Hidden 9 yrs ago 9 yrs ago Post by Dualbellatorum
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Dualbellatorum

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Just gonna plonk this here.
Dead World: Rise of Nations
Story
January 9th, 2018: NASA announces to the world that its telescope and radar installations have detected a small group of asteroids on collision course for Earth. The announcement is soon reaffirmed by the Kremlin in Moscow, and the European Space Agency’s Operations Center in Germany. The report is kept strictly between world leaders and their immediate advisors March 17th. 2019: The asteroids, each of them perfect spheres of graphite in appearance, reach Earth’s orbit. Whilst some are no larger than a house, others are as big as cities. Populations around the globe panic, as the rocks become visible to the naked eye. A united effort between governments to alter the course of the asteroids via nuclear missiles fails to eliminate the threat, although many of the larger rocks are deflected by this last ditch defence. Some of the asteroids land across the globe, smashing into Russia, China, Europe, Africa and the Americas. Others, missing land masses, hit the oceans. The resulting destruction is immense. Island and coastal nations are torn apart by wide reaching tsunamis, whilst further inland, earthquakes resulting from the asteroid impacts level entire cities. Millions die within the first hour, and millions more follow them in the days after. Health services are devastated, law and order breaks down in much of the world’s nations, leading to days of violence and madness, as each tries to save his or her own against their neighbour. Governments collapse, and shattered militaries impose martial law, or their local form of it. Hundreds of thousands of people die in the resulting massacres. July 1st, 2019: Nearly four whole months since the asteroid impacts, and Earth is getting back onto its feet. Some nations have ceased to exist, buried beneath the burning inferno that was once their territorial bounds. Others, like the United States and China, have risen from the chaos. The world has lost a third of its population. Electricity is a distant dream in many areas, whilst in others, so is basic sanitation. Starvation is running amok amongst those less fortunate, and international aid efforts are now non-existent. The countries still standing in the wake of the disaster, have focused their resources inwardly to stitch together their battered infrastructures. October 20th, 2019: All over the world, at exactly the same time and with no delay between time zones, people start dropping with seizures. The victims fall into comas soon after. Embattled health services, even in the less affected nations, are brought to the ground as wards overspill with patients. Early indications point to a third of the world’s surviving population to have been affected, by what many call “The Happening”. The Happening brings the world to a standstill, as people from Presidents, to street sweepers, succumb to the bizarre illness. It is quickly discovered that almost 100% of the victims have blood type A+, although this helps little in developing an early explanation. October 21st, 2019: The seizure victims arise from where they have fallen, and attack doctors, nurses, passer-by’s, friends and family. Hospitals are transformed instantly into nightmarish blood baths, and the streets of towns and villages run red with the blood of the innocent. Cities become warzones. Security forces from across the globe hop to contain the threat, only to find themselves hopelessly unprepared against an enemy so numerous. Still, the assault rifle, bombing runs, tank divisions and artillery bombardments eventually prove effective- until the seizure victims start to rise again. The victims, after rising a second time, were found to be clinically dead – save for a strange fungal growth located across the spinal cord. Early tests showed to the fungus to be non-terrestrial, and alluded to the possibility that it was sentient, and controlling the host’s body for a higher purpose. In any case, the “revived” carriers possessed massive strength and a terrifying constitution. Conventional weapons were ineffective, as the only sure way of killing a revived carrier was by destroying the spinal cord. The battle turned against Man, before he had time to properly adjust to the radically changing situation. January, 2025: The War lasted six years, and ended with one winner: the infected. Billions stampede across the wasteland that is now Earth, searching for fresh prey – and the chance to spread their fungal infection further. There are no more armies, no more nations and there is no more resistance. China, the United States, Russia and Western Europe are gone. The finest militaries in the world, unable to combat a threat that knew no pain, knew no fear and felt no mercy. The landmasses of Earth are dotted with the innumerable sights of battles fought with tanks, artillery and infantry, against an enemy that brought to the table just two weapons: airborne spores and a five second incubation period. What remains of humanity retreats to the highest mountain, to the lowest cave and to the remotest island, to etch out a bleak existence on the edge of oblivion. March, 2060: Eventually, host bodies of the fungus break down. They crumble into dust, and are consumed by the ground they bled to claim. Billions falls to millions, and humanity – numbering in only the tens of thousands, appears from its hiding places. Much of the world is now free of the fungus, and its carriers – but other parts, not so much. Together, the remainders of mankind venture from their strongholds and set their sights upon reclaiming that what was lost. In the midst of a Dead World, they hope to build over the bones of their not-so-distant ancestors, and to spawn a new age; the age of the Rise of Nations.
