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    1. Krieg 11 yrs ago

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I have returned.
To whom it may concern: I will be gone for a few hours. Leave me any questions/comments and I'll get back to you ASAP.
Character Sheet Format:

Name:

Age:

Gender:

Ethnicity:

Occupation:

Appearance:

Personality Traits:

Brief History:

Specializes in:

Weaponry:

Other:

(I would like to make it clear that I’m looking for balanced, realistic characters and not walking death tanks. Also if you must use a picture, it has to be a photograph. No anime.)



Krieg’s sheets:

Name: Boyd Devereaux IV

Age: 26

Gender: Male

Ethnicity: Cajun-American

Occupation: Peace Keeper

Appearance: Boyd stands at 6’ and weighs approximately 164 pounds. His hair is the color of lightly burnt oak and his eyes are a mossy green. He takes after his father and grandfather in their high cheekbones and pointed nose, though his rounded point of a chin and thin lips are his mother’s. His complexion is rugged and his muscles are heavily toned from years of strict training. He wears his hair cut short but slightly longer on top of his head, with his hair combed slightly to the side and upward.

His clothing echoes that of his father’s, usually wearing a knee-length trench coat with a tactical vest and undershirt beneath it. He wears thick canvas chaps over his jeans and cowboy boots. Thick work gloves adorn his hands with the trigger fingers cut off to maintain precision and touch.

Personality Traits: Unlike his father and grandfather, Boyd is ambitious and a bit less honorable. He wants to lead the Peace Keepers like a general but does not maintain favor with his father due to his brutal and sometimes careless methods. With that said, he will still maintain order and act in a way that he was taught Peace Keepers should.

Brief History: Boyd IV was raised to be a Peace Keeper by his father, the original founder of the group. From a young age, he was taught, above all else, how to dispatch the undead. When the vaccine came around, much of this training went to waste, though it still made him a fierce combatant and survivalist. He answers only to his father, the leader of the Peace Keepers, despite not being second in command. Boyd’s mother tried her best to keep her son from becoming too violent or desensitized by the world but failed miserably. At one time, Boyd IV had broken off from his father’s Peace Keepers and started his own group. However, a conflict with a large raider group in Minnesota cost the lives of most of his men, and he returned home to Tennessee with his tails between his legs. Yet the taste of command and power stuck with Boyd and he now hopes to regain favor with his father and take control of his guild.

Specializes in: Gunfighting, undead hunting, survival, being a jackass.

Weaponry: S&W 66 Revolver, Boar spear.

Other: Boyd liked to drink and smoke, but would trade either for the company of a woman if he can’t have all three.
Name: Amira Herat

Age: 24

Gender: Female

Ethnicity: Iraqi-American

Occupation: Scavenger

Appearance: Amira is coy about her beauty. She doesn’t even like admit to having her features. Her brow line is dainty as well as her nose. Her eyes are like almond shaped pools of dark brown glass. Her hair is thick and dark, though cut short and hidden by her hood. Her lips are full and rounded on top and her skin is like flawless sand. She stands at 5’6” and weighs roughly 122 pounds. Her muscles are clearly defined for a runner and not a fighter.

Amira dresses discreetly in a dark grey hooded sweatshirt and a dark blue makeshift hijab . She wears tattered, patched together jeans and running shoes that have seen better days. Her hands are wrapped in bandaged cloth to protect them while climbing or foraging. She always carries a sling backpack over shoulder, it is dark grey with an orange stripe on the underside, the one feature on her clothes that stands out.

Personality Traits: Amira is quiet and composed, but harbors a lot of pent up rage. She’s determined to scrape together a living for her son and becomes violent at the thought of someone harming them.

