Welcome to The Walking Dead, Miami. We are planning for two main groups, one based around an asylum, and one based around a boat, like a yacht or shipping vessel. Slots are currently open and accepting. The players will be a group with a little chemistry and a small amount of resources, the group will have to hunt and scavenge food, supplies, ammunition, fuel. Survival will be part of it, but not just keeping the zombies form killing you, but also dealing with starvation, hunger, hyper/hypothermia, and so on. How will these rag-tag survivors handle this new world they've been thrust into. More information is to follow, and documents will be added.
GM: Tearstone
Co-GM: (closed)
Rules:
- ((Special Mention)) Do NOT make a sociopath unless you can explain in no uncertain terms, exactly how they became that way, why they became that way, how they operate, what things set them off, what they value, AND it had better work/make sense. I do not want a thinly veiled Dexter Morgan clone from the series Dexter. I've seen it more than once here. If you're going to make a sociopath or psychopath, make sure you have them wired down tight.
- 1. Respect your fellow RPers.
- 2. Take all adult stuff to PM's.
- 3. No fighting in the OOC or you will be kicked.
- 4. No character look alikes, Rick, Daryl, Carol, Carl or Michonne
- 5. All injuries should be realistic, example if a character sprains their ankle it should slow them down and be painful to walk on and would take time to heal. Guns are deadly.
- 6. Most have one disability or fear, can be anything you can think of no one is perfect.
- 7. Most importantly have fun!
- 8. If a player drops and their character is removed from play, there is a chance they may be re-encountered as a zombie or a corpse. If so their equipment may be up for grabs. If a walker, they may be an adversary survivors may have to face. If a player wishes to bow out and decides to do so "on screen/in play" then their fate can be determined by the player. Walking off into the sunset may be acceptable, and they might be able to return as a character later on, depending on the circumstances. Characters dropped or abandoned by players may also become NPC's and used as such for a variety of purposes. Just because the player left them behind, doesn't mean they aren't still out there in one form or another.
CS as follows, improvements are welcome. Keep it easy to read.
Walking Dead Miami player scratchpad/sketchbook/document thing
Active Characters/Players - will be sorted into asylum and boat later.
Unsorted or tentative
Linc Myles -
Tearstone
Asylum Crew
Brant Harlow -
MouseKing
Daisy Morris -
liah
Damien Maddox -
Hellscream
Ellie Haft -
libbypt
Isabel Torrez -
Fallenreaper
Thomas Harris -
Verdant
Boat Crew
Boyd Jager -
Svenn
Chris Williams -
Tearstone
David Schoenberg -
Polyphemus
Robin Hunter -
Fiddler
Zephy Daniels -
Hakai
The Graveyard
(dead/removed characters)Maribeth Kane/CallaLily180 - Dropped on Request
Mike Zimmerman/Sturmgewher - Dropped on Request
Sarah Zimmerman/Sturmgewehr - Dropped on Request
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Maps, locations, other info
Tide Runner - Photo Gallery
Tide Runner - Ship Specs (also has pics)
Spring Grove Psychiatric Hospital
Spring Grove main floor plan
Asylum notes:
The asylum dates back to 1915, it served for quite a number of years as a sanitarium and psychiatric ward. Due to hurricanes repeatedly bashing it, the place became run down. A lot of patients were removed either by their family or case workers. In an attempt to revitalize the business (it is a business after all) they applied for renovation funding with the state. They were awarded a good sum of funding and construction began. Many of the patients were removed, but some of the more docile and clearer ones were allowed to stay if they chose. The place ran on minimal staffing, nothing more than a skeleton crew. It was a relief for some, and they did have the ability to get way from the banging and sawing and noise.
The new construction seems to be building on the old which had been built quite sturdy to begin with. Construction crew abandoned the project as soon as the outbreak started, seeking to get home to their families. A couple staff members may still be there, looking after the small population left over, no more than five or six... However.. they might have been overrun and turned into walkers. The staff could have fled, and could have taken the few remaining residents with them to somewhere else.
I do intend for there to be a grounds keeper/landscaper still on the property, holed up in a small workshop, sectioned off. The entire compound is surrounded by a chain link fence, topped with barbed wire angled in and out on the top. There's also an iron square tube bar fence running around the property set into a low one foot wall of brick and concrete,, with two-foot high crenelations every ten feet. It's decorative in look, but it's hard to climb, even for the living. The top features arrow or spear type tips an inch or so wide and about two inches long. Not exactly sharp on the edges but the points would not be fun to slip onto. This fence, again, is hard to climb, is much sturdier than the cyclone fence, and could possibly hook and slow down any geek that did manage to get to the top. Fence is 10', both of them. There's an iron gate at the front with a buzzer, but that's not active now and would need to be secured with a chain and lock or carabiner or something.
Also, if power can be restored, there are security cameras inside and outside the building. There are some radios too, some food supplies, water, showers, so on. There is a generator on site. If it's run on natural gas it could still be operational, or you might have to find some fuel for it if not.
As has been stated in other parts, the Asylum was under renovation, so it is likely there are tools on site, such as sledge hammers, saws, nail guns (electrical, battery powered, or compressed air), as well as nails, hammers, possibly crowbars, saws (power and hand), and more.
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Update on fencing, just so everybody is on the same page. The spiked fence here, I would say the poles are set into the concrete, making the fencing even stronger. In looking at the fence, I think the Asylum group could possibly defend the perimeter quite nicely atop the platforms with something like axes, bats, maces..anything that gave them a decent reach. Geeks couldn't reach them, but the group could reach the geeks and knock 'em out one by one. Of course, you could always spear through the fence too.
The main gate is decorative but made out of the same material and is flanked by a guard shack and visitor check-in building
The chain link fence about ten feet or more behind the main exterior fence is just a typical perimeter fence.
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