How the Rp Works
- This RP is entirely freeform, and moderated only along the most basic lines. (i.e, no God Modding and no wee taking) - Pick an area on the map to form your new country. Give it a name, describe its culture and its technology. - Consider everywhere between your borders, and the borders of other players, as "fungus infested". - As leader of your nation, you must see to the needs of your people. Whether this means launching campaigns to reclaim lost territories from the fungal carriers, developing food sources, fighting other players over regional interests or activating whatever nuclear arsenals in the world remain, you must act the way you think is right, given the situation by which you are faced. - Old World technology still exists, along with the expertise to operate it. However, a lack of global industries and refined resources mean that spare parts and fuel are hard to come by.
Fungal Carriers
A Brief Introduction: The alien fungus that has brought planet Earth to its knees is highly infectious. Initially, it was a rather simple fungal organism with a primitive cell structure. During the Happening, those with blood type A+ were the only eligible victims of the spores that were coating the Earth. Forty years later however, and things have changed drastically. Humans are no longer the only victims, and it seems that all members of the Animal Kingdom are now at risk. Blood type no longer matters, and no one seems immune to the spores. Transmission of the fungus between carriers has changed too. Whilst spores, emitted at all times by the flesh of a reanimated infected, are the deadliest means, many of the reanimated infected have grown small tendrils around their limbs. These tendrils are capable of injecting the fungus directly into their prey’s bloodstream, and are capable of punching through soft materials. As time progresses, a reanimated body slowly succumbs to the fungus, as it attempts to replace rotting flesh with its own version of the missing tissues. Eventually, the host will be reduced to one big crumbling pile of spires. Prior to this however, the reanimated hosts are extremely dangerous with inhuman strength. It takes many bullets to take them down, or just one – placed directly to the spine. Fallers, and Crazies: Fallers, or Crazies depending on the locality, are the early victims of the fungus. They are human, and can be killed just the same – with a few exceptions. The fungus grows along the spinal cord, hijacking the host’s control over the body, and using it to maim, kill or infect those who are not already contaminated. Victims are conscious of what is happening. They can think, talk, look and hear, but their limbs are not theirs to control. It is possible therefore, for them to warn their peers of their fate, before the fungus has a chance to manifest its murderous intent. It can take just five seconds for a healthy living human, whether through spore inhalation or tendril injection, to become a Faller or a Crazy. The first sign of someone being infected, is the momentary seizure they will suffer prior to getting up and attacking the closest non-infected life form. Carriers: Carriers are what jump back up once a Faller or Crazy has been put down. They are clinically dead – the human part of them is no more. The fungus is quick to act upon the moment of the host’s death, first by splintering off into the brain, and then by growing along the host’s bones. Within hours, the host will arise once more. The only way to kill them is to destroy the spinal cord, or more specifically, the area between the shoulder blades – where the nucleus of the fungal infection dwells. If this area is destroyed, the host will fall lifelessly to the floor. Once the nucleus is damaged or destroyed, it will not regrow. The fungus cannot hear, smell nor see. It senses vibrations, instead, and is capable of releasing varying spores to other hosts, enabling them to communicate along basic lines. Apart from this however, they should not be considered “intelligent”. Indeed, they never learn from their mistakes… but then, they’ve never had to. Gas Masks!? Yup. The safest way to traverse a fungus infested area is to wear a gas mask, to filter out the spores. Although, this does not offer 100% protection, and people can still be knocked down if their equipment is ill-maintained or poorly used.
Technology and Culture
The United States and Canada are not as we know them today. Their people have been destroyed; their cities levelled. Whatever remained of those two great nations is now consigned to memory. Therefore, the cultures emerging in this barren landscape are likely to be of varying forms. However, some survivors may have been in their twenties when all of this went down originally, and may carry memories of what things were like beforehand. Therefore, they may very much like to recreate what happier times remember. Technology varies, with modern equipment still available to the survivors. Indeed, it probably saved most of them in their darkest hour. However, with a total collapse of global trade, resources are perilously hard to come by – especially fuel and raw materials. Replacement parts for more technologically advanced equipment may well be impossible to maintain. The horse might be looking for a comeback.
Map
The Roleplay is set in the backdrop of a destroyed North America. There hasn't been a government in Washington or Quebec for fifty years, and whatever remains of its once impressive military is isolated to small outposts and consigned to a daily battle for survival. Bands of survivors from across the lifeless plains have merged together since the continent's fall, and have successfully established communities. As the RP progresses, and as the various nation states develop, bonus "colonial theatres" will be opened. Here, nations will be able to attempt lucrative colonisation operations over abandoned resources, such as oil wells, nuclear silos, rich agriculture areas and other such things.
