RECRUITMENT STATUS: CLOSED*
*Closed is a technicality. If you want in, I'm always looking for someone who can go above and beyond. Post a ridiculously awesome character sheet, and accompany it with an opening post to show your writing technique, all within a week, and we'll see about you joining.
I. Introduction, Story, Setting, Rules, Links of ImportanceII. Haven Information, Map, Survivor Classes, FactionsIII. Bestiary and (coming soon!) Plot Summary Thus FarIV. Character Skeletons, Character Sheet, ProfilesV. A Word From the GM, Notes of Importance, Misc.
Group Work Google Doc.
Secondary Doc (Longer term, non post-specific projects)
Welcome to Apocalyptica, the survival/horror RP about the devastating effects on our planet Earth after a major, catastrophic event that brought along waves and waves of the undead; the RP follows the lives of various survivors living in this corrupt world where fear, violence and gore are constant elements to life. Now living in multiple Havens set up around the United States, can the survivors live up to their title and survive? Or will they, like billions before them, fall beneath the horrid weight of the apocalypse?
Under the new management of the extremely capable and extraordinarily handsome roleplayer Prometheus, let's stretch an old adage and say that the fourth time's a charm! It's my goal to keep this roleplay alive and running smoothly, and though it was not mine originally I will make it my own now.
A lot of people have contributed to the content of this post over the years, so credit where credit's due: graphics and content courtesy of myself, xDyScOrDiAx, Aweena, MrMystic, Fallenreaper, and of course, so many of the participants that we've had here.
On the evening of April 23rd, 2013, a once in a lifetime phenomenon was just hours away from taking place. A meteor shower expected to be the brightest and most glorious of the century was abuzz in the news and across the Internet all around the world. Nearing 11:00 PM, families gathered outside of their homes, big cities dimmed their lights and millions of people looked towards the sky in hopes to see the dazzling meteor shower rumored to be so epic that the stars themselves would be envious.
All went on as planned and the night was alight with the vision of hundreds upon hundreds of meteors flashing across the sky as the falling rocks burnt against the atmosphere. Just one of the hundreds managed to penetrate, and down it crashed into the small town of Lost Springs, Wyoming. Shortly after the impact, the U.S. Military quarantined the area, with rumours of a deadly flu that had overtaken the citizens. For several months the town became a media center, with news crews constantly on hand and civilians protesting just beyond the quarantine line, and for a long time the world harassed the military and the government for their decision.
Months after this incident, the U.S. Government finally released footage to the media of several individuals from Lost Springs leaving the quarantine with gleaming, smiling faces. When confronted by the media the citizens said nothing, and seemed to disappear shortly afterwards. Nonetheless, despite the continued quarantine, this was enough to quell the crowd, and after this the activities of Lost Springs were left alone.
The Government never discussed the goings on of the situation in Lost Springs after this and said little after they deemed the area free of contamination a year and half later. A short news report detailed the citizens going about their daily lives, but for a long time, that was the last people heard about Lost Springs.
A few months after the quarantine was ended, however, the illusion of peace was shattered. Acktivists and investigators the world over continued digging around the Lost Springs incident, and came to one unanimous conclusion - the post-quarantine town was a cover up, and a poor one at that. The citizens, with all their reported names, had no birth certificates, social security numbers or financial records tied to them. They'd simply popped into existence after the quarantine, and underneath that, the actual citizens of Lost Springs, down to every last man, woman and child, had disappeared without a trace. This exposure (and the government's continual denial) resulted in a malstrom of bad press the world over, further fed by the lack of further information. It was promising to be a pressing issue in the upcoming election, until the second shower.
On June 23rd, 2015, NASA made a surprising announcement: a second meteor shower was headed for Earth, rumoured to be as bright as the first. So once again people gathered to watch the amazing spectacle. The meteor shower was dazzling once more, hundreds upon hundreds of blazing streams in the sky… That is, until hundreds of the meteors started falling from the sky. They landed all across the world, some finding nothing more than oceans while others crashed into the buildings of Bristol, L.A., New York, Vancouver, Houston, Mexico City, Jalisco, Denver, Bosnia, Amsterdam, Norway, Beijing... It seemed that every country had one of the strange meteors on their soil, while dozens more impacted empty fields and forests the world over.
Less than a week later, odd things started happening in the impacted cities. Thousands of news reports leaked across the world about a deadly virus that was quickly spanning across countries, some smaller countries going dark overnight, while others declared martial law in a matter of hours. This was a virus that infected not only the living, but also the recently deceased. When afflicting a live subject the virus seemed to take 15 hours to reach its full potency; when this happens the subject will slowly lose their memory, acting only on pure instinct. With recently dead subjects the virus is reported to take less than 5 hours to overwhelm the body and reanimate the corpse. All were advised to flee from the infected due to their cannibalistic tendencies.
The United States had little time to prepare for the infection, but was still one of the better prepared countries. The massive military, combined with the isolated rural structure across much of the continent, ensured that they were able to declare quarantine, prepare defenses and hold the infected at bay for at least fifteen minutes being overwhelmed. Entire cities disappeared under the infection in only a couple of hours, with the military fleeing New York, Washington D.C., L.A. and other coastal cities less than a week after the first reports of infection. They made their final stand across the midwest, trying to hold an enemy back from two fronts while simultaneously battling it within their own perimeter and inside themselves. Still, with their strength in numbers and advanced technology, they lasted longer than any other country in the world.
The U.S. military and government fell two weeks after the meteors impacted.
"Every dead body that is not exterminated, becomes one of them. It gets up and kills! The people it kills, get up and kill!"
The year is 2020. It has been five years since the infected first appeared on the planet. The exact number of Safe Havens worldwide is unknown, but there are nine large, prepared ones across the U.S. They are located in Reno, Nevada; Chico, California; Evergreen College, Washington; Mackinac, Michigan; Bismarck, North Dakota; Colorado Springs, Colorado; Augusta-Portland, Maine; Fort Raffles, Washington D.C. and the southern fringes of Miami, Florida. The strongest Havens are currently Evergreen, Reno and Miami; they had the most time and resources to prepare for the impending attack, pure luck keeping meteorites from landing close to them.
Most of the Havens have devised self-sustaining methods for supplying food, water, and even electricity to their occupants, but due to the constant influx of people small hierarchies have developed. Self-anointed leaders of the Havens (most of whom were extremely wealthy or had high political influence before the fall) have organized mercenary teams to venture out into the Infected area to salvage what they can from the rest of the world. All of the Havens sport reinforced walls of some sort; a combination of stone, scrap metal, chain link and barbed wire. Many havens have gone as far as to dig trenches and line them with spikes or flammable substances, ready to set the infected aflame should the infected ever breach the walls.
All of those who survive in Havens still have memories of an infection-free world still in their minds, and they struggle to maintain a semblance of a normal life within the walls. There are pubs with fermented wines and liquors, and salvagers can gain a high price for finding cigarettes , alcohol and birth control. The people here still dance, party and gamble as if it were life as usual, though most use it as a way to drown the sorrows of what they've lost to the infected.
Other Settlements: Although there are still places across the world that have yet to see infection beyond the occasional walker, most of these are smaller communities that are located away from large towns and are difficult to reach under any circumstances, including small communities located on boats or shanty-towns off coasts and those isolated high up in the mountains. However, with the amount of fresh food for the infected to eat continually decreasing, these towns are in ever-present danger. These settlements have used whatever resources were available to reinforce their homes, though their defenses are almost always mediocre at best.
Communication: Most communication in Apocalyptica is nonexistent, especially over long distances. A favored manor of communication is a "signal fire" approach, with radio stations every fourty miles or so, relaying information to each other through long range radios. Better techniques are continually looked for, however, and the survivor that manages to restore a radio tower to functionality is often extremely well paid.
Animals and the Infected: The infection’s effect on animals is varied. Some animals are able to become infected while others aren’t. One fact remains universal - animals of any kind will NOT reanimate.
Most animals can be infected through a bite. No matter if it’s a deer, a grizzly bear or a wild dog, if it gets caught by an infected, it will become infected. The infection changes animals in a similar way to humans. They become irrational, feral, tireless and can transmit the infection themselves by biting other living creatures. Most animals lose all their hair once they’re infected as well, a gradual process that takes place over 24 hours.
There are a few animals that have proven to be completely immune to the infection, under any circumstances. These animals are an extreme rarity, and found mostly around old zoos. Lions, tigers, gorillas, elephants and reptilian/amphibian animals like crocodiles or frogs are all immune to infection, as well as all birds.
The infection can also be transmitted to animals through stagnant water, depending on how long the water has been still and how much activity it sees. The chance of an inter-city stray dog being contaminated by drinking water is extremely high, while a pool of fresh rainwater has a minute chance of transmitting. Flowing water, such as streams or lakes, is generally ok for drinking by either animals or humans, though if there’s a stray body upstream contaminating it, you may not want to risk it. Most animals can tell when water is contaminated by the infection, and can even be trained to detect it for scavengers.
The infection can also be transmitted if an animal is forced to eat infected flesh, but all animals, it would seem, have the intuition to avoid eating anything that has been exposed to infection. The notable exception in this field are birds, particularly crows and vultures, which will eat dead walkers or infected and show no signs of infection themselves.
Aside from the occasional infected dog or cat, the animal population has boomed since the infection. Herds of wild deer, packs of dogs and wildcats have all begun appearing since the infection, as they are no longer hunted after by men in the numbers they were before. Wild herds of cattle are extremely common, especially in Texas and surrounding states, and buffalo and horses have begun to reappear and expand across the overgrown midwestern farms and fields.
• I understand that there is a lot of content to read but the more you understand, the easier it will be for you to adapt to the thread.
• Firstly, like my predecessors I do not believe in Semi-literate to Advanced-literate. You're either literate or you're not. As you can see there was a lot of hard work put into the creation of this thread. By that I mean it took a lot of people a lot of time to come up with the plot, story, map, bestiary, classes, havens, etc. I am not one to judge someone’s writing abilities, but I would prefer if those involved in this thread can produce no less than 3-4 paragraphs 5-8 sentences per paragraph per post. There is simply too much going on in this setting for you not to be able to comply with that.
• Second, I reserve the right to kick you from the thread if you are not complying with any of the rules. That includes RPG's rules. I will offer one warning for whatever indiscretion you've caused and then I will ask you to leave. If you refuse to leave I will contact a Moderator to have you removed from the thread.
• By joining you are expected to lead the RP, not jump on the bandwagon and follow. Do take initiative and use creativity to help bring the RP somewhere. We’re not seeking players that just want to hop in and join this thread. We’re seeking players that want to grow and add onto our world. We’ve made a playground and your imagination is the limit (within reason.) More often than not, we’ll give you a bare bones environment; ADD ONTO IT! Make the (post-apocalyptic) world your own! Contribute and give us your input and ideas, we’d be more than thrilled to have it!
• Balance. On the character sheet I will be asking for weaknesses. These can be mental or physical but I will be requiring a balance for your character. Strengths are not the only things that make a character, weaknesses are most often than not the key to an interesting and lovable character.
• This thread is rated M for mature blood, violence, gore and the likes. Romance will be allowed (it is the end of the world after all), but please make it believable. No two characters are just going to see each other and fall in love. Build the relationship and romance, and if it gets steamy between the two of you fade-to-black please. Cursing is allowed: I don’t care if you swear like Samuel Jackson in Pulp Fiction so as long as it’s part of your character’s personality.
• Low level character manipulation is accepted, and higher levels are encouraged if both parties are comfortable with it. One person should be able to say "duck!" without waiting for another person to post a reply. That being said, if you're going to do a longer post with 2+ characters, I recommend utilizing our google doc (listed at the top of the OP) for writing and organization. It's simple, fun, easy to use, and has been extremely beneficial thus far.
• I expect a certain level of activity from members of this roleplay. You should be active in the OOC thread at all times, and while I'm not going to impose a time frame for IC posts, you should continually be working towards a goal IC. If that means waiting on another player so be it, but activity is still expected in this area. If you're not going novel-length in your posts, that's fine, but I expect more of them.
• I understand that sometimes, real life just gets in the way of writing. I don't generally have a life, so you needn't worry about that, but if you can no longer post please do me a courtesy and let me know ahead of time. If you let me know, I will suspend your character until you come back. If not, I will brutally murder him if I don't really like him, or quietly avert my eyes if I do. It will be fun for me. Probably not so much for you.
• Do be realistic: This applies to your character as well as their actions. There is nothing worse than an over-powered god-in-the-making. Realism is therefore a requirement. Don't go all Rambo on everything. Or more appropriately, don't expect to do so and walk away with all your limbs intact.
• As a collective, members of my roleplay give up their rights to toes. Specifically, the ones that might be stepped on. If someone suggests an idea that you're not comfortable with, be civil and correct them, but I won't have people discouraged from writing something because they're afraid someone else is easily offended.
• Length is good, editing is great. I like writing. I have occasionally been known to write posts long enough to constitute a chapter in a book. As a matter of fact, generally when introducing a character or playing solo, that's what each post should be; a chapter in what's going on for that character. However, I am much more likely to look favorably on you if you have 5 paragraphs with good spelling and punctuation than I am if you have a page of poorly written, nonsensical crap. And this is unconditional. PUNCTUATION IS UNCONDITIONAL. So much so that I just used ALL THREE EMPHASIS... EMPHASIZERS ON IT. I've had that problem in the past, and I need to be clear on it now.
