I'm so pleased with how this turned out, and I'm equally as excited. My CS should be up by tomorrow
CURRENTLY AUDITIONING FOR 2-3 CAST SPOTS
Audition Info: I will be accepting 2-3 characters through an AUDITION process. You cannot reserve spots; I will take any and all applications before the deadline (next Thursday, 12/6 at midnight CST) and then decide on who I want to keep. If you aren't chosen, I expect you to clear out of here without a fuss; throwing a hissy fit over not getting picked won't help your case. If someone drops out, I will find alternates myself, so please don't bug me about it.
WHAT I LOOK FOR IN A GOOD APPLICATION:
-Perfect spelling/grammar. This is a high-casual RP, and I expect you to be able to put forth the basest of efforts in keeping clean, well-written posts.
-Overall neatness/consistent formatting. Never underscore the importance of presentation, especially in auditions.
-Unique/interesting/compelling personality. Find a good balance between avoiding and embracing cliches. The nature of the Walking Dead Universe centers on the personalities and interactions of the survivors, so do your best to make your character someone people will actually be interested in hearing about.
-Reasonable but intriguing history. Your characters past life and the morals they gained from it will form the foundation for the way they live in post apocalyptic times. Once again, avoid cliches and overused backstories.
-Background check. If I'm considering you for a spot, I'll probably poke around in your posting history to make sure you're not an asshole or a flake. Just a precaution to make sure I'm choosing people I can rely on.
"They came out of nowhere. There were dozens of them. Just pulled 'em out of my hands. You know, the only reason I got away was 'cause the dead were too busy eating my family."
"I give you the mausoleum of all hope and desire, which will fit your individual needs no better than it did mine or my father's before me, I give it to you not that you may remember time, but that you may forget it for a moment now and then and not spend all of your breath trying to conquer it."
"You and I have our differences: the way we look at walkers. Those people; they may be dead, they may be alive, but my people? Us? We are alive, right now, right in front of you."
With season three of AMC's popular The Walking Dead in full swing, I simply couldn't resist the urge to try my hand at a zombie RP set in the Walking Dead universe. I'm well aware that most zombie RPs are usually short-lived, poorly managed messes, but I hope to avert that by making the best management choices I possibly can.
- This is a high-casual RP. That means I expect you to avoid poor spelling/grammar, godmodding, and ESPECIALLY metagaming. Keep a close watch on what your character should and shouldn't be able to figure out, because I tend to punish metagaming pretty harshly.
- Players can spawn and control walkers as they see fit, so long as it's kept within reason. All NPC survivors are to be spawned and controlled by a GM.
- Significant loot is to be dropped by GMs only. While I don't mind you finding a pack of cigarettes on a dead body or a steak knife on a kitchen counter, I don't want people tripping over AK's and katanas of their own free will.
- At the top of every post, you must denote your exact location on the map in bold. See the link below for the map of Bertand.
- Please update your found inventory on a regular basis. Whenever a GM gives loot to you or your character adds something to their inventory, denote it at the bottom of your post in bold. This may seem tedious, but it's useful for keeping track of what someone does and does not have on hand at any given time.
- A focus of the show and the RP is that walkers are a serious threat, even in small groups. With that in mind, I don't want to see any over-the-top zombie slaying; this RP is about survival in an uncaring, vicious world, not getting the highest K/D ratio. If you start doing reckless shit that would get you killed, chances are I'm going to autokill your character with little warning. Tough luck. You've been warned.
-Infection follows the Walking Dead rules; bites and scratches infect victims with a fast-acting, deadly fever. After the victim dies of the fever, they return to life as a zombie. Zombies are slow and dumb, operating on the mental faculties of only the brain stem. They are drawn to loud sounds and the smell of the living, and can only starve to death very, very slowly. They can only be killed by the destruction of the brain. Unbeknownst to most of the survivors, everyone is a carrier of the infection; dying in any way, from starvation to a stab wound, will result in resurrection provided the brain remains intact.