Nation Sheet
There is no formal sheet for this roleplay, as I'd like to keep it as freeform as possible. Include as much, and as little, information as you want. Some players like filling in the gaps through the roleplay, after all. However, here are a few areas you should cover: - Nation's Name - Leader's/Government's Name - Choose an area on the map for your nation and draw the borders for me to see, or describe them. I will colour the area in, and label it for you on the main map. - Description of Technology - Description of Society - Population – I’m limiting the total population of the American theatre to 100,000. So, all entries’ populations combined must either equal, or fall below that number. Mankind has been decimated after all, would be a bit silly if it came out of hiding with millions tucked away. - Description of any significant industries your nation operates. I.e blacksmithing, gun making, agriculture. This'll help any potential future trade deals take place with other players.
Hidden 9 yrs ago Post by So Boerd
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Since transoceanic travel is going to be impossible and long treks over land nearly so, perhaps we should consider localizing to a continent, if not a region, for maximum player interaction?
Hidden 9 yrs ago Post by Durandal
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Interested. I'll keep an eye out.
Hidden 9 yrs ago Post by Iluvatar
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Interested. Shotgun Lesser Antarctica (aka Antarctic peninsular). As I'm British it will probably be a last-resort attempt by some British survivors to find a zombie-free home.
Hidden 9 yrs ago Post by Dualbellatorum
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> Since transoceanic travel is going to be impossible and long treks over land nearly so, perhaps we should consider localizing to a continent, if not a region, for maximum player interaction? Traversing the sea will be much easier than traversing land (as far as the dead are concerned, anyhow). I'll add a little comment explaining that the dead make poor swimmers, and that zombie sharks have a hard time biting through metal hulls. Planes still exist, to those who want them, although fuel procurement will be heavily handicapped by the world wide collapse of most modern industries. So there'll be that option. Again, I'll add a little section detailing what kind of technology players can expect to have access to. Common sense pretty much applies; yes, Modern stuff is still very much available, but the more sophisticated it is, and the more expensive it is to run, the less of them there'll be. Plus, after the fall of the world, the survivors may have come up with "better" ways of living and fighting. Satellites still orbit Earth, enabling those with the equipment, resources and the know-how to "hail all frequencies". I want to keep the world map, to vastly increase the amount of cultures people could come up with. I feel either an American, Middle Eastern, European or African localisation would restrict the types. Perhaps I could split the map into the main geographical theatres... hmm, I'll mull over it. Thanks for the input though, questions, suggestions and comments are always welcome.
Hidden 9 yrs ago Post by So Boerd
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Geographical theaters would be good. An area must have x people going to be in it or it is off limits. That way nobody gets stuck in the middle of the pacific with no one around.
Hidden 9 yrs ago Post by Dualbellatorum
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> Geographical theaters would be good. An area must have x people going to be in it or it is off limits. That way nobody gets stuck in the middle of the pacific with no one around. How's that look?
Hidden 9 yrs ago Post by Durandal
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Looks good to me. Allows for a range of play yet, as Boerd stated, ensures no one will be left alone.
Hidden 9 yrs ago Post by So Boerd
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How would you divide them?
Hidden 9 yrs ago Post by Iluvatar
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What is meant by 'geographical theatres'? Does it mean we'd all control one nation in each theatre, or what?
Hidden 9 yrs ago Post by Dualbellatorum
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> How would you divide them? I wouldn't. If your borders reached the edge of your theatre, you'd overspill into the next. It would allow you to focus things in your geographical region though, which would be handy for those few days you get when time is an issue. Perhaps I should only propose one theatre, the Europe/Africa/Middle East one would still offer a nice splice of cultures, whilst allowing for the possible migration of Asian-based peoples from the east. It's that, or we start looking at an even smaller picture, like the United Kingdom, or France, or the United States. Perhaps that would be best, actually. I could then open up additional theatres for "colonial adventures", which would make sense in a time where resources are at a minimum. You know, an established nation operating in Florida might want to send a naval expedition to Libya, see if it can't open up some of those oil wells.
Hidden 9 yrs ago Post by Durandal
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The idea sounds good to me. The US is more than large enough to hold quite a few post-apocalyptic nations with room to spare. The colonial ventures would be an interesting addition as well.