•This rules list is subject to change at any time without warning, but I will notify you if it does change, and if it does, it most likely won't be anything too major.
If you have any questions, please contact Prometheus.
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The Haven of Splendor
LOCATION: 26.12231, -80.14338
DESCRIPTION: The citizens of Florida took the infection very seriously after hearing the fate of Mexico. With political influence the people combined their efforts and successfully built a barrier stretching westward from Fort Lauderdale to the coast, following Interstate 75, securing the southern part of Florida for their survivors. The space was crowded at first, but as the political leaders began condemning undesirables to the outside world it has become quite a comfortable place to live. The leaders of the Florida Haven, known as The Council, are in complete control. What democracy did exist is now dead. This haven is run with an iron fist. These rulers do their utmost to keep Florida a place of pleasure and leisure; as such there are always festivities to be had and items to be bought. Anyone with an ethic to work for what they want is welcome in the Haven of Splendor, assuming you'll conform.
DEFENSE: Florida has a high defense system in place. They have constructed a mixture of concrete, stone, and scrap metals for their barrier. A massive chain link fence has been place on both sides of the barrier, clearing a 100 meter “kill zone” between the fences. The barrier is under 24 hour patrol.
SUPPLY: In Florida, food is abundant as it's grown inside the fence line, and luxury is well paid for. Although some semblance of manufacturing remains, any trader who can bring in a truck full of comfortable clothing or other luxuries can make quite a living for himself.
OVERALL RATING: 8/10
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The Haven of Hope
LOCATION: 47.07182, -122.97705
Description: Like Florida, Washington had a relatively large amount of time to prepare for the impending infection. The citizens began work immediately and went to great lengths to secure their borders. They secured a border around Evergreen State College and the surrounding forests near Olympia, WA. It is a decent place to live, though the constant rain tends to give the survivors there trouble with their generators. The nature of Evergreen State’s campus and its research have allowed the Washington Haven to be completely sustainable and self-sufficient. Unlike Florida, Washington is in complete survival mode; they aren’t splurging resources on unnecessary luxuries. Supplies are rationed so that no one gets more than the other. All surplus is stockpiled in case of shortages. A form of democracy still exists and in times of peace people can be brought to a court of their peers for their wrong doings. Washington, always walking the edge between survival and destruction, has developed a general mistrust of outsiders.
Defense: Washington by far has the highest defense. They spent countless hours securing their borders and ensuring they would be protected from any force of infected or raiders. A strong outer wall of debris was constructed and lined with an electric fence. Between these two walls is a 100 foot “kill zone”, much like a prison. There is 24 hour patrol of the perimeter and regular checks at all gates and guard towers.
Supply: Washington is generally self-sustaining and though the luxuries of the Floridians are rarely enjoyed, they live comfortably enough. They tend to have problems with their in-town generators, and as such they are constantly in need of tools and other supplies to maintain their defenses. They don't want for much, although a trader can still find a decent living in trading off people's bad habits.
Overall Rating: 9/10 – you can’t beat safety.
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The Haven of the Sea
LOCATION: 44.31062, -69.77949
DESCRIPTION: Augusta, Maine was hard pressed to create a barrier and defend their walls, but have successfully managed to do so. Constant onslaughts of infected have exhausted large amounts of their resources, but their walls are strong and their defenders vigilant. They are a low population Haven and struggle to stay under the radar of the infected and the Condemned gangs that populate the criminal hub in New York. Maine is a society on the brink and in constant threat of annihilation, but they maintain the only East Coast Haven for hundreds of miles. These intense circumstances have brought the few survivors there together in a way unseen in the rest of the country; there is virtually no crime. Everyone realizes that they need one another to survive. Their lives depend on their ships and the relationship with the ocean, whether it’s fishing or searching for a new home.
DEFENSE: Augusta has a moderate defense system in place. The town isolated itself after the outbreak in Mexico quickly seeing the connection with the meteors and the recent outbreak of shockingly similar symptoms in New York. They managed to barricade the city, demolishing their own buildings for materials until they had successfully blocked themselves in. Still, surrounded by major cities and millions of infected they find themselves under attack almost constantly. But with the ocean at their backs and ships ready to board, should the walls ever fall the citizens of Augusta are more than ready to strike out to find a new home.
SUPPLY: Maine is known for their ship building. This remains true for Augusta. They have several fleets of ships that they have currently been using to scout the coasts for supplies and other survivors. They have also sent off several crews to scout for potential safe areas to abandon this Haven and start anew. They are also willing to pay the highest rate for even ordinary trade items, but the high presence of Condemned makes land based trade dangerous and unreliable.
OVERALL RATING: 5/10
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The Haven of Life
- Chico City Center: 39.72554 -121.80200
- Oroville City Center: 39.50528 -121.54100
- Orland City Center: 39.74507 -122.18456
- Marysville City Center: 39.15757 -121.57146
DESCRIPTION: When the infection hit, most of California fell almost immediately. Los Angeles suffered from a meteor impact, and the infection was quick to overtake the Sacramento and San Francisco Metropolises, while San Diego was swarmed within a few days of L.A.'s infection. The military retreated from the West Coast immediately, leaving the residents to fend for themselves. But unknown to them, most of Central California was left relatively untouched, with Chico and it's surrounding communities having just enough time to begin building defenses. Chico was the most successful in this effort, erecting a 20 foot tall wall from local concrete resources and salvaged housing materials. The Chico haven soon expanded to smaller pods in surrounding communities, offering help to similar, smaller pods of survivors in Oroville, Orland and Marysville. Eventually the havens were interconnected by major highways, all of which are walled off by chain link fences but most protected by the relative countryside isolation.
- Chico, being the largest haven, holds most of the haven's population, it's center of commerce, and it's central government. Within it's walls, old houses and foundations were pulled up to grow small farms near the barriers, and within the city most of the inhabited houses sport vegetable gardens in place of lawns. It's city center and government building is the Chico College library, and it's trading center is the set of stores at the coordinates provided, at the very south of the haven.
- Oroville is primarily responsible for the haven's abundant power and water resources. Being so close to the Oroville dam and lake, they were able to redirect most of the available water resources to Chico and the other communities, and hydroelectric power from the dam keeps the lights on in all four of the communities without trouble. Oroville is the smallest of the four communities, with it's few hundred members all being associated with the dam in some way, although it also sports a small farming community to it's west. It's city center is the former Oroville hospital, being one of the largest buildings in the entire town.
- Orland is the agricultural center of Chico, with most of it's land inside it's walls being salvaged for farming, while the walls are constantly expanding and being added onto to provide more space. It's community lives mostly on these farms. It's city center is the former Mill St. School, chosen over the nearby city hall for the larger amount of space. A small amount of housing surrounds the center, but the rest has been demolished over the course of 5 years to make room for agriculture.
- Marysville is the furthest south portion of the Chico haven, taking over an hour by driving to get there from Chico. It is the second largest residential center, and is also the most threatened of the four havens. It is continually threatened by a larger zed presence from Yuba City, as well as acting as a barrier between Chico and the rest of southern California. It is continually scavenging essentials from Yuba City and has a small agrarian community to the northeast, but for the most part it exists because Chico likes the security it provides. It's city center Marysville is a cultural center for the haven, and is generally considered one of the most luxurious spots to live on the West Coast, assuming you're comfortable having a hundred thousand zed pounding on the southern wall. It's city center is a former middle school, chosen for similar reasons to Orland's.
Chico is the only one of the central surviving havens to maintain a complete democracy. They even hold regular elections. They have the highest combined population of any haven, but also happen to be the most inaccessible. The landscape is beautiful, the food, water and power is abundant and there are thousands of people to welcome you back to a normalcy of life…if you can brave the countless hordes of zombie surrounding the area.
- Chico is the most secure of the towns, sporting 40 foot high concrete walls coupled with a 20 foot deep moat to keep zed a comfortable distance away. The moat is flushed once a year to keep zed from piling up. The walls extend for about 2 miles to the northwest of the coordinates provided, making it the largest of the four parts of the haven.
- Oroville is the least secure, but also the least threatened, of the four havens, with it's walls in some places being nothing more than a chain link fence, while in others it relies on old house fences or other makeshift wood boarding. It's barely 8 feet tall at it's highest point. It's hardly ever bothered, however, and the walls are constantly patrolled. The walls extend erratically around houses and roads, as Oroville in itself is fairly erratic in it's city planning.
- Orland is similar to Oroville for security, as it's walls are being continually expanded to make room for more farms. But also similar to Oroville, it's rarely bothered by any heavy zed presence, and the borders are continually patrolled for safety.
- Marysville ties Chico for the most secure of the four towns, with 30 foot high walls made entirely of concrete or steel, and a 20 foot deep moat to match it's rival town's. This moat is flushed closer to once a month due to zed constantly heading towards the city, and the Marysville Militia is Chico's primary military strength. Marysville is a stalwart defender of it's counterparts, and fills the role well.
- In addition to the haven walls, the highways and roads connecting the towns are barricaded by fences and walls, and to the south, a line of "noisemakers" (an idea courtesy of Westley Jeromiah) runs for several miles parallel to Marysville, drawing any zed in the area west, instead of north.
SUPPLY: Chico will never go in want in regards to supplies. They are abundant in just about everything, but there's always room for another salvager looking to hawk his wares in Chico's commercial center, or an adventurer looking to join the Marysville Salaveger teams.
OVERALL RATING: 8/10
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The Haven of Yesterday
LOCATION: 39.52963, -119.81380
DESCRIPTION: Nevada was perhaps one of the luckiest states. With long stretches of desert to the East and the Sierra Nevada Mountains serving as a buffer between them and California, Reno was able to retreat into the recesses of the town. Reno relied on their industrial resources to create impressive reinforced-concrete barriers around the downtown's suburbs and skyscraper casinos. Many lives were lost, but Reno survived. During this initial turmoil several people rose to lead the citizens of Reno and its surrounding valleys through the crisis. Being more or less the saviors of Reno, the people elected them into a form of an oligarchy. One of their first actions upon rising to power was to establish escape routes through the miles and miles of desert, which are kept stocked with enough provisions to feed anyone who comes across them.
DEFENSE: The location of Reno served as much a deterrent as any wall. The long stretches of desert and clogged highways leading from California gave Reno the time it needed to prepare. The past five years have been spent carefully clearing highways and local roads, allowing for trade and scavenging to supply the inhabitants with supplies that cannot be grown in the lush valleys north of the Haven.
The only real threat to Reno comes from within, either from the unsecured cityscape and suburbs surrounding the downtown area or the haven's general 'come as you please' attitude. Constant new arrivals bring the infection with them, and breakout scares are a weekly occurrance. Luckily, the Reno militia and the controlling government is prepared for these scenarios, constantly on alert inside and outside the haven.
SUPPLY: Reno can has been known to ration water and depends heavily on rain. The relatively short trip to Chico, coupled with a few small farming communities to the north, ensures that the haven never needs food, although a trader could still sell it at discount. Filled with the remnants of a gambling society, Reno's citizens are more enslaved to their habits than any others left on Earth. Alcohol, cigarettes and contraceptives are treasured here.
OVERALL RATING: 7/10
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The Haven of Solitude
LOCATION: 46.80833, -100.78374
Description: The citizens of Bismarck knew the rules of real estate: location, location, location. They happened to be in the right location at the right time and went seemingly unnoticed by the infected long enough for the citizens to reinforce their homes. The people of Bismarck have no established government at this time outside of the small, still functional city government that oversees utilities and the haven's tiny militia. The citizens simply work together for the common good of the haven, and are free to come and go as they please. They are plain folk and do not desire luxury so as long as they are blessed with their lives.
DEFENSE: In Bismarck, haven walls are nonexistant. Outside of a small fenceline that separates what technically makes up the "haven" from the rest of the city, people continue to live their daily lives. Although the citizens there have no real protection from the undead, living with the threat has become a way of life. So in a trade for freedom, citizens generally walk around with weapons strapped to their hips. Being so isolated has played to Bismark's strength, and they are more than ready to exploit that trait, but if a horde were to ever find its way to Bismarck it would fall within days.
SUPPLY:In way of supplies Bismarck is top of the list in food production and has more than enough to spare. North Dakotans have always been avid hunters and skilled farmers, and these skills also allow surpluses of food to be harvested in the fall, allowing them to get through even the toughest winter. They are also well stocked in weapons and maintain a vast supply of alcohol... even if it's not always of the highest quality. For the enterprising adventurer, the gasoline refinery in Mandan, just across the river from Bismarck, is still able to produce small amounts of high quality gasoline and diesel fuel, using the supply of oil from the fields in the Western parts of the state. They lack materials to adequately maintain their defenses however, and would struggle to repel an organized attack or a large zombie horde.