-The RP will start in the small town of Bertrand, Nebraska, but, as it is a character driven plot, it's very likely that the group may choose to leave at some point. In order to get an exact feel of the geography of the setting, constant reference will be made to real-world maps. At the top of each post you'll be asked to denote where exactly you are; this is to avoid "teleporting" around the map and will hold players accountable for how they manage to traverse the zombie-filled countryside in the post-apocalyptic world. If any of you have watched the show, you know that it's not as simple as walking down the sidewalk when you're surrounded by hordes of the undead; even the smallest trips can come down to life or death situations.
-I will be accepting 6-8 player characters through an AUDITION process with a set deadline. Players will be chosen based on the quality of their submissions, not the order in which they applied. I want a varied cast of characters who'll contribute to the plot, not just the first eight people who happened to see my topic.
-Guns and ammunition will be heavily regulated, and no one is permitted to begin with a firearm. This is to place dramatic weight on owning a gun; if everyone walks around packing heat, then there's nothing special about having a gun. Every bullet should count, and every pull of the trigger should carry with it consequences. This is also to increase the threat level of zombies early on in the story; walkers are a lot more fearsome when you can't just put a bullet/arrow in their heads. It shouldn't be about killing as many zombies as possible -- it's about survival.
-It has been three months since the outbreak. The military is fragmented and ineffective, every major city has been overrun, and nothing remains of the central government. While some manage to survive in the cities, most have taken to the countryside and rural areas, either in large survival camps or on their own. Small towns, like Bertrand, are especially prized for their richness in materials for scavenging and relatively low zombie populations. While society has not lost its humanity entirely, everyone is wary of treachery in this post-apocalyptic existence.
-There will be no pre-established PC relationships. While PCs may start with NPC companions (boyfriends/girlfriends, family, or fellow survivors -- all within moderation of course. We don't want anyone leading armies or anything), no two PCs should have prior relationships. I want first impressions and trust of strangers to be major issues in the plot, and if everyone starts off all buddy buddy, it kind of defeats the purpose. I personally encourage and recommend starting off completely alone with no NPC companions, but to each their own.
Leah Anderson - Skullblade
Makarios Lillis - Stein
Valerie Sydney Thornton - FMAlchemist
Anna Louise Jensen - Stephanie96
Dexter Souza - Ambrose
Spencer Grander - GrayPerdition
Temero Anderson - Spiritdragon
Robert Cadogan - robtheguru
Clyde Barret - Chanda "Sexyfresh McWinner" Panda
For simple access, here's the map of Bertrand, Nebraska. Remember that you'll need to note where you are at the top of each post, so get used to checking the map pretty frequently.
Without further adieu, here's the CS. PLEASE READ!
Appearance: (In at least one decent length paragraph, describe your character's physical appearance. Body build, eye color, hair color, skin color, tattoos, scars, birthmarks, facial features, etc. A picture is acceptable, but avoid anime/overly cartoony images and make sure to denote differences between the picture and your intended appearance in text.)
Clothing/Gear: (In at least one decent length paragraph, describe your character's clothing. Keep utility and practicality in mind; lots of exposed skin or overly intricate clothing will only serve as a hindrance. Nobody goes out zombie slaying in bikinis or tuxedos, after all. Once again, a picture is acceptable, and it may be the same picture as the one you used for the appearance. Once again, denote any differences in text if applicable.)
Weapons: (No lethal ranged weapons [guns, bows] allowed at character creation, period. There's more leeway with melee weapons, but still keep it within reason; samurai swords aren't exactly something you scavenge from your local department store, after all. I also don't want to see people rolling out with ten knives strapped to your chest; we're aiming for at least a certain degree of realism here.)
Inventory: (What your character carries on them aside from their clothes and weapons. While you never know what you may need in the walker-filled wasteland, do remember that sometimes it's better to pack light. A hefty backpack filled with all sorts of stuff may be the death of you if you need to run or fight. ALSO, AND THIS IS VERY IMPORTANT, SO LISTEN UP: Please describe SPECIFICALLY where you character keeps these items. This is, once again, for consistency's sake. If it comes down to the wire, I'll have an easier time believing you pulled a pocket knife in a split second if you keep it in your pocket and not at the bottom of your backpack.)
