ForumsForum GamesUndead World RPG (No moar playas, kthnx)

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Moabarmorgamer
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Moabarmorgamer
8,570 posts
Nomad

Hi, and welcome to the Undead World RPG, which I am making due to a request.
Here's what's happening:
Today is December 20th, 2011. Everyone is celebrating; and not only because of the holiday season and the childrens' Christmas joy is soon to come. Today, the celebrated German scientist Albrecht von Lichtenstein, Ph.D, has created a theoretical cure for death, called Corpus Suscitatio Iterum Serum, or CSIS for short. All medical professionals and tests indicate that CSIS should work, but it has not been tested yet. Why? Because of the ethnic uproar it has caused; a major debate between man and friend, country and country, religion and religion. All of this chaos has thus far prevented the testing of the serum. According to Dr. von Lichtenstein, CSIS works by reenervating the nerve centers and giving the body a shock of sorts, much like a defibrillator, but for the fact that as opposed to an electrical shock, it is chemical in nature. Consisting of substances such as cocaine and consolidated caffeine, a shot of CSIS would actually be quite fatal for a live human.
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December 22nd, 2011. The U.N. finally decided to make a compromise in the case of CSIS, and allowed Dr. von Lichtenstein to, for the time being, test it on dead monkeys and show them the results, the final decision being made after that point. Dr. von Lichtenstein did so. The monkeys seemed all right, perhaps a little less functional and hyperactive due to the ingredients of CSIS, but still perfectly alive and all right. Dr. von Lichtenstein was immediately told to fly to Sweden to receive the Nobel Prize for Science, meanwhile more tests were conducted with CSIS by other scientists, this time on humans whose families had given permission. The bodies were, as promised, reanimated by CSIS, but were not fully functional. It seems that Dr. von Lichtenstein forgot to account for one thing: acute brain cell destruction caused by death. While the glucoronolactone that he had put in CSIS did repair muscular tissue and organ tissue, it did not affect the brain in such a way due to overconcentration of connective tissue. The humans brought back to life lost much of their brain cells, causing mass intelligence loss, cognitive failure, and most importantly, loss of morality. And while these zombies did not hunger for "BRAAAAIIINNNSSSS!", they were not picky about what they ate, and their diet did include human beings. They had reverted back to a much earlier stage of human evolution, much like the Neanderthals or Cromagnons. Henceforth, zombies brought back to life will be called Cromagnon zombies, because they are one of the types of zombies. As I said, the Cromagnon zombies did not in particular hunger for human flesh, but they had lost all sense of morality and cognitive thought and were instead constantly reverted to the "fight or flight" stage of human thinking, in which survival was all. The Cromagnon zombies escaped from their human testers, and began to roam and ravage the streets wantonly, unaware that their base instinct was destroying our carefully built and orderly society. But then it got worse. December 23, 2011. Somehow, the transmission sent from the scientists testing on human corpses to the U.N. was garbled and miscommunicated, and it was believed that the experiment had gone well and without a hitch. So, CSIS was cleared for use. No medical agency, not one, from any country, could have realized that glucoronolactone did not cure the brain damage caused by death. So, hundreds upon thousands upon tens of thousands of Cromagnon zombies were brought into the world, and chaos ensued. Worse than chaos. Utter destruction.
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December 24th, 2011. Christmas Eve. But no one is jolly or waiting for Santa Claus. The snow upon the ground has been trampled and made pink with blood. The bright, colorful lights have been carelessly torn down and shattered. Cromagnon zombies walk the streets, and while they did not actually kill many humans, they destroyed everything the humans depended on; electricity, their comfortable homes, their communication. And now the humans are in hiding, terrified and shocked by this new, unpredictable threat. They would have to rebuild their entire civilization. But worse is to come: new types of zombies. Yes, when Cromagnon zombies bit humans and it caused bleeding, the CSIS in the Cromagnon zombie's saliva got into the live human's bloodstream. Even if the human survived the zombie attack, they would later be killed by the poisons in the CSIS, and then reanimated by same. These zombies, called Live Zombies, did not suffer anywhere near the level of cell destruction the zombies that had been dead for a long time did, and so, their functioning and even their morality was much intact. Some of them were even as smart as humans. The Live zombies were a much larger and more dangerous threat than the Cromagnon zombies, being clever, but some of them actually retained much of their human characteristics and wanted to help the humans. Finally, the last type of zombie was "born" on Christmas Eve. This type of zombie was caused because the CSIS and brain destruction occurred to a different part of their brain, the one that lets us feel pain and prevents us from hurting ourselves. These zombies, called Hulk zombies, were the most dangerous. They could not feel pain, and they were much stronger and faster than regular humans, or at least, they functioned that way. You see, human muscle tissue is actually quite capable of punching through a wall or throwing a boulder, it's just that our tendons and flesh aren't made for that type of labor and would be ruined. But the part of the brain that controls that, that stops us from doing that, is destroyed in Hulk zombies, and so, they can indeed punch through a wall with impunity. However, thank God, they are still made out of the same things we are, and Hulk zombies eventually just die because of the labor they put their body through, unawares.
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Finally, after (hopefully) reading that veritable wall of text(for an RPG, that is to say), are you ready to play? Here is the character sheet. I hope you like reading, because you're going to be doing a lot more of it.