OVERALL RATING: 5/10
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The Haven of Security
LOCATION: 38.74166, -104.83388
DESCRIPTION: Despite hundreds of troops disappearing into the bloodbath of Denver, somehow, Colorado Springs was still better off than it's larger brother. Most (if not all) of it's citizens attributed this to the military bunker built underneath the nearby Cheyenne Mountain. Acting as a last haven for politicians and other important officials (as well as anyone who could afford to buy their way in), Cheyenne was an underground beacon of life for the U.S., the last and only of it's kind in the country.
While D.C. burned, Denver was overrun from within. Most of Cheyenne's military reserves disappeared into the lost cause of the metropolis never to be seen again. A few came back aboard helicopters, some infected, others without a scratch. But with all the attention going to Denver, Colorado Springs had problems of it's own. Despite the military's best efforts at containing the city, even to increasingly small areas, they were overrun. In mere days, a thousand-strong troop company was reduced to a few more than 100 troops, quarantined neighborhoods reduced to pods of survivors with inadequate support. Those who could pulled back to the Cheyenne military base within a couple of hours. Those who couldn't were left for dead - and dead they were.
With a little over two hundred of some of the most rich and influential people in America stowed away in the mountain, accompanied by roughly 500 civilians and whatever military forces that could be found, Cheyenne Mountain's five-foot thick cement doors slid closed for nearly five years, cut off from the rest of the world, the other havens, and any hope for survival beyond the safety of a soldier's gun.
DEFENSE: Colorado Springs only recently emerged from the mountain - as such, their best defense is the base that held them for so long. While they're slowly reaching out into the city they called theirs years before, thus far, they've only reclaimed a small set of suburbs close to the entrance to the base. Most of the citizens still live inside the base, ensuring maximum protection from anything that finds it's way close to them.
SUPPLIES: Colorado Springs is far from prepared for any sort of long-term habitation, having lived only off of stockpiled supplies for years. However, what they lack in sustenance, they make up for in the single other necessity of Apocalyptica - munitions. A large military presence ensures more than enough guns to go around, and more than enough materials to keep them firing. As such, they'll trade ammo for food any day.
OVERALL RATING: 6/10
XXXXXXXXXXXXXXXXXXXXXXXXx M A C K I N A C xXXXXXXXXXXXXXXXXXXXXXXXX•••••
The Haven of Hunters
DESCRIPTION: Mackinac Haven is a small island a couple miles off the coast of Michigan and few from outside the state knows it exists. The Island has a little under four square miles of land area and is peppered with hotels from being a tourist attraction, which provides good housing for its residents, and additional housing has been built from the surrounding timber. Still, the island is over capacity and very cramped. Due to vehicles having been banned on the island several decades before the infection, residents still maintain a large population of horses, both draft and riding, for transportation and to sell. The bay is jam packed with boats of every size and function and is heavily guarded from pirates. In the shallows along the coastline a number of windmills provide power for the haven. The haven's leadership consists of a military junta type government with all but one of the ten directors being prior military or police. Their government, however, largely leaves the population alone and only intercedes with protection both within and without the population, haven wide problems such as supply shortages, and to dispense criminal punishments.
DEFENSE: The Haven's guard consists of about 500 volunteers, who serve in both a land and water capacity. Guard towers follow the coast line, with higher concentrations on the mainland side along with a 12ft razor wire topped fence. During most of the year the only threat to the haven are small bands of pirates who attack haven ships to take supplies. However, it has what is known to the population as "Horde Season." This is the time of the year when the water that separates the haven from the mainland freezes over, taking away their main defense. Droves of undead congregate to the coastline of the mainland throughout the year attracted by all the life a little more than two miles off, and begin to cross as soon as the ice holds their weight. During this time all able bodied individuals are temporarily conscripted into the guard to help fend off the undead with either a gun or as part of the crew on one of the two small ice-breaking vessels the haven keeps.
SUPPLIES: Mackinac's residents live almost solely off of the fish and game they hunt, a good portion of the population working on fishing boats or as part of one of the many landing parties that frequent the mainland to forage and hunt for food. It's not uncommon at all to see haven folk wearing animal pelts and furs during the colder months. They also have started small farming projects on the neighboring island of Bois Blanc this past spring. So the people of Mackinac hardly find themselves going hungry, though they lack many of the luxuries other havens enjoy. Gasoline for their boats is always in high demand and is strictly rationed, making is their main and most important import from the traders that know they exist.
OVERALL RATING: 6/10
XXXXXXXXXXXXXXXXXXXXXXXXx F O R T R A F F L E S xXXXXXXXXXXXXXXXXXXXXXXXX•••••
The Haven of International Dialogue
LOCATION: 39.01958, -76.40081 (Sandy Point State Park)
DESCRIPTION: Fort Raffles was 'founded' as a forward base of operations for an ASEAN effort to reestablish diplomatic contact and communications between the Republic of Singapore and the Southeast Asian nations and the United States of America. Already forcibly militarised by the Infected crisis of earlier years and due to the risky nature of the diplomatic expedition, the operation is mostly run by the military as a military operation. Roughly 1500 of the personnel belong to the SAF, 200 were Singaporean civilians serving as ambassadors and staff, civil officers and support. 300 comprises of military personnel of assorted nationalities found in other southeast asian nations, such as Malaysians, Indonesians, the Gurkhas (who were mostly Nepalese), etc. The Americans stranded in Singapore who manned the aircraft carrier USS Roanoke counted up to 1000. The remaining 150+ were the locals or natives who were found in the Park upon landfall or trusted and given access from nearby settlements to aid in the effort.
The efforts and resources put into the ASEANDE (Association of South-East Asian Nations Diplomatic Expedition) was staggering. Before landfall and the founding of Fort Raffles, the Republic of Singapore Navy and Air Force had to scout a path to the capitol of the U.S. The consensus was that the operation can't be transported entirely by air due to fuel shortages, and the pacific ocean route was out of the question as it would mean crossing the entire North American continent- something that would be self-defeating as records show that the control of the U.S Federal Government had waned considerably before communications go dark. A route through the Indian Ocean, pass the Cape of Good Hope and the Atlantic Ocean was thus chosen. Outposts were set up along the way before the main expedition was launched. The site of Fort Raffles were scouted out by ships, and Sandy Point State Park was selected as it was isolated with few Infected and Zombies sighted. There was even a local/native settlement on the beach, which was deemed a 'resource important enough to the expedition'. The locals who sighted the frigate RSN Supreme, hence, were the first witnesses of what was to come, for good and ill...
Upon landfall, the ASEANDE were quick to annihilate the local Infected resistance and set up a beachhead. The native settlement, found to be little more than a shanty town that subsists on fishing and subsistence farming with a population of slightly over a hundred, was befriended and became the first Americans to establish contact with Singapore and ASEAN. A forward base was set up. With the ingenuity of the SAF's combat engineers and the help of the natives, proper buildings and infrastructure was constructed quickly. The local village was largely absorbed by Fort Raffles.
The Infected presented little resistance afterwards, at least at first. Few approached Fort Raffles, and those few were sniped out quickly. Taking advantage of this lack of undead presence, the ASEANDE sent Recce teams out, discovering a loose alliance of small towns kilometres in all directions, each host to anything between a few dozens to a few hundreds of citizens. Many were found to be in a state of abject poverty and squalor, prompting the ASEANDE to launch humanitarian aids. Crime and violence was also a huge problem, which lead the leaders of the expedition to believe that the only right thing to do that the non-existent federal government of the United States would have approved was to send troops and later imported police officers to bring order and civilisation to the alliance of towns. The bureaucracy was extended all the way from Singapore to them as the foreign system was imposed on them for the sake of peace.
Some found it a good change. Some tolerated it. A significant number hated it. ASEANDE's intervention resulted in an explosion of skirmishes as local gangs and criminals resisted. The innocent natives were caught in the crossfire, and some were killed. Adding to this stew of chaos were native 'governments' and citizens who, while welcoming of the humanitarian aid in the form of food and supplies, resented the new power that tried to take control with its foreign laws and customs. Their rebellion was justified, however, as the installation of Singaporean officials meant that native officials had to step down, and some didn't want to. Drastic measures were also taken by the SPF and SAF to exercise their takeover 'for the sake of peace', which involves arrests and raids, and that too was resented. Many were killed, and ASEANDE suffered very little casualties while the natives were massacred by the dozens.
Moreover, the small-scale war had attracted the attention of the Infected hordes, who swarmed over to the park, putting an end to the conflict in the worse way possible. The less-than-ideal relationship between the ASEANDE and the natives were hence sealed with little chance for recovery. While the natives thought of the new power ASEANDE as an invading force bent on building some kind of a Singaporean Empire, the ASEANDE was equally critical of the natives, blaming them for their backward and selfish ways. Since then, while the natives were forced to scatter, the ASEANDE was forced to retreat, hole up in Fort Raffles and endure a siege of the Infected.
DEFENSE: Fort Raffles was designed primarily to withstand a heavy siege of Zombies, but was effective as well in repelling human wave attacks. Its outermost layer of defence consists of regularly-patrolled chainlink fences, putting a wide berth between the walls of the fort and the borders. The second layer of defence consists of a star-shaped wall which had many cross-fire zones. Should that fail, the defenders could retreat to the aircraft carrier USS Roanoke, the third layer of defence, moored nearby. If there was any risk that the USS Roanoke would be overwhelmed, it could then sail away easily.
The ASEANDE was technologically current, not that there was any standard left in the world. The average soldier was fully suited in conventional modern warfare gear, but also geared out with anti-zombie limb protection, ACMS (analogous to America's Land Warrior system), a primary firearm (commonly the SAR21S2), a secondary firearm (P226), and should the situation deem necessary, various retro-technology melee weapons. Soldiers going outfield may also be loaded down with a fieldpack and field equipment. Ammunition remains precious, so a soldier would usually be provided with at most 3 magazines for the SAR21S2 only, a farcry from 9 back before the infection hits.
Due to the nature of the Infected, the military consists mostly of infantry with token armour, artillery and helicopter support. The USS Roanoke, however, provides superior air support, but would not be able to sustain it on the long term due to frequent shortages in fuel.
While the SAF consists mostly of conscripts, they had gained experience from Singapore's own struggles, and they were augmented by the crew of the USS Roanoke, the natives and soldiers of other nationalities, who had suffered through the worse of it all.
SUPPLIES: While Fort Raffles was well stocked in weapons, building supplies, water, vehicles, machines and technologies, ammunition, food and oil levels were constantly threatening to go below normal. A trader who could bring any of these would stand to rake in on technologies no longer found anywhere else but Singapore, the only remaining sovereign country in the world that retained a level of civilisation that resembles the past.
OVERALL RATING: 8/10. While the ASEANDE had a tolerant society, tensions had risen between the foreigners and natives, although it was far from enough to cause infighting within Fort Raffles. At least it's safe and highly civilised. It even had its own US-Town.
If you want to create your own haven, just copy and paste the sheet below and fill it out!
[SIZE="4"][FONT="Courier New"]XXXXXXXXXXXXXXXXXXXXXXXX[COLOR="red"]x[/COLOR] [SIZE="5"] First letter[/SIZE] Other letters with [SIZE="5"]S[/SIZE] P A C E B E T W E E N[COLOR="Red"] x[/COLOR]XXXXXXXXXXXXXXXXXXXXXXXX[COLOR="red"]•••••[/COLOR][/FONT][/SIZE]
[SIZE="2"][FONT="Courier New"][u]Haven motto[/u][/FONT][/SIZE]
[COLOR=red]LOCATION[/COLOR]: http://universimmedia.pagesperso-orange.fr/geo/loc.htm <- go here and find the coordinates on google maps. Or a precise location (something to enter into maps) works too.
[COLOR="Red"]DESCRIPTION[/COLOR]: What is your haven like? Size, attitude, government structure?
[COLOR="red"]POPULATION[/COLOR]: What is the population?
[COLOR="red"]DEFENSE[/COLOR]: How do the people defend themselves?
[COLOR="red"]SUPPLIES[/COLOR]: What would a trader want to bring? How well supplied is the haven itself?
[COLOR="red"]OVERALL RATING[/COLOR]: Personal Rating. Would you live there?[/spoiler]
The classes listed below are prewritten suggestions; and are designed to help as a starting point for your character. If you have an idea for a new class for your character, write it in below; I'm completely open to new ideas!
XXXXXXXXXXXXXXXXXXXXXXXXx E L I T I S T S x
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX••••• The Push Behind the Power
ORIGINS: Elitists generally come from prominent, wealthy, well known families with a strong political background. Others were just the first to appoint themselves as leaders in smaller Havens.
INFORMATION: Elitists are those who are held in high regard within the Havens. They are the ones that keep the communities going due to their mental prowess or their abundant wealth before the outbreak. They hold a considerable amount of power and though it may displease those around them, they hold the key to anyone’s fate within the Haven. There is generally one primary Elitist per haven (in Florida there are two) with anywhere from 5-10 Council members beneath them.
STARTING AREA: Within a haven, large or small.
MISC.: Prominent Elitists and those central to story development will be controlled by trusted roleplayers as necessary. Otherwise, tread carefully while making a CS - Elitist is a dangerous position, and if you don't write it right I'll tell you to write something else.
