Wargle
Dirty minds think alike~
It is Earth, modern day time. We are in a post-zombie apocalypse, with most of the human race becoming "Infected". Throughout the world, there are a number of people who are immune from the infection. They go from location to location, trying to find means of rescue, ranging from hospital helicopters to military APC units. Only by working together can these survivors find their way to evacuation safely.
Plot: In this campaign, the group of survivors start in a small city that is rapidly losing it's use as a safe spot. They decide to follow a rumor that there are plans for a rescue pickup in a nearby marsh due to its secluded location.
Goal: Yes, this RP has an actual ending planned, one way or another. The optimal goal is for all survivors to make it to the designated evacuation area. However, the world isn't always perfect. It is entirely possible that some survivors may not survive the journey, or even that their rescue chance will be ruined.
Weapons: Obviously, you are going to need to be equipped for the zombie apocalypse if you plan on getting down the street alive. Everyone starts with the following equipment:
-Pistol
-Choice between Pump Shotgun and Submachine Gun for primary weapon
-First Aid Kit (you can only carry one at a time)
-Either Health Pills or artificial Adrenaline
-One Pipe BOmb or One Molotov
-Melee Weapon of your choice (more information below)
[First Tier Weapons]
Pistol- Your standard issue 9mm companion. It has unlimited ammo (but still must be reloaded periodically), and is fairly accurate over long distances. Its firepower leaves something to be desired for, however. Also, you can acquire and extra pistol later in the campaign, allowing you to dual wield pistols while using them. When you are incapacitated (unless you are incapacitated and trapped in some fashion), the only weapon you can use is your pistol(s).
Melee Weapon of Choice- Your character is permitted to have one melee weapon at his/her disposal. This "weapon" must be something not normally intended for use as a long-term weapon and can be acquired by your character with relative ease. A good example would be a baseball bat. The exception to this rule is a (small) combat knife, should that be your fancy. You must create a small "back story" as to why your character has the melee weapon he/she has. Example: You use a combat knife because you were a U.S. Marine and have had it since your active duty.
[Second Tier Weapons] (chosen at beginning)
Pump Shotgun- The classic zombie killer. Very powerful at close range, weak and inaccurate at long range. Requires you to "pump" the next shell after every shot, and shells must be reloaded individually.
Submachine Gun (Uzi)- Automatic fire and better accuracy than the shotgun, especially at long range. It has less firepower than the shotgun at closer ranges, however. Ammo is reloaded via magazines.
[Third Tier Weapons] (acquired later in the campaign)
Auto-Shotgun- An advanced shotgun. It has semi-automatic fire (i.e. as fast as you can pull the trigger), and its firepower is even stronger than the pump action shotgun. It has more long distance accuracy than the pump now, but it still lacks in that category. Shells are still loaded individually.
Assault Rifle- An advanced submachine gun. It's automatic fire is (you guessed it) stronger than the uzi. It retains accuracy over long distances very well when fired in controlled bursts. It's firepower dwindles only slightly over distances, but is still not as powerful as the Auto-Shotgun in terms of raw power. Ammo is still loaded via magazines.
Hunting Rifle- A semi-automatic rifle unparalleled in range power and accuracy. Its shots are more powerful than the Assault Rifle all around, and a bit weaker than the Auto-Shotgun is at point blank range. It is equipped with a scope that allows for precision aiming when it is needed. It has a rather small ammo magazine, compared to the Assault Rifle, though.
[Explosives] (you can carry only one of the throwing explosives with you at a time. The containers, when held, will take up both your hands, rendering you unable to shoot until you drop or throw it away. You can use the container as a melee weapon, though.)
Gasoline Tanks- Not as easy to carry around as a molotov bottle, but even more effective. Set in an area ahead of time or throw it forward, then shoot it to ignite a fire radius even greater than the molotov.
Propane Tanks- Works in similar fashion to the pipe bomb, although it requires more planning and set up to use effectively. If you can pull it off, exploding these near a Tank will make the beast lose its balance and stumble around, leaving it vulnerable to open fire.
EXCEPTIONS:
These weapons are stored on your belt and can be obtained at anytime if you grab them, but they take up your gun space until you either throw it, or put it back.