Brief History: Amira was raised by raiders. Not born among them, but kidnapped from her mother’s embrace at an early age. Only one in the group of scum treated her as a human, a man named Walker, and despite being surrounded by such evil and mistreated on the daily, she chose not to be like them. When she was in her early teens, Walker had a falling out with the rest of his crew and took Amira away, leaving the band of raiders. For a short time they lived on their own, making ends meet by scavenging the city and completely avoiding the undead. However, when the undead began to vanish, it made their presence easily known to other raider groups. Walker’s reputation as a traitor was well known, and he was presumably killed on day. He simply did not return one evening and Amira knew she was on her own from then on. The only good thing that came from being taken from her parents was her son, Peter, Walker’s son.

Specializes in: Stealth, scavenging, escaping.

Weaponry: Medium crowbar, framing hammer.

Other: Amira would do anything for her son, even if it meant ending her own life.
And here it is: OOC
A weathered old man sits in front of a camera upon an infirmary cot. His head is propped up by several pillows, clearly unable to support the weight of his own experiences. His eyes are glazed and his lips are pursed in bitter acceptance of his oncoming death. A male nurse steps into frame briefly, giving the man a drink of water before disappearing. A slow heavy blink from the old man as he gathers his thoughts. His lips then part, giving voice to his troubles:

“January 11, 2058. Marcus Raymond Olyphant. 74. Chief of security at Altrua Laboratories from 2007 to 2016. That was the year, 2016. When the world was crippled. Not by nuclear weapons, climate change, or a solar flare. The gaping wound on our world and our lives was caused by the seed of Prunus serrulata, the cherry blossom. A single seed aboard the International Space Station, having orbited the Earth more than four thousand times, was returned and planted in fertile Japanese soil. To all involved in the experiment’s surprise, the sapling the cherry stone bore had bloomed… Six years early.

We weren’t positive on what happened between then and the onset of the outbreak. Some said it was cosmic radiation. Others believed that extraterrestrials, in a joint project with our governments had tinkered with the genetic makeup of things. From what our doctors could gather, it was some kind of weaponized toxoplasmosa. The same parasite known to cause miscarriage in pregnant women, and to cause rats to kill themselves had now been found in extremely advanced stages within the human body. It was all linked to that damned cherry blossom seed. Something about the way it was affected in space.

Now, the first symptoms were those of the flu, though they quickly subsided in days only to be replaced by a crazed, fearless sense of invulnerability. Sure, for a few days our soldiers fought like sung and storied heroes on the battlefield. But the aggressions against one another became just as bad, as a rabid fury began to dwell inside them, often taking the lives of one another in frenzied, primate-like brawls of claw and tooth.

Somehow it had even entered the private sector. Good natured folks were arrested for brutally murdering their family, or found dead after jumping off of a bridge or building. We didn’t know then, that these deaths were exactly what it wanted.

It was only when someone lay dead, that the true nature of this new “Omegaplasmosis” became clear: We were puppets. Our sole purpose in their lifecycle was to end our lives and those of others to give them the means to spread and repeat the cycle. The corpses of those who had fallen ill rose again, even despite grievous injury. Their eyes lacked anything human however, and the first attacks made it very clear that we were no longer the apex predator. Feral, with intense strength and endurance, they would kill those in close proximity to them. Within a week, those killed by the original vector would rise as well, slower and with less capacity, but just as deadly if given the chance.”

The tape ends just as the sound of gunfire erupts in the background.



This time, this isn’t a story about the dead. It’s about the living and how they begin to rebuild their existence even after what many thought was their extinction event. In particular, this is a story about one particular group of the living, those known as Peace Keepers.

The US government, previously shamed into silence during the majority of the outbreak, came forward quite unexpectedly with a vaccine. Though it was far too late to repair the damage done, it was successful in not only preventing further infection, but also curing the infected that still lived. The mandatory vaccinations were initially administered by the military. Large FEMA camps formed with heavy military presence as the thousands left flocked to them in hopes of both safety and food. Any who entered were forced to be vaccinated, lest they be turned away.

Not long after the camps formed, organized military began to grow and reform. Aside from government funded troops, private militaries and militias also became a prominent sight patrolling the streets. Dispatching the remaining undead on the surface of the nation took only sixteen months. The worst was over, and the world began to recover.