Name: You need a first and a last name, plus a rank if your class is Soldier. Middle name is optional.
Age: 14-40
Gender: Male or female.
Class: Class is very important. Look below.
Location: *see Class*
Level: 1[0/20]
Health: Your Health is your hitpoints. If Health reaches zero, you die! It is drained by getting hurt, or being hungry/thirsty, and can be raised by resting, or using a med kit. Leave this blank.
Thirst: Thirst is how thirsty you are. If it reaches zero, you start losing Morale and Health. Your Thirst can be filled up again by drinking something. Leave this blank.
Hunger: Hunger is how hungry you are. If it reaches zero, you start losing Morale and Health. Your Hunger can be raised again by eating something. Also, if your Hunger reaches zero, your attributes are all lowered by one point until you eat something. Leave this blank.
Condition: Healthy[Human]
Attributes: Attributes are your main determining factors. You have 20 points to distribute among them.
Strength: Your physical strength. What you can lift, how much melee damage you do, etc. is determined by Strength.
Agility: Agility is how dextrous you are, and determines things like if you can climb, swim, jump, etc.
Endurance: Endurance is your toughness, and determines your Hit Points, how long you can do things without getting tired, etc. It also determines how much pain you can take, your Health, your Morale, your Thirst, your Hunger.
Charisma: Charisma is your, well, charisma. It's like how persuasive you are. Lets you lie, bluff, etc, plus lowers shop prices!
Skills: *see Class*
Inventory: *see Class*
Allies: You don't have any allies right now, but you'll gain some as the game goes on. Allies are people who help you, but beware, they can be enemies.
Morale: Morale is your hope. If morale reaches zero, you will surrender. Morale is lowered by losing, getting hurt, being hungry or thirsty, etc. Morale can be raised by winning, sleeping, or someone with high Charisma can give a sort of speech, if it's a group. Leave this blank.
Inventory: *see Class*
Weapon: *see Class*
Armor: *see Class*
Description: What your character looks like. Optional.
Biography: Your character's history and background. Optional.
Personality: What your character is like. Optional.

Here are the classes.

Soldier: A trainee still in boot camp, you have been trained how to operate weaponry, have more experienced people to help you, and are in the mountain boot camp.
Starting Skill: Weapon Proficiency.
Available Skills: Weapon Proficiency, Stealth, Armor Proficiency, Command, Morale Boost.
Location: Boot Camp In Rocky Mountains. Snowy and cold, with icy terrain and steep incline on the northern side, and thick evergreen forests on the southern side, it is difficult terrain, easy to get lost in, and dangerous. The boot camp itself, however, is safe enough for now, containing food, water, communication devices, and weapons.
Allies: You have several allies, including the other trainees and superior officers.
Zombies: Not many zombies have made it here, but they are slowly straggling through the mountains and are bringing more and more the longer they stay. Most of them are Live zombies, having been changed in a nearby city.
Equipment: Radio
Weapon: M-16 Rifle[Ammo: Standard 5.56 mm Cartridge[30/30], Damage: 30/Hit, Range: 30 yards, Accuracy: 60% Reliability: 90%, Other: None]
Armor: Camouflage Military Uniform[Melee Protection: N/A, Range Protection: -5% to hit, -5 to damage, Location: Full Body, Function: Identifies you as a recruit in the U.S. Military and offers slight protection against bullets]
Requirements: Minimum age of 18, minimum all attributes of 3