Pipe Bomb- Homemade explosives that are lightweight and easy to throw. They make a loud beeping noise, attracting normal Infected to it. By using it wisely, you can kill a large amount of Infected in one explosion. Not effective against Boss Infected.
Molotov- A surge of fire conveniently put in bottle form. Light 'er up and toss it to create a large radius of burning flames, igniting all types of Infected. It is very effective against Boss Infected, especially the Tank. Be wary, though, as an ill-aimed toss could lead to some severe burns for you and your friends.
Boomer Bile- Bile from the bowels of a Boomer, in a breakable case. When thrown, it serves the effect of the bile from the Boomer, attracting a horde of infected to attack whatever it is on. If used well, you could summon hundreds of Infected to attack a Tank, if used wrong, you could end up hittting a Team Mate and bringing on a horde into your area.
Etc. Details
*This is meant to be a survival horror RP, so to stress the point, your character will undoubtedly be attacked and injured. Whether it be from Infected punches, slashes, large falls, set on fire, etc, injuries will stay with you unless treated. If left untreated, your character will suffer the consequences, ranging from infections (normal ones, not zombification) to imminent incapacitation. First aid kits can be found that will stabilize conditions and allow you to continue normally. Pain pills can also be acquired that will give you temporary relief, allowing you to get through tight situations where First Aid cannot be applied or is unavailable. If someone becomes incapacitated (i.e. injured to the point where they cannot get up from the ground), a teammate must rescue them.
*The standard human Infected are not your "Unnnngh brrrrraiiiiiinssss" slow-shuffle type zombie. When they are startled and know you are there, they will run after you. They can climb surfaces normal humans can't, and they can jump fairly far. When they reach you, they will try to punch and slash at you in lieu of biting/eating you.
*Shrill noises such as car alarms going off or heavy machinery activating can alert large hordes of Infected to the area in a heartbeat. Sometimes you may find you have to activate something zombie-attracting in order to progress.
*In addition to normal Infected, there are some Special Infected (also known as "Boss" Infected) that are distinguished from the normal zombies. They are mutated, and have special abilities at their disposal to attack you.
Smoker- These tall, lanky Infected can be heard far away due to their excessive coughing and wheezing. They have a retractable tongue that can extend up to 100ft, and pull weights greater than their own to boot. They try to use their tongue to ensnare survivors and either trap them against something and crush them by pulling, or by reeling them in and slashing away. When they are killed, they release a large cloud of smoke that hazes vision and causes uncontrollable coughing. A constricted survivor must be saved by another survivor.
Hunter- The Hunter is an agile Infected that can be distinguished by it's loud wails and growls it makes when it crouches. It has the ability to leap incredible distances, and uses this to pounce unlucky survivors, trapping them. They then proceed to slash away until another survivor manages to either kill the Hunter or shove it off.
Boomer An intensely obese Infected whose body is bulging to the brim with disgusting bile. This bile carries a stagnant scent that attracts a large horde of normal Infected. Normally, this bile just stays inside them. But when they see survivors, they will try to vomit this bile onto any humans they can, thus rendering a target of an oncoming Infected horde. In addition, when a Boomer is shot, they will explode, and if any survivors are too close, they will be covered in juices from the explosion, triggering the same effect.
Tank-Imagine the Incredible Hulk. That pretty much sums up the Tank. It is a giant killing machine; it's only strategy is brute force. Its punches pack incredible power; enough to send survivors flying. They can even rip chunks from the ground (whether it be concrete, rock, or other) and throw them at you, or hit large objects like cars to send them rolling at you like a bowling ball. Only by working together can a Tank be brought down without a mortal loss to the team.
Charger -Imagine a rhino. That is pretty much all a Charger is. When a Charger spots a survior, he attempts to Charge it, and grab it or a few teammates and either smash them into a wall or take themm off a ledge or into water. His Left foot and leg and right arm have mutated massively to the point of bony plating, while the left arm is devoid of bone or muscle, presumably giving it up to the Charge Arm.
Jockey -The Jockey is the shortest Special Infected but he isn't the weakest. A Jockey will jump onto the backs of Suvivors and 'ride' them anywhere they want, from away from the group, to off a cliff, to down the street to the local Witch's realm for some fun with the Witch, while he's clawing you all the way. And there isn't a thing you can do about it, save for slowing yourself to a walk, so other survivors have to help and if he isnt isn't killed soon, he'll jump back on. They can be identified by their maniacal laughter and short, hunched-over frame.