Personality: (How does your character think and conduct themselves with others? What are their motivations? Are they trusting of others? How has the outbreak changed them, if at all? Get creative here; a bland, tired, cliche personality will really hurt your chances of being accepted. That being said, I don't want everyone to be emotional trainwrecks with more psychological illnesses than I can count; finding that balance and making it fresh and interesting will considerably improve your chances chances.)
History: (In at least two decent length paragraphs, detail the events of your characters life up until now. What was their life like before the outbreak? What was their job? Did they have friends or family that were lost? What happened that made them the person they are today? What have they been doing for the last three months since the outbreak? How did they end up in Bertrand? Once again, this is one of those "make-it-or-break-it" sections, so do your best!)
For the sake of convenience, here's a blank, tagged version you may wish to use (mainly because it looks nicer). MAKE SURE YOU READ THE ABOVE BEFORE MAKING YOUR PROFILE.
HTML Code:[B]Name:[/B] [B]Age:[/B] [B]Gender:[/B] [B]Appearance:[/B] [B]Clothing/Gear:[/B] [B]Weapons:[/B] [B]Inventory:[/B] [B]Personality:[/B] [B]History:[/B]
That's all I have for now. If you have any questions. or need any help with your character sheets feel free to ask me or my co-GM Ambrose. Good luck, and don't forget that the deadline is next Wednesday (11/14) at midnight.
Last edited by Chanda; 11-29-2012 at 04:17 PM.
"EVERY GIRL NEEDS TO FEEL LIKE ACID"
Name: Clyde Barret
Appearance: A somewhat tall man, the scarcity of food since the outbreak has further accentuated his non-muscular, lean frame. A barbed-wire tattoo around his left bicep serves as a reminder of his days in prison, but is usually hidden under sleeves of some kind. A gruff looking, bearded face houses shifty brown eyes. His short brown hair is almost always covered with a bandana of some sort, a habit he got into in prison that he never really got out of.
Clothing/Gear: In the interests of utility and subtlety, Clyde quickly ditched his prison jumpsuit in favor of clothing more suited to roaming the wilderness; this manifested in a rugged black windbreaker and a pair of rip-stitch BDU pants in ERDL pattern, tucked into black leather military boots that lace up to the mid-calf. This choice of camo and army boots has fooled some gullible survivors into believing he's ex-military of some sort, but he usually avoids lying about being a soldier because it's a hard lie to keep up with.
Weapons: Clyde's only two weapons are a standard red fire axe he stole out of a broken down firetruck and a red-handled stiletto switchblade he carried long before the outbreak, which he keeps in the pocket of his BDUs.
Inventory: Clyde's a firm believer in the idea that backpacks are just another thing someone could grab you by, so he prefers to pack light. In the thigh pouches of his BDUs, he keeps some gauze, disinfectant, a flask of gin and four spare bandannas. In his left pants pocket he keeps his stiletto, and in his right he keeps a pocket knife with a can-opener, corkscrew, bottle-opener and scissors attached. In the left pocket of his windbreaker he keeps a lighter and a pack of Menthols.
Personality: Arrogant to a fault, Clyde acts mainly in his self-interest, and makes no attempts to hide this fact. Not a reliable or honest person, Clyde keeps his past in prison a secret, and instead prefers to tell everyone he was a security guard at an office building trying to pay his way through college. Clyde pursues material gain and power above all else; his ambitious are usually traitorous, and when it comes down to it, he'll do whatever it takes to keep himself safe. Considering himself a "team player", Clyde always tries to establish himself as the leader of any group, whether it's in his best interests or not. He doesn't take orders well, to say the least. An eloquent man, Clyde regards the outbreak as "the great equalizer," as it allowed him to shed his criminal record and gave him a chance at true freedom.
History: Born in Connecticut, Clyde grew up in the suburbs, scraping through a middle-class upbringing in a small town. Clyde was a compulsive liar and a troublemaker as well, and frequently found himself in trouble with the law. Although he started college as a Philosophy major, he flunked out because he preferred to skip classes and chase skirts instead of study and work hard. It was at this point that his family cut him off completely and kicked him out of the house. Without anywhere else to turn, Clyde moved to New York hoping to make it in the big city.