XXXXXXXXXXXXXXXXXXXXXXXXx H A V E N F O L K x
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX••••• The Will to Live On
ORIGINS: Banded together in Safe Havens after infection.
INFORMATION: Haven folk are those who never leave the Safe Havens. Even during the midst of total annihilation there is still a social order amongst those who inhabit the larger Havens (Florida, Washington, Chico, and Maine). Currency has little use, but with money came the status and power so those who are lower class will be doomed as such always. The upper class gets the prime housing, while the lower class struggles in the streets and dilapidated apartments. The middle and lower class have established bargaining systems, they produce goods and trade with one another.
Haven Folk that wish to relocate have been known to hitch rides with salvagers or drifters. They are generally not skilled with weapons and seek out the safety behind the enclosures of Havens.
STARTING AREA: Within any Haven.
MISC.: Haven folk are ill advised to leave the Haven’s without a proper escort. Haven Folk aren’t ideal for combating the undead, however, there are Haven Folk with admirable skills: Tech Skills, Medicine, Engineering, etc.
XXXXXXXXXXXXXXXXXXXXXXXXx S A L V A G E R S x
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX••••• Dealing the Slaughter
ORIGINS: Salvager teams were assembled within six months after the Havens were formed. The people of Washington were in dire need of supplies so they sent a group of trained individuals out in the wilds to retrieve them. Not only did the salvagers succeed, but they brought back coveted items as well. The majority of Salvagers are under the beck and call of their Elitist, but it is not uncommon for them to go rogue.
INFORMATION: Many salvagers have military experience; some are just damned good with a weapon. They have their own individual skillsets, whether it be marksmanship, hand to hand combat, martial weapons, mechanical repair, welding, driving, navigating or survival skills - among a list of many others. They are best described as mercenaries that leave the safety of the haven and brave the land of the infected to search for valuable goods. Many cannot understand what drives these individual to risk their lives. Many Salvagers are ambitious, hoping to gain a sense of status amongst society; some have a personal vendetta against the infected; many, the simple desire of thrill seeking in an otherwise doomed world. They are quick, efficient, and highly effective. Salvagers are also responsible for analyzing the infected and relaying information from Haven to Haven when communication is out.
STARTING AREA: Any Haven where Salvagers would benefit.
MISC.: Reno, Chico, Evergreen and Florida have the best of the best when it comes to Salvagers. Other Havens may have salvager teams of course, but their skills dim in comparison. Salvagers must be skilled with their weapons, and have quick reflexes in order to survive in the infected wilds.
XXXXXXXXXXXXXXXXXXXXXXXXx B A N D I T S x
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX••••• Raping and Pillaging
ORIGINS: After the infection hit, not everyone was content to hide in a haven and try to resume their lives as they were beforehand. The infection brought out the worst in a lot of people. As most people hid in their homes or ran for the hills, some took advantage of their strength (and weapons) to loot, pillage and destroy anything they could get within their reach. These people eventually became the bandits now seen in Apocalyptica.
INFORMATION: Bandits are cold, ruthless and uncaring, and one of the only common characteristics among them is their self-interest. When you're talking to a bandit, odds are they'll always be looking out for #1: themselves. Bandits often travel alone, but grouping together (at least temporarily) to attack larger settlements or supply convoys is a fairly common practice. Bandits once were quite common in Apocalyptica, but as the years wore on and more and more found themselves dead either by the hands of a walker or by one of their fellows, they've become an increasing rarity. The steady decrease of the bandit population is a true testament to how difficult it is to survive for too long outside of a haven. Where once you'd find 10, now you'll find one. Not that most people mind the change that much.
Bandits are common in havens as well. Even in a post apocalyptic society, crime is not absent. Most bandits that live in havens are a softer type. Rather than go out and risk the harsh conditions of the new world, they'll lie and steal at the risk of being caught by the last remaining law enforcement officers in the world.
STARTING AREA: Anywhere in Apocalyptica.
MISC.: Bandits that live outside of havens have become quite accustomed to the world. Being a bandit after being trapped in the wild for 5 or more years means that you're good at staying alive. Whether that means good at trickery, weapons or running away is up to you.
XXXXXXXXXXXXXXXXXXXXXXXXxD R I F T E R/T R A D E R/O T H E Rx
PLAYABLE CHARACTERS: If none of the previous classes suit your fancy, you may submit to us an original class so as long as you provide sufficient information about your character’s background and a sufficient profile that fits in with the genre and trend of this particular roleplay. Also, please include your starting area, and some origins if your class is part of a group or a member of a community.
XXXXXXXXXXXXXXXXXXXXXXXXx C O N D E M N E D x XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX••••• Forsaken & Lovin' It
ORIGINS: The earliest reported gang of condemned began in a maximum security prison in Waco, TX that was abandoned by its guards. Through a combination of circumstance and quick thinking, most of the inmates escaped soon after and headed towards the rumored safe havens seen on the news. When met at the gates, the Havens adamantly refused entry for the convicts and the escaped prisoners were left for dead. Across the U.S., similar stories played out in many havens, often resulting in violence and death. Cast out of the havens, these condemned gangs now wander the wastelands of Apocalyptica, fighting against one another for resources and members and doing whatever is needed to get by.
INFORMATION: The Condemned gangs are generally made up of members that were part of prison crowds and jailbreaks soon after the infection. Most of these gangs were cast out of the havens by the controlling government. Those who were left often disappeared anyway, leaving of their own accord after they realized that their criminal practices would not be tolerated. The Condemned gangs are usually small, made up of close-knit members who stayed together since the infection began. The smallest group might be less than 5, and the largest more than 20. They pillage towns, and usually string together caravans of trucks, motorcycles, self-made technicals or any other vehicles they can find. Condemned often wander far and wide around the wastelands, spending months or years at a time on the road, moving to wherever the gettin's good. However, most condemned gangs have made homes in the prisons they used to inhabit as inmates, preferring the cells and thick walls for protection and infection control. They enjoy killing the infected and tormenting other survivors, whether by means of unwanted caress or throwing them to one of their captured infected for amusement, and have been known to hold gladiator battles between themselves or captured survivors and infected. If you are found and they taking a liking to you, they may let you live- if you can keep up.
Aside from most major prisons across the U.S., the Condemned have managed to establish permanent "Havens" of their own- mostly underground caves and easily secured structures. Their primary bases are located underground in Yellowstone National Park, a skyscraper in Los Angeles and a network of linked buildings in New York City, making them some of the only survivors remotely close to the ground-zero meteor impact sites. These havens are all incredibly hostile towards one another, however, they're too far away from each other for more than a rare skirmish.
The condemned are lawless and have little empathy for other human beings; they take what they want, when they want. They're highly territorial against other survivors and one another, but within their own gangs survivors recount a "cult" feeling. Most condemned sport different tattoos along their necks, wrists, or backs, usually to identify which gang they belong to and what prison they were from.
MISC.: Along with their tattoos, the Condemned's vehicles are usually painted with the symbol of their gang. These symbols could be anything from a biohazard sign (characteristic of the largest haven in New York) to a white skull (L.A.) or a bird in flight (Yellowstone).
Almost every condemned gang in Apocalyptica has a tattoo artist among them. These artists were often trained using unconventional tools long after the infection took route, and as such, may not be the best at what they do. However, among the condemned gangs, tattoo artists are seen as leaders and ambassadors, and if you ever found yourself facing a group of condemned, you may have a chance of surviving if you ask to negotiate with the tat-man.
XXXXXXXXXXXXXXXXXXXXXXXXx C U L T I S T S x XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX••••• The Hands of the Almighty
The Followers of Cyprian
His father being a Bishop makes it almost a given that Caecilius has always been a man of god. As a young boy he took a seldom found fascination in the teachings of the bible and studied it with the utmost devotion, later in life becoming a Bishop himself. At the initial outbreak of the virus in Mexico he was living his life quietly as a local priest at a in Topeka, Kansas. At this time only whispers of what was expected to come were floating around.
Most of his fellow Clergymen claimed that Mexico was seen as unholy and damned in the eyes of the almighty, that this was HIS way of punishing them. The virus spread rapidly and soon the boarder was over run; by this time it was being preached that the end times were upon us and it was the second coming. Some people fled, others, not wanting to leave their home, stayed. Yet another horrible reality was people resorting to suicide. The Church attempted to restore order, stating that god will provide. Many people in this time of need, desperate for hope, joined the church immediately. The Church’s numbers swelled and swelled. People from surrounding areas swarmed to Topeka, and persons from all backgrounds and classes and religions worked with one another to fortify their city.
Though before the City finished their fortifications Caecilius out helping with the construction, encountered the first infected to reach Topeka. The citizens, awestruck with fear, stared in astonishment, watching as the undead creatures dragged themselves towards the haven. The bishop, with faith never wavering, stepped forward past the wall to confront them. Growing around the base of the wall was an abundance of Acacia bushes. Caecilius stood strong, crucifix in hand, praying quietly as the monsters approached him. To the Haven’s surprise, the moment the infected got within a few feet of The Bishop, they froze and immediately turned.
The people behind The Bishop went into a frenzy cheering and clapping. They even declared him a living saint. Upon their return to town, rumors spread and the people of Topeka pleaded for Caecilius to lead them, anointing him the head of the city. At this point his first statement to his people was that he was renaming of the town in honor of the saint that he believed protected them. He called this new society Cyprian.
Since the events at the wall, Caecilius is under the impression that he became a tool of god, constantly receiving divine messages from the almighty. He and his followers are on a mission to bring everyone into their new order. This has led to extremely aggressive conversion with religious zeal rivaling crusaders of old. Caecilius sends out followers to find last bastions of humanity to locate the lost for him. Upon finding these areas Priests of Cyprian are dispatched to convert the people of the area to join them in glorious preparation for the second coming. With promises of food shelter and brotherhood many people willingly give their life to the society. Though there are some in the Church of Caecilius who believe that non-believers, and those who will not convert, must be cleansed from this world to make way for the Second Coming. When they find these cesspools, Priests of Cyrian hit them with force. Though the citizens of Topeka are devout in their religion, desperate times call for desperate measures.
MISC.: Acacia Plants act as an irritant and as a repellant to the basic infected, though the only one who is aware of this fact is Caecillius. His follows believe that the Acacia plant is simply a part of their ceremonial garments.
XXXXXXXXXXXXXXXXXXXXx L E G I O N x XXXXXXXXXXXXXXXXXXXX••••• The Weapon of the Future
ORIGINS: Legion was founded at the beginning of the infection in a federal prison in California. Led by a man known as Guy "Emperor" Keyes and his former inmates, they organized under a single leader out of the necessity of survival. For a brief time, once they'd left their prison and begun recruiting members to their ranks, they were welcomed into most havens and regarded as a 'new hope' in an apocalyptic world. Legion recruited under the guise of returning the world to the living, and was the only major organization doing so. People joined out of idealism and belief. Over time, however, this illusion fell apart. The Emperor's motives were thinly veiled, and it soon became clear what his organization was about - power. His own power, no one else's. He became vicious and ruthless in his attempts at control, and before long he was cast out of every known haven in the U.S. and left to recruit bandits and condemned surviving in the outside world. Legion is now a deadly, cold force to be reckoned with in Apocalyptica.
INFORMATION: Legion's members are diverse, but the core of it's members are mostly condemned and bandits. They recruit from anywhere, and the process isn't usually voluntary. You can seek out Legion and join up if you have nowhere else to go, but many of Legion's members are blackmailed into joining, or taken prisoner and eventually released on the condition that they fight for the Emperor. But no matter what, whether you joined out of willingness, desperation or in chains, Legion requires only one thing from it's members - absolute loyalty. Treason is the highest crime here, and if you desert you're hunted down. If you question orders, you're killed, or worse, thrown in a cage with a zombie.
The culture surrounding Legion is what you could expect from a bandit organization. Gladiator fights are held regularly in most camps, either between other members (for bragging rights or to settle a dispute) or between humans and zombies, mostly for entertainment. These fights extend from one Leigon member seeing how many infected they can take down in a certain amount of time, to throwing a slave or traitor into the ring and seeing how long they can survive.
Legion's members number in the thousands, operating everywhere across America. Legion has recorded cells as far south as Mexico City, and as far north as Vancouver. Their heaviest presence, however, is on the west coast and in the deep south, as this was where the highest concentration of bandits were found.
MISC: Recently, Legion revealed their true power as they laid siege to the Evergreen State haven in Washington. If not for timely action by outside survivors, coupled with the sudden appearance and takeover of the 1007th battalion, they would've taken the haven with little problem. Because of their defeat, however, the main body of Legion is now homeless once again, the majority of the forces fleeing Washington a few days after they were pushed out of Evergreen. No heavy activity has been noted by haven scouts, but intel suggests that the largest body is slowly making it's way south, directly towards the Chico haven.
XXXXXXXXXXXXXXXXXXXXx T H E 1 0 0 7 th x XXXXXXXXXXXXXXXXXXXX••••• The Ghost of the Past
ORIGINS:In the last chaotic days before the U.S. went dark, the military crumbled. Fear broke into the ranks of soldiers, and so did the disease. A man that was left for dead by his comrades might be back to swell the forces of the other side, only to be shot by a friend the next time they attack. And as the military fractured to die with the rest of the world, only one force was left to stand against the darkness – the 1007th. Their intentions began nobly – rescuing who they could, fighting where they were needed. They acted as the last glimmer of hope for the U.S. military, their members the only force left to answer distress calls and provide ammunition. But as the years passed, the distress calls stopped and the 1007th got... stranger.