((Since I've only done this for l4d one, I never wrote up a description for the Jockey, Charger, or Spitter. I will work on these, and they will be added. If anyone would like to help by doing the Spitter, that would be a great help.))
[Advanced Rules]
-All standard/common RP rules apply, such as grammar, spelling, etc.
-Because of the content of this RP, it is directed to be a more "advanced RP". Therefore, applicants should be aware of the fact I will kill you if your posts are too short every time. Common barriers such as illiteracy and poor grammar will weaken your chances of being accepted.
-Due to the nature of this RP, too many survivors would just bog down the RP. Too little would make it too restricted, as well. Therefore, the max number of roleplayers involved (including the host) will beSIX PLAYERS SEVEN PLAYERS. If six seven doesn't work out for some reason, we may cut it down to 6. We will need a minimum of 4 to start, and will start with just 4 if no one else shows interest right away for too long.
-There will be a requirement of one paragraph per most unless it's an extremely minor event.
-Like all RPs, godmodding is unacceptable. This RP will be tough even for RP regulars to avoid godmodding at times; magically being able to shoot the smoker that's ensnared you before you're constricted won't fly. Try your best to make this RP a cooperative experience, making everyone a part of the team.
-Your character is supposed to be unique and truly yours, yes, but try to remember this RP isn't about our character's developing and being focused on; it's about them working together to escape, regardless of their personality quirks and dispositions. There will not be any "story" events revolving around our characters, so don't apply expecting such things. The exception to this rule is the back story you create for your melee weapon.
-When talking out of character (OOC), please distinguish it by doing something such as double parentheses. This is a personal pet peeve of mine, though, so I won't be strict about it. example: ((Sorry, was busy last night guys))
[Survivors Approved]
1. - Wargle
2. Johnson - ND
3. Whatever FMC signs up as
4. Rusty Shacklefurg - Sai
5. Finn - Typhy
6. Jacob Collins -Sunflower
7.
------------------------------------------------
Plot: In this campaign, the group of survivors start in a small city that is rapidly losing it's use as a safe spot. They decide to follow a rumor that there are plans for a rescue pickup in a nearby marsh due to its secluded location.
Goal: Yes, this RP has an actual ending planned, one way or another. The optimal goal is for all survivors to make it to the designated evacuation area. However, the world isn't always perfect. It is entirely possible that some survivors may not survive the journey, or even that their rescue chance will be ruined.
Weapons: Obviously, you are going to need to be equipped for the zombie apocalypse if you plan on getting down the street alive. Everyone starts with the following equipment:
-Pistol
-Choice between Pump Shotgun and Submachine Gun for primary weapon
-First Aid Kit (you can only carry one at a time)
-Either Health Pills or artificial Adrenaline
-One Pipe BOmb or One Molotov
-Melee Weapon of your choice (more information below)
[First Tier Weapons]
Pistol- Your standard issue 9mm companion. It has unlimited ammo (but still must be reloaded periodically), and is fairly accurate over long distances. Its firepower leaves something to be desired for, however. Also, you can acquire and extra pistol later in the campaign, allowing you to dual wield pistols while using them. When you are incapacitated (unless you are incapacitated and trapped in some fashion), the only weapon you can use is your pistol(s).
Melee Weapon of Choice- Your character is permitted to have one melee weapon at his/her disposal. This "weapon" must be something not normally intended for use as a long-term weapon and can be acquired by your character with relative ease. A good example would be a baseball bat. The exception to this rule is a (small) combat knife, should that be your fancy. You must create a small "back story" as to why your character has the melee weapon he/she has. Example: You use a combat knife because you were a U.S. Marine and have had it since your active duty.
[Second Tier Weapons] (chosen at beginning)
Pump Shotgun- The classic zombie killer. Very powerful at close range, weak and inaccurate at long range. Requires you to "pump" the next shell after every shot, and shells must be reloaded individually.
Submachine Gun (Uzi)- Automatic fire and better accuracy than the shotgun, especially at long range. It has less firepower than the shotgun at closer ranges, however. Ammo is reloaded via magazines.