Unfortunately, life isn't like broadway musicals. Clyde ended up homeless within a month, and moved in with a friend in upstate Nebraska. In order to make ends meet and pay off some considerable debt, Clyde started selling drugs and shoplifting to make money. In a scuffle over missed payments, Clyde ended up killing a client in front of several witnesses. With no money to pay for a lawyer, Clyde plead guilty to manslaughter and was given fifteen years in a state penitentiary.
Clyde flourished in prison, where his scheming and lying led him to the top of the food chain, so to speak. He developed a close partnership with his cellmate, Marco, in which the two smuggled in tobacco for a profit. When the outbreak hit, the prison was isolated from the outside world. With no new supplies coming in and both the guards and the prisoners getting anxious, Clyde and Marco started a riot, hoping to escape in the process. The plan succeeded, although once they managed to get past the gates, the two were quickly pursued by a sizable pack of walkers. In order to secure his escape, Clyde shiv'd Marco in the back and left him for bait.
Deciding it would be better to fit in with the rest of the survivors (people had a tendency to distrust convicts), Clyde ditched the prison jumpsuit and began lying about his past. According to Clyde, he was an office security guard when the outbreak hit; he lost his fiancee to walkers and is now just looking to find a place to settle down. Clyde was accepted into a small group of survivors about a week after his escape -- they had guns, medicine, and cars. Hoping to secure all these things for himself, Clyde purposefully led a group of walkers to the camp to kill off the survivors. Although his plan worked, the camp was overrun too quickly for him to swipe the goods.
Clyde floated into Bertrand only a day ago, believing it to be safer than traveling on the highway alone. Currently camped out in a house on Highland Avenue, he intends to scavenge for supplies and hopefully find another group soon.
Last edited by Chanda; 11-17-2012 at 04:19 PM.
"EVERY GIRL NEEDS TO FEEL LIKE ACID"
My CS is almost done.
*warning may be offensive
All I can say is he must not have liked the movie
My thoughts on people who think they are Irish but haven't had a realitive in Ireland for generations
"Your not Irish your a fucking cunt"
END OF DAYS
Name: Patrick Lee Garrison
Carry Weight: 70 lbs
Survival Hachet (1lb)
Military Survival knife (1 lbs) (Handle contains fishing hook and line, 5 matches a needle and thread the pommel acts as a compass)
Military Backpack (0lbs)
5 MREs (10lbs) (MRE: Meal ready to eat but Patrick refers to them as Materials Resembling Edibles)
Makeshift bandages (1lbs) (made from ripped up children's clothes)
Wool Socks (1lb)
Sheep Skin gloves (0lbs)
Colthing (2lbs) (Work Jeans, Clover green T shirt, Camo cold weather jacket that's has some ripped off spots where badges and emblems where the most prominent is the vague outline of three letters in green white and orange thread)
By all means, take your time. You've got an entire week to make sure your application is the best it can be.
"EVERY GIRL NEEDS TO FEEL LIKE ACID"
WILL FINISH SOON.
Name: Dexter Souza (Dex)
Appearance: Dexter has an exotic look, obviously marking him as someone from outside of the country, if his accent wasn't enough to give that away. His usually trimmed dark brown hair is now overgrown, and the scruff on his face is evidence of the care he used to maintain before survival became his first priority. Standing at an average height of 5'10, there is little about him that is out of the ordinary. With a slender figure, he is neither skinny, nor muscular, but due to his avid participation in sports and other outdoor activities, he has stamina and strength.