However, the government’s attention was drawn to the rest of the world, where some countries without proper resources still suffered. As it was, the US military was divided heavily throughout the rest of the planet. Now, the private militaries were in control of a large portion of North and South America, working under federal governments as if they were enlisted soldiers.

The year is 2058, and PMC’s heavily police the safe zones. Walled cities and fortresses are the only place where survival is guaranteed. Heavily fortified checkpoints mark all major roads. Bands of raiders and marauders roam this new wild West. The only defense for those outside of the safe zones are the Peace Keepers.

In 2056, while the undead still ruled the streets, Boyd Devereaux III became the first Peace Keeper. Armed only with simple weapons and determination, he began cleansing the streets of Nashville, Tennessee. Slowly but surely, his determination became that of others’. His numbers grew and before long the Peace Keepers were the closest thing to an answer the world would see. Now two years later, with the human race slowly recovering, Peace Keeper can refer to anyone and not just those who fought alongside Boyd Devereaux. Anyone willing to cleanse the world of the undead and restore humanity to its former glory can call themselves such. Care must be taken however, as many who traveled under the honored name of Peace Keeper fell victim to base greed and wanton, devolving into nothing more than raiders.

Any job that the PMC’s deem too risky, the Peace Keepers are more than willing to take. The Peace keepers, or Peacers as they’re sometimes referred to, are at the bottom of the pyramid and yet their numbers are the fewest. This is due mostly to the fact that they live off the grid, following only the laws that their morals deem necessary.

Peacers can be contracted for any number of things, from escorting water shipments, to delving deep into the depths of buildings to eradicate the few undead scourge that remain. Each Peacer’s motivations are their own, whether that be valuables or otherwise.



Points of Interest:

-Money can only be used at Government or PMC outposts/checkpoints. Keep that in mind if you choose to take money as payment for your deeds.

-Peace Keepers do not have to give up their weapons at checkpoints, though they must still pass a medical exam and be searched.

-Peace Keepers do not have to enforce the law if they do not wish to. They do not have the same status as military and do not have to be obeyed by civilians either.

-Much of the Americas are still recovering, with only about 10-15% restored and operable. This means that power, water, and other conveniences are largely missing.

-The most common form of trade Is simple bartering. Shanty towns and markets can be found here and there, though the militias that guard them are nowhere near as trustworthy as PMC or government troops.

-“Dark zones” refer to any area without policing by a militia/PMC/Peacers, any area without electricity, or even areas controlled by raider or marauder groups.

-Urban exploration and scavenging are encouraged, but these activities are risky in dark zones.

-What remains of the undead consists of vectors and infected. Vectors are fast, violent, and intent on spreading the Omegaplasmosis. Infected are slow, shambling “zombies” and are much less quick to agitate. The ratio of vectors to infected is about 1 to 10.

-Despite the fact that the vaccine is administered freely by the government, PMC’s and other groups will often sell it for a very high markup. The scarcity of government installations makes this a viable source of income.

(Please feel free to bring up anything else that needs to be addressed. Due credit will be given!)
Almost finished up with the OOC.
It's actually a disease caused by a toxin, a toxin that is the byproduct of a parasite attempting to mass reproduce. But hey man, nice shot ;). With all of that being said, anybody who was an adult at the onset of the outbreak is probably dead or rather old (70+). There's an entire generation that was basically born during the end of the world. Which is actually shown to be a huge side effect of people being holed up in a building with no power and no entertainment. Things start happening in the dark. I'll probably prepare a timeline now that I think about it.
Except nowhere in my OP did I say it was a virus :) Also I never said that those who died were brought back. Those who were infected (see: bitten but living) were.

Good try though.
@Nevis: You don't have to worry about it being generic, that's for sure. Obviously there will be themes that one can't avoid with a zombie genre, for instance the fact that you will probably have to kill some zombies :) .

@Spade & Wreck: Thanks!

I think if I have one or two more, I'll finish up the OOC.
Well Nevis, how would you like it to go? What I mean is, what are you looking to get out of it? I'm very accommodating as long as it doesn't disrupt the plot entirely.
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