Hidden 9 yrs ago Post by Dualbellatorum
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> The idea sounds good to me. The US is more than large enough to hold quite a few post-apocalyptic nations with room to spare. The colonial ventures would be an interesting addition as well. Edited the RP to refocus the location to North America, and we have a new map. The state boundaries may or may not be a problem, but I think I should be able to edit them out easy enough. So, are we happy with the refocus on North America?
Hidden 9 yrs ago Post by So Boerd
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It's fine to me. What if the zombies don't get any food? Can they starve?
Hidden 9 yrs ago Post by Dualbellatorum
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> It's fine to me. > > What if the zombies don't get any food? Can they starve? They do not starve. The zombies rot though, eventually becoming skeletal forms, which are more lethal due to their sprinting nature, but are more vulnerable to projectiles (as they'll shatter, with less muscle, fat and ligaments to hold them together). In the middle of beefing up the dead section, so that everyone knows what they're up against. As is already stated, decapitation or total annihilation is the only sure fire method of killing either zombies or skeletons. Zombies soak up bullets like a sponge, skeletons will be shattered by them. Their strength will vary from creature to creature, with skeletal forms being weaker as they lack muscle, and are more brittle. Skeleton forms are not complete skeletons as you might expect from a fantasy roleplay, but rather, very skinny zombies with ligaments and some muscle still in tact. The undead will rot to a certain point, but not to a state of total re-death or paralysis. So, to sum up: Skeleton forms: ![enter image description here](http://www.yellmagazine.com/wp-content/uploads/2014/10/xcorpse.jpg.pagespeed.ic.OhmoOnD34g.jpg "enter image title here") Zombie forms: Anything not that badly decayed.
Hidden 9 yrs ago Post by Durandal
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Survivors are going to have a hard time out for them.
Hidden 9 yrs ago Post by Dualbellatorum
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> Survivors are going to have a hard time out for them. That's the idea, and why I will be interested in seeing what tactics players come up with for dealing with the problem. Would be pretty worrying if some old gaffer drops dead in a back alley, wakes up, and alerts its undead buddies in a fifty mile radius, wouldn't it? Worse, what would happen if you engaged a horde of undead? How would you stop them? Ditches filled with pitch? A gauntlet of stakes and explosives? Would a small trickle of them attract an even larger stream? This RP will not be a simple "k I'm taking over this plot of land now", it'll be "okay I want this land, this is how I've done it." Players will then be like, "bitch that ain't happenin'" or, "bitch, that's some cool shit." Of course, another interesting aspect will be what shape the societies have taken. Facing potential danger from within, and from without, what methods have they established to deal with the random old gaffer? Do they monitor everyone at all times, with an insane and ingenius secret police? Is everyone assigned a "watch buddy" at all times? Do soldiers patrol the streets in droves to put down any resurgent dead? How are the dead disposed of? Good old fashioned fire? Or improvised explosive burial grounds? Should be fun.
Hidden 9 yrs ago Post by Iluvatar
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So, just North America? That doesn't seem to provide the diverse cultures or whatever you were trying to get. Anyway, if it is this, I'd like to be somewhere in Canada. Maybe Newfoundland.
Hidden 9 yrs ago Post by So Boerd
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The other question, can zombies chain their 50 mile radius alerts? The reason I thought they should be somehow time capped is, assuming zombies move aimlessly unless they have a reason to go to a specific location, there are a whole lot of zombies wandering the ocean floor who could at any point walk up the continental shelf and blunder into you. This is only a humerous problem if they can't chain their alerts.
Hidden 9 yrs ago Post by Dualbellatorum
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> The other question, can zombies chain their 50 mile radius alerts? > > > The reason I thought they should be somehow time capped is, assuming zombies move aimlessly unless they have a reason to go to a specific location, there are a whole lot of zombies wandering the ocean floor who could at any point walk up the continental shelf and blunder into you. This is only a humerous problem if they can't chain their alerts. No chaining, otherwise the entire landmass of North America would eventually come after you in one sighting. The zombies caught up in the call radius, simply change direction and head towards their comrades. Once at the battle/massacre sight, they'll then make a call, with the others, but it'll be locked in the initial fifty mile radius. However, if a band of dead coming in to aid their decaying friends stumbles into the living enroute, then they'll start yelling for help from there. So there could be a chain, but the reinforcements would have to encounter the living on the way in order to scream for help. If that makes sense? Basically, they have to sense a life force before they call for help. If they're just going to aid a request for help, then they haven't actually sensed a life force, they're just going somewhere because they're being asked to. Therefore, no screaming, no chain. :)
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