The number of members grew exponentially at first, then shrank again almost as fast as the undead caught up to the battalion. Noble intentions mutated and distorted, finally giving way to only survival. If you were bitten, you were shot on site. If you questioned orders, you were shot on site – if you were lucky. Unstable commanders had been known to use their own soldiers as bait. If you found survivors, they were tortured until they told everything they knew, then executed. The 1007th raided peaceful outposts and villages all along the east coast, killing the inhabitants and burning the buildings to the ground after stealing everything of worth to them. Since then they've traveled west, taking over the Evergreen State haven in a military dictatorship.
INFORMATION: The 1007th is a cold, ruthless organization and it's members often reflect this attitude. In exchange for safety, training and fellow soldiers, members often shed their personalities and histories, becoming drones to a militarized hive. Their numbers are suspected to be less than 400, but because no one has yet identified a main base of operations or a singular leader, no one is quite sure how numerous they actually are.
The 1007th is rumored to be based in the Northeastern U.S., as this is where they are most frequently sighted. However, the most recent activity was their takeover of the Evergreen Haven, setting up their first publicly known base of operations.
MISC: The 1007th played a key, defining role in the battle for Evergreen. Faced with more Legionnaires than they could ever repel, the haven was ready to surrender until the 1007th arrived. A few dozen soldiers single-handedly repelled the entire Legion assault from the haven, and took the haven as their own as a prize. They currently rule it with an iron fist.
XXXXXXXXXXXXXXXXXXXXx S E N T I N E L S x XXXXXXXXXXXXXXXXXXXX••••• The Shield of the Innocent
Leader: Jayne Nixon
Origins: The Sentinel Program originated in the spring of 2010, their formation slipping through government legislature in a hastily signed executive order by President Obama. They were a secret worst-case-program created by the United States government to ease the minds of those in power and wealth, as a last resort in the event of Nuclear Annihilation or some other world-ending threat. More of a faint, unnoticed back up plan then a serious program, the Sentinels were funded in between the lines of the US budget, with just enough cash flowing to allow its existence, but not enough to be effective should something happen. It had no purpose until the management of a civilian named Corbin Atlas, prideful and kind hearted, who poured his own time and effort into the program, barely keeping it from fading into the history books as just another forgotten idea. The project was put under the supervision of Jayne Nixon after his eventful post-Apocalyptic death, who now organizes the formal locations of safehouses and runs some of the program’s training training regimes.
It was only after the Lost Springs incident in 2013 that had government officials looking back to the Sentinel Project. A system which is used to this day was set in place, starting from a few tiny hidden bunkers. They were once storages for provisions and supplies, but in the years to come, became a place of safety to ride out the infection. The final preparations established a self-sufficient place of safety where Sentinels, new and old, could survive, train, and store the world’s new history in safety.
Information: The Sentinels started off as less than a hundred well-trained old-world individuals, but as the months turned to years after the infection struck, their ranks swelled across the country with new recruits found in people they rescued. Now, most of the Sentinel force is made from those people brave enough to stand and fight, while holding close to the same ideas as the program was founded upon. They come all from all different backgrounds, ethnicities, and experiences, but despite this, each Sentinel is united by their determination.
There are several ways Sentinels are organized across Apocalyptica. Within havens, Sentinels are often found running salvage teams, organizing rescue efforts or helping the poor. Outside of the walls, they either operate independently, or in pods. Independent agents generally spend time setting up safehouses and combating small groups of bandits, or rescuing lone survivors. It’s not uncommon for a lone Sentinel to recruit people they’ve rescued to fight with them, giving them a list of safehouses and a sentinel badge, recognizing them as official members.
Pods work against larger targets - Sentinel pods often form hit-and-run squads against bandit camps and patrols, and fight the slave trade where it emerges. There are several Pods all along the U.S. that have cost Legion more troops and supplies than any walker threat ever could. Pods also spend time escorting and protecting larger groups of survivors, like those from collapsed villages who would be helpless out in the world. Pods are generally no less than 4 people, but no more than 8. Pods larger than this usually split after a time, to better maximize manpower.
Sentinels have a large amount of freedom in their jobs, and very little command structure outside of the pod. As such, morals and goals differ drastically from group to group, though everyone who wears the badge makes a pledge not to harm anyone who would not harm them. Because of this loose formation, only a few key groups are kept track of and allowed access to the Sentinel’s base of operations. This location is kept secret and only told to a select few, in fear of uniting the bandits against the stronghold once it was discovered. Although rumors abound, the general consensus is that the base is somewhere in Texas, though where it is, exactly, or what it looks like, is anyone’s guess.
MISC: Sentinels are exceedingly cautious in and out of combat, and generally avoid anyone who isn't in desperate need. Sentinels are top targets for condemned groups and Legion, usually because of the map of supplies they carry.
XXXXXXXXXXXXXXXXXXXXx C O N F E D E R A T E S x XXXXXXXXXXXXXXXXXXXX••••• A Fighting Chance
ORIGINS: Before the infection, the U.S. had more guns in circulation than any other country and in some areas, more firearms then people. The deep south was one of those places.
When the infection hit, every NRA enthusiast's firearm obsession was justified. With a government-imposed gun control law looming over the southerners' firearm control, the south was becoming a crucible of rebellion and violence against federal actions for months before the dead began walking. Dozens of southerner groups had made clear both in Congress and on the streets that they had no intention of giving up their guns. There were talks of rebellion among the most radical of the dissenters, and Congress was beginning to discuss bringing in the National Guard for confiscation efforts. Before events could proceed any further than that, however, the infection hit and all the conflict was forgotten. As major cities fell within days, southerners armed themselves to the teeth and spent months battling off the infection, one house at a time. The military retreated from the south quickly, counting it lost like they had the rest of the east coast, not recognizing the untapped resources that lay in wait there.
Most southern families were independent at first, or formed small communities, securing a neighborhood, the main street of a small town or nothing more than a few houses. As time passed, however, these groups realized how vulnerable they truly were in small numbers, especially when faced with an ever-growing bandit threat, along with competing with their neighboring communities for quickly depleting resources. And before long, a solution was formed – within the neighborhoods surrounding Atlanta, word was spreading. Head north. Join the Confederates. Fellow humans, fighting for you if you fought for them.
The Confederacy formed around the farthest northern regions of Georgia, convoys of trucks and mobile homes plowing new roads into the huge national reserve that stood there. Most of the survivors went seeking safety in numbers, but weren't necessarily ready to give up all the freedoms that they'd earned away from government, and the Confederacy was founded around these core concepts.
INFORMATION: The Confederate government has very little power to do anything besides help provide essentials and bring families together. It's jurisdiction extends only to a few tiny shanty towns and trailer parks constructed in the forests and swamps, and the established government doesn't do much other than appoint sheriffs and hold jury-run court in those areas. Despite this lack of structure, however, the communities work based on "common benefit" principles. People contribute to a common goal because the benefits of seeing it completed are worth any personal cost.
Because of this lack of structure, outcasts and bandits continually plague the towns, many of them once members of the communities. If people don't agree to work for a common good and if they take too much more than they give, they are given a public trial by the rest of the community and, if it is decided to be so, are cast out and forced to survive on their own. As a result, bandits roam everywhere around the Confederates' homes.
Even with all the bandit problems, however, Confederates are generally quite trusting of outsiders. If a traveler finds his way into their community they'll be welcomed openly, offered a room and a chance to contribute, and many survivors that stumble onto the little towns never leave. These feelings are amplified even more if a traveler were to bring a gift of ammunition or gasoline, both of which are highly sought-after and increasingly rare commodities among the villages. Additionally, their secluded location (dozens of miles from any major city) ensures that while walkers are still a threat, a community will never have to worry about a real horde.
MISC: While the Confederates have no official capital, the generally accepted central hub is the town of Burr-belly, located a mile north of Highway 52. While you would still never find it unless you were completely lost, the town is closer to civilization than any of the outlying villages, and as a result, it sends out and receives almost all of the Confederates' salvage parties. The town numbers a little less than 200 people, living in homes of 7-8 apiece, but unlike most of the other Confederate settlements, the homes are well constructed from the local forests, and constant supply from the salvage teams ensures that they're slightly better off then the other communes. The houses are almost all built on stilts to protect from stray walkers and most of them feature indoor plumbing, courtesy of a local pumping station, the pride of the town.
Legion has recently discovered the Confederates and their problems, and has begun recruiting the area's bandits too fast for comfort. While the skirmishes in the swamps around the towns have thus far been small, it's doubtful that the peace will last. The Confederates are hardy survivors, but Legion is well equipped, and if they were to force their way in, there's no telling how long the Confederates would be able to hold out.
XXXXXXXXXXXXXXXXXXXXx S H E P H E R D S x XXXXXXXXXXXXXXXXXXXX••••• The Phantom's Bane
SpoilerIn Autumn of 2020, Haven-folk of Washington watched as their worst fears were realized in the Siege of Evergreen, dubbed the Green Siege or the Day of Red Pines. Though Legion failed to conquer the haven a wound was sewn so deep that the community might never heal. Fear led to a foolish deal with an organization cold as the devil, the 1007th. Quietly, the haven gave way to military control. It happened in mere hours. The Council became puppets dancing to the whim of an organization set on a quest for power and domination. A small band of individuals saw the threat and reacted.
Robert 'Pope' Messick and Captain Jamie Evans formed a resistance immediately. Members of the council, the duo feign obedience to the increasingly totalitarian presence while secretly organizing missions to sabotage and distract the 1007th. A religious leader in the community, Pope refers to the group as Shepherds, evoking the same radical action a young Jew spurred against the Roman Empire two thousand years prior. Their existence is purposefully quiet, often manipulating individuals into aiding the cause without notice. Shepherds are an extremely young group, largely populating the new epicenter of the 1007th -- Evergreen Haven.
There are Shepherds and there are the Flock. Shepherds are members who've knowingly accepted the position and thereby, if found out, would be executed by the 1007th. Flock are people aiding in the cause without knowing, often manipulated or choosing to be unaware and mistaken by 1007th as members. Thus Flock are also executed, or tortured until offering up information. Shepherds and trusted Flock are taught special ways of signalling their allegiance. A more common practice to identify a member is to draw half an ichthys in the ground with one's foot. If the second person is a member, they will complete the ichthys, if not, they often assume it a strange quirk. The Shepherd are ultimately opposed the 1007th; where the 1007th are but Ghosts from the Past, Shepherd are merely that Phantom's Bane.
XXXXXXXXXXXXXXXXXXXXx A S E A N D E x XXXXXXXXXXXXXXXXXXXX••••• Bringing the past back to life
ORIGINS: Even after Singapore's territories were secured and airtight from the risk of infection, the future of Singapore was hardly improved. Before the infection, Singapore thrived due to international trade. After that, the source of its wealth was cut off. Within weeks, the problem of diminishing supplies became acute. This was the genesis of the ASEANDE, or the Association of Southeast Asian Nations Diplomatic Expedition. It was first conceptualised on the go, and without name, to push back the Infected out of Johor of Malaysia in order to obtain important supplies. Later on, it would serve to do the same thing to the other surrounding countries, but not without first trying to contact local governments and doling out humanitarian aid as and when it was possible.
When it came time for the question of the USA to be addressed, the ASEANDE was formally commissioned as a diplomatic organisation first and foremost with the hope of reestablishing Singapore's contact with its valued ally, the United States of America so that in the long term, Singapore could stand to benefit from it in every way possible.
INFORMATION: Members of the ASEANDE were predominantly military personnel from the SAF (consisting of the SA, RSN and RSAF), with minorities of SCDF, SPF and civilians serving supportive roles. Following the Singaporean majority was also a significant US presence who were US Navy and Infantry personnel stranded in Singapore since June 2015, operating out of the USS Roanoke, a US Aircraft Carrier. Small minorities of other southeast asian countries could also be found, having been pulled out as representatives of their respective countries and serving in ASEAN duties.
The ASEANDE brought with them pre-infection technology, as well as certain minor advances made post-infection. Fort Raffles, for example, has a full IT infrastructure as well as minor fabrication plants set up to provide the bare essentials. Soldiers of the ASEANDE were equipped immaculately with pre-infection gear, with post-infection gear augmenting their capability, acting as force-multipliers against both zombies and human enemies. For example, the SAR21S2 assault rifle allows a full selection of attachments, were capable of RCFing, and has in-built illuminated scope and laser sight. First generation HUD visor technology has also been mass-produced for use, with key features including face & figure-recognition software, light levels analysis and minor visual aids (not nightvision nor heat-vision though! Just projections meant for centering, etc). Such technology was out of bounds to non-Singaporeans however.
