any outlaws/raiders. If they're caught breaking our rules, we must do something to punish them. Just a tidbit of information. There was only enough materials to make enough bars for one "comfortable" cell.
The Leader's House- Just a bigger shack. The only reason it's bigger is because it has a desk for sorting through paperwork. Still cramped and still got the basics.
Infected Zones:
These are areas not settled by the community, so are suspected to be infested with zombies. Only mission-goers can enter these zones.
Mall- This usually holds all our food needs. Sometimes we can find some interesting nicknacks along the way, but only go for food.
Johnson's Arms- This is where we get any weapons and ammunition.
The Clear- This area is strictly forbidden from entry. It's too dangerous for anyone to tread into these lands. Those who go, will most likely be killed or turned.
The Lab- This is where the leader found the journal and the man who wrote it. It's best not to tread there. It's too big to tell whether there are zombies inside at first or not.
Characters
Green named characters are zombies.
Gray named characters are no longer with us.
Skelly
Delete parenthesis. Leave optional parenthesis if you decide not to use the area.
Name: (First, Middle, and Last)
Gender:
Age:
Job: (Descriptions listed above)
Main weapon: (optional)
Sub weapon: (optional)
Who/What did you leave behind?: (optional)
Pets: (optional)
History: (optional)
Looks: (Description or Pictures)