[Third Tier Weapons] (acquired later in the campaign)
Auto-Shotgun- An advanced shotgun. It has semi-automatic fire (i.e. as fast as you can pull the trigger), and its firepower is even stronger than the pump action shotgun. It has more long distance accuracy than the pump now, but it still lacks in that category. Shells are still loaded individually.
Assault Rifle- An advanced submachine gun. It's automatic fire is (you guessed it) stronger than the uzi. It retains accuracy over long distances very well when fired in controlled bursts. It's firepower dwindles only slightly over distances, but is still not as powerful as the Auto-Shotgun in terms of raw power. Ammo is still loaded via magazines.
Hunting Rifle- A semi-automatic rifle unparalleled in range power and accuracy. Its shots are more powerful than the Assault Rifle all around, and a bit weaker than the Auto-Shotgun is at point blank range. It is equipped with a scope that allows for precision aiming when it is needed. It has a rather small ammo magazine, compared to the Assault Rifle, though.
[Explosives] (you can carry only one of the throwing explosives with you at a time. The containers, when held, will take up both your hands, rendering you unable to shoot until you drop or throw it away. You can use the container as a melee weapon, though.)
Gasoline Tanks- Not as easy to carry around as a molotov bottle, but even more effective. Set in an area ahead of time or throw it forward, then shoot it to ignite a fire radius even greater than the molotov.
Propane Tanks- Works in similar fashion to the pipe bomb, although it requires more planning and set up to use effectively. If you can pull it off, exploding these near a Tank will make the beast lose its balance and stumble around, leaving it vulnerable to open fire.
EXCEPTIONS:
These weapons are stored on your belt and can be obtained at anytime if you grab them, but they take up your gun space until you either throw it, or put it back.
Pipe Bomb- Homemade explosives that are lightweight and easy to throw. They make a loud beeping noise, attracting normal Infected to it. By using it wisely, you can kill a large amount of Infected in one explosion. Not effective against Boss Infected.
Molotov- A surge of fire conveniently put in bottle form. Light 'er up and toss it to create a large radius of burning flames, igniting all types of Infected. It is very effective against Boss Infected, especially the Tank. Be wary, though, as an ill-aimed toss could lead to some severe burns for you and your friends.
Boomer Bile- Bile from the bowels of a Boomer, in a breakable case. When thrown, it serves the effect of the bile from the Boomer, attracting a horde of infected to attack whatever it is on. If used well, you could summon hundreds of Infected to attack a Tank, if used wrong, you could end up hittting a Team Mate and bringing on a horde into your area.
Etc. Details
*This is meant to be a survival horror RP, so to stress the point, your character will undoubtedly be attacked and injured. Whether it be from Infected punches, slashes, large falls, set on fire, etc, injuries will stay with you unless treated. If left untreated, your character will suffer the consequences, ranging from infections (normal ones, not zombification) to imminent incapacitation. First aid kits can be found that will stabilize conditions and allow you to continue normally. Pain pills can also be acquired that will give you temporary relief, allowing you to get through tight situations where First Aid cannot be applied or is unavailable. If someone becomes incapacitated (i.e. injured to the point where they cannot get up from the ground), a teammate must rescue them.
*The standard human Infected are not your "Unnnngh brrrrraiiiiiinssss" slow-shuffle type zombie. When they are startled and know you are there, they will run after you. They can climb surfaces normal humans can't, and they can jump fairly far. When they reach you, they will try to punch and slash at you in lieu of biting/eating you.
*Shrill noises such as car alarms going off or heavy machinery activating can alert large hordes of Infected to the area in a heartbeat. Sometimes you may find you have to activate something zombie-attracting in order to progress.
*In addition to normal Infected, there are some Special Infected (also known as "Boss" Infected) that are distinguished from the normal zombies. They are mutated, and have special abilities at their disposal to attack you.
Smoker- These tall, lanky Infected can be heard far away due to their excessive coughing and wheezing. They have a retractable tongue that can extend up to 100ft, and pull weights greater than their own to boot. They try to use their tongue to ensnare survivors and either trap them against something and crush them by pulling, or by reeling them in and slashing away. When they are killed, they release a large cloud of smoke that hazes vision and causes uncontrollable coughing. A constricted survivor must be saved by another survivor.