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Doctor: A medical professional in the hospital working on patients, you have been trained how to heal people.
Starting Skill: Medical Proficiency.
Available Skills: Medical Proficiency, Bedside Manner, Patch Up, Surgery, Sterlilize
Location: A large, industrious hospital in the middle of the city. Lots of medical equipment but also several helpless patients who are at the zombies' mercy. It is large and could be lost in if you don't know your way, but it is not dangerous. Some chemicals in the hospital are fatal.
Allies: There are nurses, other doctors, patients(who won't be of much help),and family of patients who are willing to help you.
Zombies: The hospital was one of the places hit the hardest by the zombie invasion, being swarmed by several zombies. Luckily, most of them are nothing more than Cromagnon zombies.
Equipment: First-Aid Kit
Weapon: Scalpel[Ammo: N/A, Damage: 3xStr/Hit, Range: Melee, Accuracy: 95% Reliability: 95%, Other: None]
Armor: Doctor's Uniform[Melee Protection: -3% to hit, -7 to damage, Range Protection: N/A Location: Full Body, Function: Identifies you as a medical professional doctor and offers slight protection against melee damage]
Requirements: Minimum age of 18, minimum Charisma of 4

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Engineer: A technological professional, you were working in the shop on a car when the zombies came, and are ready to fight.
Starting Skill: Repair.
Available Skills: Repair, Hack, Sabotage, Salvage, Hotwire
Location: A small mechanic shop hidden just behind Main Street. It's impossible to get lost, but there is a small trailerpark and fence behind it. There are several mechanical items at the shop, but not much else.
Allies: No one is there but you.
Zombies: There are no zombies there yet, but you expect a few to straggle there from the larger buildings soon.
Equipment: Screwdriver
Weapon: Hammer[Ammo: N/A, Damage: 4xStr/Hit, Range: Melee, Accuracy: 90% Reliability: 98%, Other: None]
Armor: Mechanic Outfit[Melee Protection: -0% to hit, -5 to damage, Range Protection: -0% to hit, -5 to damage Location: Full Body, Function: Gives you several places to put your tools, as well as offering slight protection against damage]
Requirements: Minimum Strength of 4

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Firefighter: A member of the city fire department, you were at the station, waiting for anything to come up, when the zombies came. You are highly trained in how to put out fires.
Starting Skill: Firefighting Proficiency
Available Skills: Firefighting Proficiency, Fireman's Carry, Toughness, Just In Time, Hellfire
Location: You were at the fire station when the zombies came. It is a large building and several people are in it as well as zombies. It's a pretty barren building though, so you won't get lost. There are a few firetrucks in there, as well as hoses and fire axes.
Allies: Your fellow firefighters are at the station, no one else.
Zombies: This place is right next to the building where the first testing of CSIS on humans was tested, it's swarming with zombies both Hulk and Cromagnon types, but almost no Live zombies.
Equipment: None
Weapon: Fire Axe[Ammo: N/A, Damage: 5xStr/Hit, Range: Melee, Accuracy: 90% Reliability: 98%, Other: None]
Armor: Fire Suit[Melee Protection: -2% to hit, -5 to damage, Range Protection: -2% to hit, -5 to damage Location: Full Body, Function: Fireproof]
Requirements: Minimum age of 18, minimum Strength of 5

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Athlete: A fit competitive athlete of the city, you were training at the gym when the zombies came. There are a few other athletes there, but no one else.
Starting Skill: Sprint
Available Skills: Sprint, Brawl, Swim, Climb, Ride
Location: You are at the city gym, a few blocks away from main street. There are a few gym uniforms and nutrition bars, as well as
Allies: No one but you and a couple other athletes are at the gym.
Zombies: A few bands of zombies should come your way, search parties more than anything, and they will be equally divided and diverse.
Equipment: Nutrition Bar, Bottle of Water,
Weapon: None
Armor: Jogging Suit[Melee Protection: -1% to hit, -1 Damage Range Protection: None Location: Full Body, Function: Designed to be light and comfortable so the runner can sprint faster]
Requirements: Minimum Agility of 5