Life in ASEANDE's Fort Raffles was surprisingly normal. An average serviceman could find himself doing stuff a normal serviceman would before June 2015, such as following training programmes and playing card games or gyming during breaktimes, at least until guard duty in which he was bound to fire off a few shots at least. It was only during the siege of Fort Raffles that everyone was scrambled to repel the zombie attackers.
The predominantly Singaporean demographics of the ASEANDE had changed alot since June 2015 however, and have grown proud and militaristic, though there were many exceptions who were still 'traditional'.
XXXXXXXXXXXXXXXXXXXXx O T H E R O R G A N I Z A T I O N S x XXXXXXXXXXXXXXXXXXXX••••• A Semblance of the Past
SpoilerWithin Apocalyptica's havens, some semblance of normalcy continues. The inhabitants continue to shop, date, and put time into their various hobbies. But society can't exist without a few certain necessities. Listed below are the most relevant.
With very few methods of communicating between havens beyond visiting and talking face-to-face, it was only a year or two after the havens had been formed when travelers realized there was money to be made off of delivering mail. At first, mailmen were valiant heroes, regarded with an awe and respect almost never seen in these communities. And for the first little while, the postmen deserved it. Their job was dangerous, and they had no idea how much they would be able to charge for their services.
Unfortunately, nothing good lasts forever. Before long, the postmen started realizing that there were no alternatives to them, and raised prices. In the crime rings of the havens, it was found out that citizens were easily conned out of their money or supplies if you were to pose as a mailman. As a result, trusted deliverymen raised their prices even more, their services highly sought after because of their untarnished reputation. Several of the original postmen made enough money off of the operation to effectively retire. In almost every haven, at least one Elitist might be a former mailman.
As another few years passed, the scales eventually balanced. Mailmen found mediums for their rates that still allowed them business, and the mail cons (as most of the haven governments knew them), fell back to more reasonable levels. During this time, several of the havens (notably, Augusta, Chico and Reno) banned mail entirely, tired of hearing complaints of their citizens being robbed. Traders can still deliver mail, of course, but anyone who advertises themselves as a mailman is kicked out without much ceremony. Today, mailmen are regarded by most citizens as a necessary evil. Rates are high, cons are easy to pull off, but what other choice is there?
SpoilerThis is here for if you have an idea for a faction. Copy and paste this formatting into a post, and I'll throw it up here to be used in the future. Who knows, maybe the fate of Apocalyptica hangs in the decisions of a group we haven't even discovered yet?
[SIZE="4"][FONT="Courier New"]XXXXXXXXXXXXXXXXXXXX[COLOR="color?"]x[/COLOR] [SIZE="5"]First letter[/SIZE] O T H E R L E T T E R S [COLOR="color?"]x[/COLOR] XXXXXXXXXXXXXXXXXXXX[COLOR="color?"]•••••[/COLOR] [/SIZE][COLOR="color?"][SIZE="2"][u]Faction motto[/u][/FONT][/SIZE][/COLOR]
[COLOR="color?"]ORIGINS:[/color] This is for information pertaining SPECIFICALLY to where your group came from and the circumstances surrounding their creation.
[COLOR="color?"]INFORMATION:[/color] This is what someone wanting to play with the group now would need to know. Look above for examples to this.
[COLOR="color?"]MISC:[/color] Anything that doesn't fit into the above categories goes here.
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••◘•• So... hungry...
ALIAS: Infected, Sick, Timers, Biters, ect.
KNOWN INFORMATION: Not much is known about the Virus, many scientists have either been overwhelmed with little technology to study the virus or have become infected themselves. It is known that once the virus infects a living target it takes and average of 8-13 hours before the target begins to lose rational and logical thought. They may retain some memory, though it appears to be fragmented and meaningless. Infected function off of only the most basic of motor skills and are driven by one carnal instinct- To feed.
Infected are changed by the infection and can no longer feel pain, but are not yet dead. As such, they still require food and many survivors still hope for a cure. Infected are cannibalistic, their bodies rejecting any other food in their stomachs. Infected can be very fast if their bodies are undamaged, and have nearly unlimited endurance.
Infected are generally, for lack of a better term, dumb or unthinking. They are driven by survival instincts so they fight with vigor to obtain the sustenance they desire (you). As a singular target, depending on the physical build of the infected they can be quite a manageable kill, though in the masses as expected they are much more difficult to manage.
KILLING METHODS: Severe blunt force trauma to the head is one of the favored methods to those who are without a firearm. Severing the spine renders the infected paralyzed but will not kill them- unless the spine is severed from the neck.
With a firearm the best method to permanently disable an infected individual is a well-placed shot to the head.
Other methods of permanently disabling the infected have been tested, but they are not as efficient and swift. Fire will severely damage and kill an infected, but flames can take an agonizing three minutes to do so.
SPECIAL INFORMATION: Unbeknownst to many if not all of the Havens, a small cult based out of Topeka have found a method of repelling these specific infected.
(As provided by Aweena, XBriannova, Prometheus & Shon Harris)
Stage 1: A regular person gets bitten -OR- scratched -OR- involved in fluid exchange with a virus patient. Intaking infected tissue or fluids will guarantee infection, and a bite has an extremely high ratio (98%), however only serious wounds caused otherwise have a guarantee of infecting, such as gashes, tears, or other wounds that would require stitches or immediate medical attention. (0 hour)
Stage 2: Throat irritation sets in, accompanied by dehydration. New patient will start coughing. (+2 hour average)
Stage 3: Flu-like symptoms emerge, such as phlegm build-up resulting in phlegmatic coughs and running nose. (+3 hours average)
Stage 4: Cold sweat. Fever sets in. Patient may experience vivid, particularly violent nightmares. (+5 hours average)
Stage 5: Necrosis in any wounds of the body sets in. Nerves of the body becomes sensitive. Patient might vomit or suffer from diarrhea as an attempt by the body to fight the infection. (+6 hours average)
Stage 6: Patient becomes more irritable and aggressive than his/her baseline behavior. Mood swings are common. The patient will swing between melancholy and depression and aggressive, self-destructive tendencies. Pupils will dilate erratically, and the body’s muscles will periodically tense and spasm. (+8 hours average)
Stage 7: Hunger pangs arise that cannot be satisfied, as will thirst. Blood flow is slowed and rational thought becomes harder. Patient will vomit blood as a result of internal bleeding in the lungs and soft tissue. Patient becomes pallid. Physical and mental performance will be severely affected if it was not already. Despair sets in, as will irrationality, incoherence and a disregard for personal safety, manifesting in either suicidal tendencies or unrestrained aggression and self-destructive behavior. Nightmares develop into visual and auditory hallucinations resulting in some patients coming in and out of lucidity. It is believed such assumedly horrific visions may in part feed into suicidal tendencies and violent behaviour, as well as contribute to possible insanity just before loss of recognizable thought. (+10 hours average)
Step 8: Infection process complete. Peripheral nerves largely deactivated by fever, resulting in no sensation of pain. Hormonal and neurotic disorders result in increased physical performance. Total irrationality and personality breakdown. Most of the brain destroyed by a combination of fever, infection and internal trauma.The patient gains an overwhelming urge to cannibalize it’s uninfected fellows, becoming dangerous. Infection process complete. (+12 hours average)
- Infections caused by patients are much faster-acting than those caused by contact with the bacteria in the wild, such as in stagnant water or through direct contact with a meteor. Native bacterial contact can double or triple the time until complete infection.
- Children and the elderly will succumb faster to infection due to poorer immunity system.
- Conversely, individuals with stronger immunity could last longer. Physical endurance also means that some symptoms will show up slower or in smaller magnitudes.
- A Singaporean ‘cure package’ consisting of an immunity shot and cure pills will slow the symptoms drastically and eliminate some altogether, but the end result will still be a deadly, psychotic patient. The longest a person has recorded holding out with it was 4 days, resulting in a premature celebration and subsequent outbreak that was successfully contained.
- An infected person in the last stages of turning may attempt to commit suicide - this will often result in them reanimating in the usual fashion, and is how many of the initial walkers came to be.
- Because the virus is still new to the Earth, outlying symptoms should be expected and reported. Some hypothesize the development of irregular Infected/Undead may be attributed to genetic variables, though proving such has proven difficult.
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••◘•• Be Eating You…
ALIAS: Zombies, Zeds, Walkers, Undead, etc.
KNOWN INFORMATION: Zombies are the result of the virus coming into contact with a recently deceased corpse. Generally, a corpse will reanimate within a day after death, assuming the brain is intact. Infected become zombies after dying of natural causes (like starvation or dehydration), and can take only minutes to reanimate. Zombies are much slower than infected, and at the best of times would only be able to approach you at a fast walk.
Zombies show very few signs of decay, and as such "waiting out" the infection is not an option. No one is entirely sure why this is, but havenfolk have revisited old houses 5 years after the infection struck to find family members in the same state as they were when they died (well... a little hungrier).
KILLING METHODS: Zombies can only be killed by destroying the brain. Fire is an effective way to kill a mass of zombies, but takes much longer to kill a walker than it does an infected.
SPECIAL INFORMATION: The Topeka cult is able to repel zombies as well as infected.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXx S I S T E R S O F M E R C Y x XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X
••◘•• I'm sorry, Forgive me.
NAME: Sisters of Mercy
ALIAS: "Death's Angels", "Wailers", "The Grim Reaper's Better Half"
KNOWN INFORMATION: Much like their name indicates, these zombies are female, though there are rare males seen displaying the same behavior. They hunt alone, but have been known to "tag along" with groups of other zombies. Their methods of killing are unique, as they will often lure unsuspecting victims by crying non stop or wailing out some horrible call for no one in particular. Thus, when approached, they will attack, but only bite once, usually in a vital artery of the body. They will the proceed to lay their victim down and gently stroke their face or arms with their hands or tongue, trying in vain to comfort them as they die. One bite is usually enough for these zombies as they are not overly aggressive, although when whipped into a frenzy they may become slightly "overzealous." They will often wait for their victims to die and turn into zombies fully before leaving their side. Additionally, they occasionally exhibit a "motherly" influence over newly turned zombies and will often stick beside them, sometimes for days at a time. This phenomenon has not been studied closely enough to discern why it occurs, however. These zombies have been known to have "body farms"; hiding spots where recent victims are kept until they are turned. These zombies also appear to be extremely emotional, often having grief stricken looks on their faces as they sit by a dying victim, while still attacking if the victim tries to escape. They will often fight over their recent meal with other, more aggressive zombies.
KILLING METHODS: They die by normal means, i.e. destruction of the brain or removal of the head.
SPECIAL INFORMATION: Whether they had caring hearts when they were alive, were widowed or lost a child, were somehow connected to children or hospitals or caring for people, these zombies come from that cross section of humanity with big hearts. So, big in fact, that the first of these zombies is said to have infected an entire all-girls school and then tried to kill herself after doing so. Attempted suicide isn't uncommon among Sisters of Mercy; many have been known to attempt suicide after a kill. Most of the time, they fail.
The name Sister of Mercy stems from the midwest. Rumor has it that the first reported sign of a Sister was in front of a church podium, wearing a nun's robes and sobbing over a child's body.
RARITY: These zombies are fairly rare, sitting at about 1/10,000 infected/walkers.
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••◘•• Don't Try; Just Run
ALIAS: Giants, Monstrosities, Tanks
KNOWN INFORMATION: Not unlike the average Infected, those afflicted with the Titan mutation develop aggressive behaviors; slowly dementia begins to overwhelm, memory loss and decaying rational thinking can cause frustration in the inability to properly function. In an enraged state, all communication with the subject will result in negative outcomes. Perspective alterations and the animalistic behaviors will cause the subject to become hazardous to any societal environment.
Yet during the common process of an Infected’s mind degrading, the immune system is hijacked and taken over entirely. An excessively large amount of white blood cells are then produced and, within a week, foreign members begin to grow on the hosts’ body, resembling mottled skin. Soon after throughout the body, layers of skin will thicken and harden, becoming rough, calloused flesh. The musculature of the premature Titan will begin to bloat; every muscle, over time, will expand to unnatural sizes. The skeleton will stretch in length, giving it added height; average height of a fully-developing Titan is estimated to be between 8-10 feet. Due to the exaggeration of muscle, flesh and bone, facial features will become near-obsolete and hair will become non-existent.
In the image of a bodybuilder, every ounce of a Titan will bulge to revolting limits. Movement will become limited as the expansion causes the inability to move fluidly. Likewise, the neck will become incredulously thick, along with the head and face; hands will balloon with fine motor skills being rendered useless. Thighs, arms, chest, stomach and back are clear indicators of the excessive growths.
However, the process isn’t always deemed a success. It is not unheard of for the mutation to fail, resulting in twisted variations of a “perfected” Titan. The skeletal frame may have grown, and observations may indicate a thickened shell. Yet, though the structure may have elongated, muscle growth is obsolete; the increased bulk of skin adds girth to what is referred to as a “Little Titan,” yet it does not benefit from the excess mass.
If the skeletal frame is the only factor to not enhance, then a grotesque mound of toughened skin and enormous muscle may be the outcome.
KILLING METHODS: The killing of a Titan depends entirely on whether it is long-lived or relatively newborn. Though the common Titan – age aside – is a sturdy, near-impenetrable tank, the older they become the thicker their body gets. Thus, knowing the physical attributes of one is required to know how to properly deal with the oncoming Giant.