Hunter- The Hunter is an agile Infected that can be distinguished by it's loud wails and growls it makes when it crouches. It has the ability to leap incredible distances, and uses this to pounce unlucky survivors, trapping them. They then proceed to slash away until another survivor manages to either kill the Hunter or shove it off.
Boomer An intensely obese Infected whose body is bulging to the brim with disgusting bile. This bile carries a stagnant scent that attracts a large horde of normal Infected. Normally, this bile just stays inside them. But when they see survivors, they will try to vomit this bile onto any humans they can, thus rendering a target of an oncoming Infected horde. In addition, when a Boomer is shot, they will explode, and if any survivors are too close, they will be covered in juices from the explosion, triggering the same effect.
Tank-Imagine the Incredible Hulk. That pretty much sums up the Tank. It is a giant killing machine; it's only strategy is brute force. Its punches pack incredible power; enough to send survivors flying. They can even rip chunks from the ground (whether it be concrete, rock, or other) and throw them at you, or hit large objects like cars to send them rolling at you like a bowling ball. Only by working together can a Tank be brought down without a mortal loss to the team.
Charger -Imagine a rhino. That is pretty much all a Charger is. When a Charger spots a survior, he attempts to Charge it, and grab it or a few teammates and either smash them into a wall or take themm off a ledge or into water. His Left foot and leg and right arm have mutated massively to the point of bony plating, while the left arm is devoid of bone or muscle, presumably giving it up to the Charge Arm.
Jockey -The Jockey is the shortest Special Infected but he isn't the weakest. A Jockey will jump onto the backs of Suvivors and 'ride' them anywhere they want, from away from the group, to off a cliff, to down the street to the local Witch's realm for some fun with the Witch, while he's clawing you all the way. And there isn't a thing you can do about it, save for slowing yourself to a walk, so other survivors have to help and if he isnt isn't killed soon, he'll jump back on. They can be identified by their maniacal laughter and short, hunched-over frame.
((Since I've only done this for l4d one, I never wrote up a description for the Jockey, Charger, or Spitter. I will work on these, and they will be added. If anyone would like to help by doing the Spitter, that would be a great help.))
[Advanced Rules]
-All standard/common RP rules apply, such as grammar, spelling, etc.
-Because of the content of this RP, it is directed to be a more "advanced RP". Therefore, applicants should be aware of the fact I will kill you if your posts are too short every time. Common barriers such as illiteracy and poor grammar will weaken your chances of being accepted.
-Due to the nature of this RP, too many survivors would just bog down the RP. Too little would make it too restricted, as well. Therefore, the max number of roleplayers involved (including the host) will be
-There will be a requirement of one paragraph per most unless it's an extremely minor event.
-Like all RPs, godmodding is unacceptable. This RP will be tough even for RP regulars to avoid godmodding at times; magically being able to shoot the smoker that's ensnared you before you're constricted won't fly. Try your best to make this RP a cooperative experience, making everyone a part of the team.
-Your character is supposed to be unique and truly yours, yes, but try to remember this RP isn't about our character's developing and being focused on; it's about them working together to escape, regardless of their personality quirks and dispositions. There will not be any "story" events revolving around our characters, so don't apply expecting such things. The exception to this rule is the back story you create for your melee weapon.
-When talking out of character (OOC), please distinguish it by doing something such as double parentheses. This is a personal pet peeve of mine, though, so I won't be strict about it. example: ((Sorry, was busy last night guys))
Application Form said:Name:
Profession (before the Zombie Apocalypse):
Appearance
Age:
Gender:
Body type:
Hair:
Eye color:
Face type:
Other physical features:
Clothing style:
Speech style:
Personality
General demeanor:
How he/she sees himself:
Best qualities:
Worst qualities:
Weapons
Primary Weapon: (choose either Pump Shotgun or Submachine Gun)
Melee Weapon:
Background:
Origin:
Melee Weapon Backstory:
Quirks (optional)
Favorite food:
Favorite place:
Pet peeve(s):
Least favorite season:
Worst memory:
[Survivors Approved]
1. - Wargle
2. Johnson - ND
3. Whatever FMC signs up as
4. Rusty Shacklefurg - Sai
5. Finn - Typhy
6. Jacob Collins -Sunflower
7.
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