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Factory Worker: A worker at one of the mass-production factories in the city, in this case Stanton's Tools, you were one of the last to be affected by the CSIS catastrophe. Several other factory workers are nearby, and you can find a few makeshift weapons nearby.
Starting Skill: Create Tool
Available Skills: Create Tool, Fast Learner, Teamwork, Blue Collar, Repair
Location: You were at Stanton's Tools factory doing your job, when the zombies came. The factory is huge and dangerous because of the tools and compactors used in it, and you might get lost.
Allies: You have several fellow workers and managers to help you.
Zombies: This factory was one of the last places affected by the zombies, and so there aren't very many, but more of them keep coming. Most of them are Live zombies.
Equipment: Radio
Weapon: Crowbar[Ammo: N/A, Damage: 4xStr/Hit, Range: Melee, Accuracy: 93% Reliability: 95%, Other: Able to pry open things]
Armor: Blue Industrial Uniform[Melee Protection: -2% to Hit, -2 Damage Range Protection: -2% to Hit, -2 Damage Location: Full Body, Function: Identifies you as a blue collar worker at the factory but is uncomfortable and not much else can be done with it]
Requirements: Minimum age of 18

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Cubicle Worker: A standard white collar worker at one of the cubicle farm offices in the city, you were one of the first to be affected.
Starting Skill: Convince
Available Skills: Convince, Record, White Collar, Teamwork, Typing
Location: A large office skyscraper, you are in the top(17th) floor, in the cubicle farm. There are several computers and papers, the electricity has gone out.
Allies: There are several allies for you, hundreds of other employees and managers.
Zombies: Several zombies have split up in the building, it's very dangerous because they could be anywhere. All types of zombies are there.
Equipment: Marker
Weapon: Letter Opener[Ammo: N/A, Damage: 3xStr/Hit, Range: Melee, Accuracy: 100% Reliability: 95%, Other: Also able to do its intended purpose; opening letters]
Armor: Company Uniform Suit[Melee Protection: -2% to Hit, -2 Damage Range Protection: -2% to Hit, -2 Damage Location: Full Body, Function: Identifies you as a white collar worker at the office, and also makes you look nice and formal, although it is uncomfortable]
Requirements: None

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Convict: A convict at the town prison, you were freed when the guards were distracted or killed by the zombies.
Starting Skill: Stealth
Available Skills: Stealth, Pick Lock, Hot Wire, Pickpocket, Escape
Location: City jail, you picked the lock on your cell when the guards were distracted and made it out then freed your fellow prisoners. The jail is under heavy attack by zombies, being one of the first to be reached, and very close to main street. However, weapons and police uniforms can be found there.
Allies: Your prisoners, about twenty strong, are there, despite being rather shifty and untrustworthy, and in the interest of survival the jailguards might help you out.
Equipment: Lock pick
Weapon: None
Armor: Jail Inmate Uniform[Melee Protection: -2% to Hit, -5 Damage Range Protection: -4%, -0 Damage Location: Full Body, Function: Identifies you as a prisoner in the jail, or at least a former one. Offers slight protection]
Requirements: Minimum age of 18, minimum Agility of 3 and maximum Charisma of 3.


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Here are the rules of joining. You're almost all done and ready to join.

1. Grammar must be good. Or you must at least make an attempt.
2. Absolutely no bumping, posting the same thing twice, or asking me why I haven't answered yet. I HAVE SEEN YOUR POST.
3. No arguing or insulting anyone.
4. Slight language is allowed, but you cannot uncensor it(that's against the site rules anyway).
5. No god-modding or breaking of the rules.
6. You must post your character sheet every time you respond or your comment will be ignored.

If you want to, you may write a journal entry of sorts every time you post, but this is strictly optional.

I will be trying to recruit people via profile, so nobody may sign up yet.
Thank you and good day.

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