If the Titan looks thinner, perhaps less bulging in musculature, then heavy firepower may leave a dent. Do not expect a single round to do any damage whatsoever, but perhaps a hefty arsenal from multiple targets may bring it down with relative ease.
If the Titan is physically massive, in a further state of maturity, the answer is simple: run.
Theories state that containing a Titan and introducing fire in an enclosed space may do the trick. However, do not ever make assumptions when dealing with one. Theory, no matter how sharp, is not practice.
Blunt force to the head is ill-advised. Refrain from engaging in close-proximity interaction with a live Titan.
SPECIAL INFORMATION: Unlike many other variations of undead, Titans do not fully reach a state of absolute finalization. Their bodies are consistently changing; the muscle mass grows, skeletal framework expands, and the layers of skin only thicken over time. Thus, Titans that have withstood a longer lifespan tend to be more durable and stronger than less experienced counterparts.
When more exposed to prey and the hunting process, Titan's muscles react. Those who require speed to catch prey will often lean out in their legs and abdomen with time. These Titans become faster than the norm. While this has been observed, there is little information as to how other environments might effect the Titan.
Titans do not come from zombies, but rather from infected. Because Titans retain previous bodily functions that the common zombie does not, and since the body of a Titan is in a constant developmental growth, it is speculated that regeneration frequently occurs.
RARITY: 1/1 000 000
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••◘•• Look...no hands.
Not all wear the same thing mind you.
ALIAS: "Beserker", “Gnawer”, “Blader”, “No Hands”, “Skull face”, “Pale face Zedheads”, ect.
A low level intelligence of a predator like a bear or coyote, it can stalk and pick out obvious easy targets without much difficulty. Yet it can’t distinguish words or writing, language or any skill of higher comprehension that is displayed in normal humans. Though it’s not a quick learner, it does have a long memory and usually after three or four times of watching others fall to certain traps or being killed in a certain way, those traps/methods tend to lose their effectiveness. At some point the creature learns to either avoid it or seek a way around and once they do then it is useless. Often their behavior towards one another as well as other zombies can be very violent, it is not abnormal to see a Blader from a pack with teeth marks in its flesh or coagulated blood along its skin from its pack mates while still hunting alongside them.
Bladers can hunt in small packs of 1-3 others most, not including a small horde of zombies they are sometimes found among, but those that hunt alone are most dangerous since they lack the aggressive trait. It is these that show the most intelligence. Rarely is there a freshly turned Blader that hunts alone, their hunting effectiveness drops by at least 30%-50% but they never starve. Unlike solitary Bladers, pack Bladers tend to be more aggressive. There's no hard evidence to the reason. One belief is to be the bacteria’s need for the marrow and the awareness of contenders-thanks to the pheromones given off- that causes this. The more positive side is that they toss caution to the wind, less likely to learn and more concerned about exceeding their share than actually making successful kills.
Unlike most infected or zombies, it’s not the flesh that is its main need however. Though the skin, muscle and hair can provide trace amounts of the needed mineral it seeks, its main desire is the bone beneath where lies a larger, more concentrated source of calcium that the infected can gnaw on. No other infected or human is safe as the creature cares little for source's decomposition to filling its needs, even attacking other undead or corpses when there’s no fresh bone to be found like a wild coyote. Sadly only human marrow will hush it's craving and often animals are ignored by the creature, the DNA not quite right to be absorbed by the body.
Most dominate features are elongated toenails, hair, and thicker cheek, forehead and jaw bones peering out thanks to the consumed calcium storages in its body. Often only the tendons are visible as most the muscle has fallen away; those working the ligaments are strengthened by the mutation just to be able to function correctly. From the constant grinding of teeth against bone, the crowns have been worn from the constant tear against other bones making them slightly flatten. Eyes are shrunken and giving them a hollowed appearance with bright white irises peering from the darkness. A Blader’s age is determined by the surface…the older it has survived, the more scars it has along the body, limbs, and shorter the blade bone is on the forearm- usually the last feature depends on the creature success of feeding its hunger. These are the ones you have to be wary of. Average tricks and just flat out shooting might not be enough to kill it.
When it officially dies, it goes into a seizure fit that rattles its body and gathers black red spittle at its mouth corners. The creature’s white irises vanish behind its skull and head snaps back. Like an alligator in its death throes, the Blader withers even while the brain finally goes dead as if its body hasn’t realized it for several minutes before just stopping. This knowledge is usually not noted by the survivor, often hasty to escape or unsure if it’s playing possum since both events are similarly carried out.
Simply severe the spinal columns completely from the head like most living and dead, this ceases total brain activity into a state of death like most of the zombies. Merely damaging the spine does little affect, only serving as majorly slowing the motor skills and hindering the nervous system's commands to the limbs.
Shot along the nose in an upward thrust or precise blunt force at a key focused point (dead center between the eyes and at the nasal bone sending it right into the brain, younger the age the weaker the bone area). Bone has fused the underline of the jaw, sealing that hole and weighting the jaw slightly so forget shooting it right into the underside of the head unless it’s with a shotgun or higher than average caliber gun (magnum) since the skull lining can be two to higher thickness.
Calcium deficit, a lethal and rare killing method since usually Bladers can find an easy source from themselves. Though there have been instances-rumors mostly- that if you can bind a Blader, preventing it from reaching those rich reserves then the bacteria starves and finally died out completely in a slow way. This theorized idea rumors to take days, sometimes even weeks to accomplish. Even then it’s not an outright guarantee the creature is dead. Among the choices given, this is the least advised and hardly performed practice if at all.
The bacteria’s prime function was to gathering, targeting, and strengthening the calcium mineral in the infected body and centering in its density in the forearm bones and skull. Building to such a degree that ultimately white bone pierces outside the flesh, revealed through the splintered skin/muscle upon the face and arms. The forearms become bladed bones completely fused together from the inside, tips of the hands and wrists broken off or devoured to fill its need for marrow into a point. It’s often seen feeding off the calcium be its own, a corpse, undead or living, to build farther on its own mineral needs purely driven by the sick bacteria. In addition to the side effects of the chemical imbalance for these bony protrusions to appear, the creature also gives off a pheromone signature that likely is the reason other zombies won’t attack even a newly infected Blader when it bleeds. That or another theory is that zombie realize it’s already dead and infected, consumption would mean death of the previous bacteria developing into a Blader. It is only speculation as there is no hard proof.
There is no record of a living Blader since most often those that turn bleed to death, their arms often their first victim and among budding signs of that specific infection. In reality there's little difference between the living and dead variety, safe for the off chance of higher and temporary intelligence. There also rare cases of female Bladers but males seem the most common sighting.
Sometimes when shot, usually in the heart or clipped by the head, the creature settles into a state of “possum” ranging from several seconds to minutes, its system in a shock period that varies from subject to subject before the need to feed rises. It will then rise or latch on to the nearest scent of flesh or bone source, preferably fresh, attempting to shove its blades first through the victim’s nearest limp then over power by pinning him/her to the ground feasting towards the jugular in hopes to kill its prey quickly.
A mutation of the bacteria when it comes into contact with host body once influenced by trials of a vaccine which was targeting bone loss, one of mankind’s attempts to better their lives before it became something worse. In the end, it created a whole new type zombie called the Blader that acted slightly less on instinct and more with the intelligence of a hunter albeit not quite the intelligence of a human much to humanity’s relief.
All the information here is only known in pieces from many encounters and gathered in this sheet for easy reference. Unless someone has made a living hunting this particular creature, there is no chance/ highly unlikely that any one person would know everything about a Blader. There have been only recent sightings of the creature, older ones may have just believed them to be no handed zombies at first due to the rarity but with more frequent sights of many displaying identical traits, opinions has changed. It may be contributed to increase difficulty of killing them compared to average walkers also.
RARITY: 3/800 in pack, 1/10,000 loners (Still uncommon compared to the garden variety zombie but more often than special infected like the Titan or Sister of Mercy.)
XXXXXXXXXXXXXXXXXXXXXXXXXXXXx H A M S x XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X
••◘•• Bigger is better…
NAME: HAM (short for Huge Ass Monster)
ALIAS: “That little SOB”, “Big Bubba”, “Lard-Ass”, “EAUGH!”, etc.
HAMs are large and in charge. Their bodies are much denser than most infected thanks to the storage of foul liquid within the fat and muscle layers, so it’s common to see the belly jiggle like jelly with each gluttonous step it takes. Like most infected and zombies, HAMs rush their prey when they attack, which usually proves ineffective due to their short, stubby legs weighed down by sheer bulk. Their slow speed gives survivors time to give them a wide berth. Add the shifting movement of the blubber and you have a cumbersome balance that often causes it to waddle and tilt. The result can be rather funny when not threatened by the monster, somewhat resembling a heavily overweight, oversized toddler. Despite its ridiculous size, the beast has a few advantages in its favor to make-up for what it lacks. *These include a gas attack, its smell, weight and a vicious bite.
While a HAM can’t always get up close and personal with prey, alternative methods of killing it exist. Standing about three yards away, a HAM will pull back its head and cough up a large spitball at the nearest target. Though the gooey substance isn’t a strong enough acid to melt holes into the skin, it does burn and make the contact area smoke slightly. The spitball substance is a condensed component made from thick white mucus and small amount of the creature’s stomach acid. Due to the volatile nature of the acid, the spitball does not carry any contagious or diseases, all of which are killed by the exposure. As a result, the spitball of a HAM has the perverse quality of being a harsh antiseptic if harvested from one of the creatures by a desperate survivor. When HAMs attackt, it is often aimed for the face of the prey to blind and cripple the victim, allowing the surrounding creatures to take the target down or for the HAM to draw closer to feed.
Due to the position of the stomach,, much lower than that of an average infected, HAMs produce far more stomach acid then necessary, similar to patients suffering from Visceroptosis. The acid fumes rise up through the throat and settle there, burning and sizzling without a place to escape the gut. Swallowed flesh just sits and stews for an hour or more while digesting. This also accounts for the loud rumbling as the acid builds up for the spitball, the contact with the air both drying it and neutralizing some of the acid’s strength when not fed with digestible substances, like how a flame dies from lack of oxygen. When completely dry the acid no longer smells or is able to burn, merely a hard crusty muck that crumbles upon touch with a slight sting to the fingers and nothing more.
While it is wet, the chemical compound is at its strongest and gives off a strong odor of sulfur when it comes into contact with the air and other objects, lasting for an hour or more, depending on how long it stays wet. The contact burn from the acid starts off low then intensifies, eventually becoming extremely difficult to ignore. Sometimes the afflicted area will numb after longer contact, becoming dull to the pain due to injury of the body’s sensors in that area. A common, simple treatment for spitball acid is pouring a canteen of water over the infected area, cleansing it, but the skin and affected spot will remain reddened from exposure for a few days as well as tender. When the acid comes into contact with the eyes it often results in retinal burn if left untreated, giving the irises an amber red coloring that is permanent.
The HAM’s weight varies, normally over 400 pounds. The mass makes almost all wooden barriers buckle, weaker metals groan and give depending on the material’s strength. There are some cases where it even crushes its prey under its bulk when it falls. Hasty makeshift fences will not do for keeping this big boy out; it will merely press against it until the fence gives or until it is shot, it can and will put a couple of tons behind each shove. This also is put into effect when in contact with lighter zombies, infected, or humans, and has been known to toss smaller bodies towards attackers. Due to the obesity of the creature and lack of blood circulating through the system, blood tends to gather at the tips of the limbs, often causing decaying veins to rupture from the strain and bloody looking fingers as part of the physical traits. This usually takes a long time to develop, however, thanks to the high collagen level in the skin.
Missing it’s lower jaw, after the bone and mandible “melt” into the thick chest, it’s mouth splits into a long V, allowing for the invisible smell of stomach acid and old meals (coupled with “odeur le dead fat guy”) to constantly to be emitted like a pitcher flower. Because of a complete lack of chin, HAMs are constantly dribbling stomach acid and rotten flesh onto their chest, where it soaks into the creature’s heavy skin and lingers there, best described as heavy week old body odor covered in rotten eggs and topped off with a dead skunk’s scent sack. That’s the pleasant version. The appearance of the area below the chin resembles a crusy yellowish-green bib, due to the tougher skin being more difficult for the acid to eat through and eventually drying there. The smell is fueled by the rotted flesh stored in the gut of the creature and slowly digested in the back of the throat,, and in close range, the stench is terrible enough that few people can go without vomiting or gagging, often struggling for air if a deep breath is taken. As such, no matter how slow they are, the best strategy for taking down a HAM is to gain some distance, where your concentration won’t be disrupted..