Clothing/Gear: In the haste of preparing his things, it slipped Dexter's mind that he might need something more than just a white tee-shirt and dark blue jeans, which is what he was wearing when the infestation in his college town became too overbearing and an exit strategy had to be made. Thankfully, as he was running out of the house, his hand instinctually grabbed his favorite faded jacket, an old Christmas present from a past lover. The girl had been long forgotten, but her gift had kept him warm during the cold winter months of Colorado. Pure luck (if you could call it that) was the only thing that kept him from leaving town without proper shoes. It had been only a few mintes from leaving his apartment building that he had noticed the converse he had worn before leaving were the oldest pair in his closet. The sole on the right shoe had been so warn that he felt every step, and the left show wasn't too far behind. He could have returned, gotten another pair of shoes, but when he looked back, the easily distinguishable silhouettes of a handfull of zombies blocked his path. He continued through town, and came upon a fresh kill of what appeared to have been another college student, much like himself, strewn across an ally. The only discernable parts of flesh left were from the legs, and part of the face. Fighting the urge to vomit, Dexter noticed that the man's legs had been left relatively untouched, and adorned on his feet were a good pair of boots. After quickly assessing the size, he removed the shoes and kept them for himself.
Weapons: Strapped on his waist is a hunting knife, and to the right of his backpack he fashioned one of the straps to be able to hold a metal baseball bat that had previously belonged to his roommate.
Inventory: Having been a lover of the outdoors, Dexter had been fond of hiking and camping before the outbreak. He carries a North Face backpack, which for the time being has not been very full. He remembered to pack a compass, that he keeps in the top pocket, a one liter bottle of water that was thrown in the main compartment of the bag along with a roll of black garbage bags, two extra shirts, and a flashlight. On the right side compartment he has a small number of bandaids, antiseptic spray, and a lighter. On the left remains five cans of tuna, a handfull of small packets of instant girts, and two granola bars. Remaining in his pack, in the front pocket, from a previous camping trip are two books - the Alchemist and Lord of the Flies. As he made his way through the countryside by foot, Dexter was able to acquire a map of the continental United States from an abandoned gas station along his path, which he keeps folded in the pack pocket of his jeans.
Personality: Dexter is intelligent and has no qualms about voicing his opinions to others, especially when he believes he is right. He is analytical and critical, perhaps even harsh, but is always very honest. He genuinely cares about people, but has little trust in those that he does not know personally. Accustomed to being a leader, he prefers to make decisions, but has learned from experience that good ideas may come from even the most improbable of places. He prefers to travel with others, as he knows that there is safety in numbers, but will be very careful about those that he does partner with. It is not due to luck that he has survived this long on his own. He is quick to help those in need, but not in allowing them to travel with him if it is something that may hinder his survival. Although not selfish, Dexter is on his own personal quest and will do what is necessary to accomplish what he wants. He will risk his life for those that are important to him, but there are very few that he considers important. He is annoyed by stupidity and immaturity, having no patience to deal with people that are unable to handle the gravity of what has happened. Dexter is incessantly curious about the outbreak, almost to a fault. Being a person who likes answers, the utter uncertainty of their predicament is something that irks him.
History: Coming soon to a post near you...
Looks good so far. Wasn't your friend going to be a part of this too? You should remind her to put up her application if she's still in.
"EVERY GIRL NEEDS TO FEEL LIKE ACID"
I'll put one up tomorrow, just now getting home at 2:11, sorry. :/
Originally Posted by Bladewind
Name: Lilith Eleanor Fox
Appearance: Lilith is a green eyed girl, with long eyelashes; she has a more rounded face then long. Dark brown hair that passes her shouters about two inches, mostly up in an untidy bun or pony tail. She has a little mole beside her right eye but it’s covered up by her black rimmed glasses. A Japanese love kanji tattoo is on her right wrist.
Clothing/Gear: She is in a long sleeved shirt it was white and flannelled with a plan black short sleeved shirt on top. She has on dark tan cargo pants it has four extra pockets, two big ones on each upper leg and two smaller ones at the bottom of the leg. Lilith has only running shoes on white with a little black in them.
Weapons: All that Lilith had with her was a victorinox kitchen knife, which is always in her hand unless she needed both hands to do something, at the bottom pocket of her left side she had some pepper spray that she had promised her father she would take everywhere. Lilith knew this would not help her with flesh eaters but might help with any normal person.
Inventory: Lilith had a small messenger bad, black and green. The only things that it contains of are two water bottles, one which is half empty, couple of them six pack peanut butter crackers some beef jerky and two pairs of socks just in case Lilith as to travel on foot too long, hopefully her feet won’t get to bloody. OH and some lady products.
Personality: She is not one to jump up and say what she thinks only when asked does she speak her mind. She gives people the benefit of the doubt always trusting, seeing the good in everyone, until you give her reason other wise not to. Shy by nature, gets scared often but try her hardest not to show it.
History: Lilith was resided by her father in Tennessee as her mother died in a car wreck when she was only three. Growing up with a signal father was not all sunshine and rainbows. Overly protected never really letting her go out and do much, which was one of the reasons why Lilith was so drawn back in her shell. However, she learned to deal with it. Her father always worked he was never really home so she spent most of her nights reading. On her seventeenth birthday her father had a heart tack there was nothing the doctors could do. With having no other close family around she had to move to Nebraska to distant relatives. Lilith went deeper in her shell has time went by not feeling at home where she was. After working long hours at a book store for a couple of years she finally was able to move out and went to live in Kansas not wanting to be too far away knowing it’s the only family she had. Only six months after moving into her new place crazy news reports started up talking of a virus it felt like it went from bad to worse in minutes. Scared and wanting to be around family Lilith made her way back to Nebraska. She did make it back to Nebraska but not to her family she somehow made it to Bertrand Nebraska Lilith thought it was best to sleep in the Immanuel Church.
Name: Robert Cadogan
-Eyes: Deep blue
-Hair: Soft brown
-Beard: Soft brown with a pale hint of grey along his jaw
Clothing/Gear: His clothing primarily consists of whatever was in his truck at the time of the outbreak. He mostly wears a tight fitting red flannel shirt with the sleeves rolled up, washed blue jeans, a pair of safety boots and a plain black beanie when the temperature calls for it. His jeans are held up by a military style belt. He now has a woodland camouflage hunting vest taken from a corpse.
He carries the following on his person:
-A knife with single LED torch and flint. The torch does not work and he uses the blade for eating with. (right pocket)
-A watch with in built compass (wrist)
He carries the following in the hunting vest:
-A half empty pack of Parliaments
-A box of butterfly bandages
-A flask full of moonshine
-x7 Shotgun Shells
In addition to the above he has the following in his backpack:
-Black thermal under layer (main part of bag)
-Waterproof woodland camo hooded coat (main part of bag)
-Several pairs of socks and tight fitting boxer shorts (main part of bag)
-Water bottle and cup combo (main part of bag)
-His grandfathers World War 2 British Naval Telescope (side pocket)
-A metal mallet that he often wields when indoors and other tight areas. When not wielding it, he puts it underneath his belt.
-A lumber axe that he tends to use when he is in more spacious environments. When not wielding it, he fits it through a loop on the side of his bag.
-A Remington 870 Police Shotgun with attachs bayonet. Taken from a hick named Randall thanks to an axe to the cranium. [Ammo- Loaded (7) / Spare (7)]
Personality: As a former soldier, Robert is used to dangerous and deadly situations. However, he was prone to night terrors and flash backs from the horrible events he witnessed while serving Queen and Country. He is often calm, collected and for the most part a sociable person but when he is suffering mentally he is quick to anger and often snaps at whoever is near him. When he is bad, even simple things like chewing too loudly is enough to send him over the edge.
He has adjusted to the outbreak suprisingly well, thinking that the horrors he had witnessed at war do not compare to the horror he is living at present. He is too busy fighting to stay alive to focus on just how terrible the situation is. He does still find himself suffering from vividly dreadful nightmares on occassion but his scream filled night terrors no longer occur.
In terms of others he had always been very trusting of people and would always go out of his way to help those in need. However, as with many people, the outbreak has changed his perception of humanity. He has seen things that make it hard to trust others in this new world that he is a part of. He does his best to trust people but only ever does so with one hand ready on his axe. Once he has developed a trusting relationship with a person, he will go out of his way to make sure they are safe and looked after.
Robert isn't blind to the situation he is in. The world as he knew it has fallen, countries all around the world nothing more than pieces of land with people trying to survive the walking dead. He has no set destination or motivation other than to keep going and to stay alive.