HAMs don’t eat flesh in the same way normal zombies/infect do, on account of not having a proper mouth. The thin and razor sharp needle teeth in its upper mandible have digestive fluid collected in the hollow points from developed sacs in the mouth’s roof, releasing (along with a plethora of infectious bacteria) after the points make contact with soft flesh and injecting into the tissue layer. There’s a slight tingling as the juices work their way in and then digestive enzymes begin to break the tissue down (much more painful). The puncture wounds have the texture of an overripe mushroom, bit by bit spreading through the layers about an inch to about a four inch diameter around the area. After one or two bites, a HAM will empty it’s mouth of the digestive fluid stored in the upper mandible and must retract for a bit before reaching in for another toothy jab, resulting in a slow, painful death for victims. The tissue becomes liquefied soon after the bite -think heavy, broth soaked bread- which allows the Ham to easily tear chunks from the victim to toss back down its wide mouth. Usually if the creature repeats a bite several times into a limb, from the combined weight of the creature and the digestive juices in the limb naturally breaks it off. Being this close to the food, it’s stubby arms most times held down its meal by the ton of weight the creature has and they can’t be effectively pushed off, forcing it's victim to let the creature slowly feed. On the off chance that you do escape, the fluid stored in the teeth does not carry the zombie virus (although flesh and blood already on the teeth might.) It does, however, carry all manner of diseases and bacteria ranging from a common cold to collera to smallpox to a rare, underdeveloped disease that is for now referred to only as Herpagonasyphilaids. The upper mandible can stretch like a snake’s mouth and then scrapping its needle like teeth backwards can shove the flesh into the gut like moist chicken off the bone.
HAMs never hunt alone if they can avoid it. Even when it seems there’s nothing else around, that’s just a false comfort to the truth. Most are rumored to hunt in pairs with a several couple walkers in front, willing to thrust the weaker cousin aside for a meager share of the kill upon reaching it. A common hunting tactic is to follow other zombies in search for a meal, through rain, sleet, hail and even underwater if they can manage to find a way to sink that is. Their bodies have a nasty habit of retaining water for reasons unknown, resulting in a bloated, toxic appearance and an unpleasant “water-balloon” effect if shot anywhere in the body.
A shot to the head like any normal infected is the only way to kill a HAM, as shattering the brain ends all activity from the monstrosity making it nothing more than literal dead weight. In most cases the undead will topple over onto the nearest victim or movement at its side as if determined to take something or one with it, sometimes pinning it under the massive weight in a slow crushing death. It’s like having a stinking, fleshy 400 pound beam dropped on you, the longer you’re under it the more damage it does so survivors held down by a HAM had better chance of survival the quicker they escape.
Survivors be warned: Although a HAM's skin is tough enough to contain the water, fat and other various nasties that it harbors, shooting at one's stomach, arms or legs will result in it popping like a water balloon, spraying the toxic fluid everywhere. This fluid and it's blood are the only certain ways of it infecting a survivor, so avoid shooting if you can't line up a clear headshot, as if one “explodes” (an extremely unpleasant experience which could be compared to having a tub of fetid waste poured onto you), the odds of you becoming infected are extremely high. Also of note, if a HAM falls too hard on it's stomach or one of it's limbs, there is a chance that this will result in splatter as well.
HAMS never lay down since their large weight would crush them, making them immobile. Hence, they are constantly on the move and never seen in any restful position. If a survivor managed to knock over a HAM, they could rest knowing the odds of the creature rising again would be unlikely, although you may as well try to push over a dump truck for all the result it would give. As blood collects over the span of years, the body’s high collagen levels which control the elasticity of the skin are pulled past the creature’s limit, making the HAM spatter like a water balloon from the bottom, spilling both blood and fluid mingled in with the yellow fatty tissue along the ground.
Only a few know that the only way to get infected by a HAM is through coming into contact with the fluid between the muscle and fat tissue, and occasionally this leads to inappropriate tactics around them. Each inflicted wound on this creature oozes with the yellowish, sticky sap substance that seeps through and when doused in the liquid, the chance of becoming another HAM is much higher just becoming an average run of the mill infected.
The signs of becoming a HAM and the length of time sometimes depend on the infected person. It has three stages that happen in order to reach full ‘maturity’ and becoming a full-fledged danger to those around them. First stage goes unnoticed by most and unless someone has witness more than one HAM transformation, it’s not likely anyone would draw attention to them. Minor things that any one normal could develop, among the first is a slight case of heart burn that becomes acid reflux due to its long lasting periods after eating anything and slight weight gain. Red-ish tint on the digits tip in the hands and feet adding to slight hair loss as one of the last HAM signs in this stage, usually lasting a month or better depending on the infected. This is both a blessing and a curse – although you won't turn as fast as you would were you infected normally, the process is longer lasting and more painful.
The second stage is more drastic as the mental state of the victim begins to be affected. Swelling starts and increases around the upper arms, legs and groin, spreading down the limbs. Each touch causes a thick and sweaty fluid to seep from the pores, the skin starting to bulge and stretch easily. Food starts to become hard to keep down save for meat. At this point any sort of meat will do, but as time passes only one type will: human. Almost all the hair is gone from the head at this point, leaving a bald scalp and face, the skin’s pores literally sealing to keep hair from growing nearer the stage's end. Mentally, some intelligence is lost, most people lacking memory and feeling primal desires to eat no matter how much they've already consumed as they are unable to be full. It affects the speech through sentences trailing off or being cut in mid-word, leading most times to clumsy excuses that are put up as denial. A week to two weeks is usually the time frame for this stage, and it is also where most “early” cases are spotted.
In the final stages of those becoming a HAM, the physical traits become impossible to hide. These stages last only a few hours compared to the other stages. By now only matter is time and pain of changing before it’s over. The skin starts to swell even more and movement is hard, clumsy with each step. Speech is impossible, either because of lacking the ability or merely loss of some higher intelligence to communicate. Victims entering the final stages will suffer from an extreme case of burning at the throat that lasts for several uninterrupted days, water unable to sooth it and medication unable to stop it. Teeth fall out and over time are replaced by sharp needles and the lower jaw begins to feel numb, eventually disappearing into the chest, into the chest, while a smell reaches the surrounds from the stomach acid. One by one the last pieces fall into place, until finally as the sac in the upper mouth develops, the victim looses the last semblance of rational thought. After this the subject “dies”, their corpse reanimated to form a fully developed HAM.
Up and down the East Coast there's been a whisper of a new sport since the discovery of this new zombie - Water HAM. It simply requires a HAM, retraining equipment like a modified muzzle, boats with long poles and a large body of water.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXx L I C H E xXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X
••◘•• I tricked you...
ALIAS: Bitch/Bastard, Trickster, Ambusher, Raptor, Revenant
KNOWN INFORMATION: This specific phenotype of the Zombie is fought in the latter period of Singapore's struggle for survival and peace. Unlike the regular Zombie, the Liche retains a little more higher brain function. Researchers have confirmed that there are two types of Liche, the Infected-Liche and the Necro-Liche. The former has the greater brain function than the latter, in addition to being far more agile, nimble and dextrous. The Liches, hence, had far more options when it comes to hunting down a human.
The dangers a Liche presents is far more formidable than an equal number of Zombies or Infected. A Liche, due to their better preserved brain, behaves like a predator, and one that is more rational than a Zombie. A Liche is far less direct, and would instead prefer to ambush or mislead its victims. Typical behaviors include waiting around corners, hiding in vents or under/behind furniture, and even playing dead. Liches, like Zombies or the Infected, are capable of using basic weaponry, such as a stick or a rock, but it does so with slightly more rationality. It could recognise on an instinctual level better weapons, though it may not always be successful in making the right choices. For example, a Liche would choose a blunt axe over a rock anytime, but may not recognise that its blunt axe is far more effective than the huge and heavy tree branch it found. Such behavior varies across all Liches, and some might make better choices. Complex weapons and traps are beyond them, and while they could sometimes recognise both accidental and intentional traps on their own, they could not learn much beyond this and won't be able to reproduce the results that humans could achieve.
Liches are, in other words, very similar to predatorial animals. There are even cases of Liches disguising themselves or hiding away in the darkness and then attempting to lure humans in with calls of help. They could even produce simple typical responses that a human could produce. In other cases, whenever they had the upper hand, they could taunt a fleeing human with expressions of its hunger or a simple threat. There was a case of the 'Little Girl Liche' who sang a nursery rhyme, lured a soldier before planting a knife in his back, and while he tried to crawl away, continued to sing it, as if out of sadistic enjoyment of his pain and waited a bit before offing him.
An infected person destined to become a Liche will succumb to the infection slower, owing to the resistance he acquired through the 'cure package'. Depending on the person's immunity system and well-being, he could succumb within 2-3 days. Worst of all, the Liche-to-be will become hostile more gradually than normal. The infected person may even have turned without realising it. Owing to the brain being preserved better, resulting in pockets of neurons still active, even when a Liche-to-be has fully turned, it may do its best to conceal that fact by disguises, acting, voice and mimicry. Often, it would only seek out a prey or become aggressive when it sees an opportunity or is detected. That said, a person infected by a Liche will succumb faster at normal speed, but he will turn the same way: unknowingly, gradually and subtly.
Sometimes, a Liche would retain a fraction of its personality and memories from when it was human. It may recognise people and places and react as it would when it was a human, except on a subconscious level. However, the Liche's hunger for human flesh will always and eventually win.
KILLING METHODS: Liches are best dispatched as a soldier would a normal human combatant. The term 'combatant' is stressed as Liches, with some of their higher brain function intact and a dash of feral fury, behaves like an intelligent hunter, regardless of who the Liche was in life. In other words, Liches are the real conventional type soldiers of the zombie hordes, described by some to be 'special forces'-like or 'commando'-like.
Liches may behave like human soldiers, taking sensible precautions, and as such it would best for one to respond in kind should one hope to defeat them. As a Liche depends on the complacency and carelessness of its victims, one must take care to be a perfectionist against them. Military training or better is recommended, otherwise the only other sound advice would be 'to run'. Many cases of breaches through the northern Singaporean front lines were attributed to Liches, as some of them got through as 'corpses' for dissection!
Dealing with a Liche-to-be is a different case altogether. As with the classic Infected phenotype, looking for scratch and bite marks would indicate infection, as will decreasing cognition, awareness and performance. By the time a person turns into a Liche, he may not speak or do things properly, unless actively copying others. Treating a Liche as a human criminal is paramount, as it will try to find an opportunity to feed safely, such as by singling out members of a group who are alone through various methods, including 'murder', distraction and outright calling the victim to meet at a secluded enough area. This is, of course, how a Liche operates upon turning amongst humans.
SPECIAL INFORMATION: The Liches' appearance began only in the latter periods of Singapore's struggle for peace and survival, around 2019-2020. This happens to coincide with the introduction of a first generation 'virus cure package', researched and produced by Singapore's limited pharmaceutical industry. It was a package containing a vaccine and drugs for immunisation against the virus, as well as a cure in case the former didn't work or wasn't applied in time.
The virus cure package did not work to the chagrin of the population and its leaders, but it was kept around as it did have an unintended side effect of delaying the virus by at least a further 12 hours, or a full day if the recipient is lucky. Moreover, the momentum generated in the drugs' production was unstoppable as it was already distributed to most of the population and the entire military, so production cannot be stopped immediately. However, it was observed around this period as well that there were cases of zombies becoming 'smarter'. With conditions too harsh for proper field research, scientists could only afford to pull a few bodies out of battlefields for dissection, and they found their higher brains to be relatively functional. The virus in them was a mutated strain, though it wasn't found on all 'immunised' Singaporean's corpse.
RARITY: Without the 'cure', instances of Liches were 1/1,000,000, if even that, as there were no confirmed reports of Liches before 2019-20. With the 'cure' introduced, Liches became far more common at about 1/1,000. [COLOR="#FF0000"]This is an estimate, as Liches are capable of turning humans into 'fellow' Liches; their population ratio could be unstable.
SpoilerAre you planning on bringing in a new type of zombie or infected creature? Copy and paste this, fill it out, and I'll consider it. Just make sure it doesn't get too resident-evil-ey, or I'll shoot it down fo-sho. Think Left 4 Dead special infected, rather than whatever the hell that thing was with the axe in Resident Evil: Afterlife.
[FONT="Courier New"][SIZE="4"]XXXXXXXXXXXXXXXXXXXXXXXXXXXX[COLOR="color?"]x[/COLOR] [SIZE="5"]First letter[/SIZE] O T H E R L E T T E R S [COLOR="color?"]x[/COLOR] XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X[COLOR="color?"][/SIZE][u]
••◘•• Creature motto[/u][/COLOR][/FONT]
[COLOR="color?"]NAME[/COLOR]: What are your creatures named? Officially?
[IMG]if you can find a "close enough" picture, feel free to post it here[/IMG]
[COLOR="color?"]ALIAS[/COLOR]: Slang terms. E.G., Zombie = Walker
[COLOR="color?"]KNOWN INFORMATION[/COLOR]: What do people know about your creature, besides the fact that they're some form of infected? What do they look like? What is their behavior?
[COLOR="color?"]KILLING METHODS[/COLOR]: Most effective way to end your creature's existence.
[COLOR="color?"]SPECIAL INFORMATION[/COLOR]: Interesting tidbits. An origin story for a specific type of infected would go here, as well. Did a mad scientist create them? Are they a result of circumstance? Not required.
[COLOR="color?"]RARITY[/COLOR]: If your creature is uncommon, how rare is it? 1/1,000? 1/10,000? 1/1,000,000? 1 in existence?