History: Robert was born in a small village in South Wales to a military family. As far back as his grandfather could remember, Cadogan males had always joined the British Army and Robert had that drilled into him from a young age. He joined cadets when he was of age and straight from school signed up to the Army. When he completed his training it didn't take long before he was sent to Iraq to fight in the Gulf War. While there he rose to the rank of Sergeant, much to the joy of his father. The joy was to be short lived however.
One night on a mission escorting a supply convoy, Roberts vehicle was flipped by a rocket propelled grenade that hit the front tyre. The vehicle flipped several times before coming to a stop on its roof. After several seconds Robert collected himself and checked on the others in the vehicle. His own injuries were minor but two of the others had died from shrapnel wounds while another was unconscious. He could hear bullets ricocheting off the vehicle as it received fire. Gunshots filled the air both near and far as British and Iraqi soldiers did their utmost to kill each other. Robert then made a decision to try and get the unconscious man from the vehicle. He scrambled over to him and dragged him outside. He sat the unconscious soldier up against the flipped vehicle and did some quick checks for shrapnel wounds, but luckily there were none. It didn't take long for the man to come around, his voice strained as he put his hand to his head. "What the hell happened?" Robert went to respond but before he could the mans chest erupted in a plethora of gore. A sniper round pierced straight through the soldiers heart and killed him instantly. All he remembers after that is being in the military hospital speaking to a psychiatrist.
The events of that night had a profound effect on him to the point that he was unable to actively serve in the Army anymore and as such, he was discharged. He spent the following two years looking for work, eventually getting qualified to drive articulated lorries. The long hours meant that he avoided sleeping and suffering the night terrors that haunted him. After a year of driving for a large supermarket chain, life was beginning to become unbearable. Everything in the UK reminded him of what happened and so he took up the option of moving out to the US. Within weeks of being there he found work as a heavy goods driver, the job he would keep right up to the outbreak.
Roberts first encounter with a walking corpse was while he was at a truckstop just outside a small town. He was sat enjoying an evening meal ready to hit the road again when a man stumbled in through the front door. His eyes were deeply sunk in their sockets, his skin a pale green hue and blood stained across his mouth. Those who turned to see him quickly stepped away but sadly for a young girl sat by the door, she had her headphones on. Before anyone could do anything the man had sunk his teeth deep into the girls throat, a jet of crimson sprayed the wall as he tore away a massive chunk of her flesh. Her head hit the table with a sickening thud as the man let her go. Robert and a trucker next to him picked up their stools and charged him. With a flurry of blows the man was on the floor, his head split from the blows. The Welshman checked on the girl but she was long gone, the damage from the bite too severe. As he raised his head, Rob noticed a scene of pure carnage outside. A mass of people made their way down the road, limbs missing and innards dragging along the floor behind them. With stool still in hand, he spotted the path to his truck was clear and with that, he was out of the door. He made quick pace to his truck, dropping the stool. Without a problem, he was in his truck safe and secure. He cast a glance back at the diner and spotted everyone following his lead. The patrons spewed out through the diners doors and into their vehicles. In less than a minute the diner had emptied and the carpark was filled with people clawing and biting at windscreens and doors trying to get at the people in their vehicles. Robert simply turned the ignition key and drove over whoever got in his way. He could feel the human speed bumps beneath him but he didn't care, they were out to get him and he wasn't risking being stuck with them. He chose to drive away from the town and almost as soon as the situation had started, Robert was safe.
As the months rolled by, Robert moved from town to town looking for supplies to keep him going. He managed well, keeping his distance from both the living and the dead. Eventually he reached Bertrand in Nebraska, a place he had used as a stop off on numerous occassions over the years. He had approached from the north through the fields, the flatness they provided meant he would not be snuck up on by the walking dead. After cautiously creeping through the fields he stealthily entered the first house he came across, a large property that rested at the end of Kingston Street. The owners of the house were long gone, leaving Robert to claim it as his own. After a thorough check through the house in all the cupboards, closets and other hiding places, he was alone there. He set about barricading the doors and covering the windows with whatever he could find before curling up in the master bedroom to get some sleep.
Last edited by robtheguru; 11-24-2012 at 03:39 AM.
"Questing the oceans and questing the seas, searching for ultimate booze!"