Zombie Noir (OOC Thead) Adding Info + Sign Ups

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Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Fummoffu » Sat Sep 03, 2011 11:17 pm

Voted by

Asmodai
Sam4books
Archrival
Akaine
Keiran



Co-GM: Archrival

Image
Made by Asmodai :D

THE STORY

Zombie Noir: Chapter 1 - Piecing Together the Truth

The year was June 30th 1950 - The World was still dealing with the aftermath of World War 2. There was unrest in Europe over the control of Germany after the fall of the Third Reich. Russia's Communist system clashed with that of America's Capitalist system. A growing fear of a Communist takeover of potential Western allies grew to the point of war, war over potential spheres of interest. The American President, Harry Truman, approved of sending ground forces and air strikes to aid in the war against North Korea in order to push back the Communist threat. The arms race to create more destructive weapons continued. Truman approved of all new types of warfare to be studied and tested.

July 12 1950 - Upon entering deep in the Thai forest, American researchers found a rare species of fungi, Ophiocordyceps, which spread its cells into the brain of an ant ,thus forcing its muscles to grab a leaf (or something else) when, where and how the fungus wants it. They also force the ant to wander around in a drunken fashion until it clamps its jaws on the underside of a leaf in what can only be called an ant zombie graveyard. This was truly a shocking, yet amazing discovery. Samples were taken back to the US to be studied further. Imagine if scientists could harness the horrific power if this Fungi.

November 1st 1952 - The first Hydrogen Bomb was tested and the first Gas form of Project GreenLeaf was tested in South Korean prisoner of war camps. The results were described as "Horrific" and "inhumane".

June 20 1953 - A few weeks before the Korean War ended, reports of small scale attacks on villages broke out. There were a few eyewitness reports of "cannibalistic", "frenzied" Korean civilians, both children and adults, running through the streets causing mayhem. They were said to have greenish skin and a completely monstrous desire to eat whatever got in their way. All knowledge and reports of the incident became strictly classified. All evidence was "destroyed". On July 27, 1953 - North Korea, South Korea, the United States, and the Republic of China sign an armistice agreement. Project GreenLeaf was put aside.

October 30, 1953 - The Cold War continues in earnest when President Dwight D Eisenhower approves a top secret document stating that the U.S. nuclear arsenal must be expanded to combat the communist threat around the world. Many other projects were revisited, one was Project GreenLeaf.

Christmas Eve 1953 - America was in the festive spirit of Christmas. All over Washington D.C. families were setting up trees, husbands were hurrying to get home from work to enjoy that delicious turkey dinner the miss's was cooking up, children were singing carols and waiting for the morning that would bring the joy of presents. It was the season to be jolly... or so everyone thought. Evening was approaching, the cold winter air was biting at the many people trying to catch a cab or get on the next train. No one saw it coming, no one that "mattered" anyway. Suddenly, as quick as a wink, sightings of a green gas were being reported all over D.C. It was rising out of the drains in the streets, through taps in peoples' homes, growing in thickness and suffocating everyone who came in contact with it. Sirens rang throughout the state ordering people to get as quickly as they could to the fallout bunkers. The army suddenly appeared all over D.C, along with the fire department. There was havoc in the streets, the roads were blocked, children were screaming and people were coughing and covering their faces as they ran, with what little they had, to the Fallout entrances. Soldiers, wearing black bug-like gasmasks, stormed the streets in an attempt to restore order. They set up barricades and handed out army issue gasmasks to the public, many people who were in crowded office buildings, on public transport or at home didn't get the entire "message". In the end, the wind did all the work as the remains of the gas was lifted and evaporated within a few hours. What happened next was even more shocking than the gas itself.

The cleansing process began:

Soldiers began to shoot civilians who started turning green from over exposure to the gas. Inside the bunkers everyone was checked for contamination and many were dragged outside and shot in the gutters. It didn't matter if you were a man, woman or child. The army was ruthless in weeding out the infected to the point that bodies began to litter the streets. The sounds of guns firing and fearful and painful screams echoed throughout the city. Everyone was ordered to stay within the bunker until further instructions or risk being shot. While the chaos raged on outside Christmas carols, sung by famous musicians, began to blare through the speakerphones in order to "calm" what was left of the public. It did very little to drown out the horrors.

Time in the Bunkers:

Families huddled together and strangers even came together and began to pray for help, begging God to end the suffering. A few foolish people wanted answers. A wealthy businessman kept arguing with the soldiers, guarding the blast door, to the point that he was knocked out cold with a swift jab from the butt of a rifle. In complete chaos, no one is above the other. People of all classes and color lay in heaps upon the ice cold streets. Many survivors were worried and confused. Incomplete families asked about the rest of their loved ones, wondering if they survived or fell prey to the gas and importantly, what the whole state of emergency was really about. The Army personnel couldn't give away any information, but stated that the situation was "under control". The ignorant survivors started to spread rumors of a communist plot throughout the bunkers and many speculated that it was a direct attack on the USA. No one knew how long they would have to stay inside and what exactly was the result of the army's intervention. All they knew was that they would probably be stuck in the tunnel systems for quite some time. How comforting...

IMPORTANT GAME INFORMATION

Congratulations! You have survived your first Zombie Apocalypse, for now...
The shit has REALLY hit the fan this time folks. Now that your country is in Complete Chaos, will you step in to pick up its fragmented remains?


Player Knowledge

From what you know, Washington D.C has been mysteriously infected with an outbreak of dangerous green gas . The results are horrifying and cause fear among the quivering survivors as all of you hide in the safety of your specially designed Bunker.

From radio reports over the next THREE MONTHS you understand that This Red outlined area of D.C has been put under Quarantine. From other military radio reports you gather that your bunker is within a Low Infected Zone within a large Medium infected perimeter. The armed force of your Bunker, Bunker 01, have made a few attempts to clear a path through Capitol Hill and into Kingman Park. None have succeeded thus far. The more troops that get sent, the fewer make it back alive, but one last attempt is going to be made by Sgt Arthur Collins.

D.C MAP (More areas to be filled in as RP progresses)
http://imageshack.us/photo/my-images/3/ ... carea.png/

BUNKER FLOOR PLAN
http://imageshack.us/photo/my-images/40 ... rplan.png/

Bunker 01 in located in the Lincoln Park East of Capitol Hill. The entrance to the bunker is guarded by a large metal blast door that needs to be opens from the inside by at least 2 people.

It looks very similar to that of this door from the Fallout games
http://i.telegraph.co.uk/multimedia/arc ... 47545c.jpg

Inside the bunker you will follow a short passage that leads to a Foyer, a large curved rectangular room. The walls are painted white, peaceful and calm color in this troubling time. Above you suspend retro movie style lights and every few ft an Air vent also protrudes, softly rattling as the fan filters and protects the inhabitants from the harmful gas. The Foyer is littered with metal chairs and tables (A result of overcrowding and a need for more eating space).

ROOMS
There are two entrances on either side of the foyer that lead to 60 total rooms that can house up to 120 people. The rooms are small and each contain a metal double bunk and split cupboard for 2 people. They are...boring and dull, but the best you have at this point. Things would be better if it wasn't overcrowded though. There are approximately 175 people and many are crammed have to be into rooms. You may request a room with another PC or will have to bunk with an NPC.

EATING AREA + KITCHEN
This area is contains long thin tables with equal length benches on either side. These fill the area and serve as a confined place to eat, talk, play card etc.
The kitchen is totally equipped with all cooking equipment needed such as pots and pans etc (All large due to the amount of people needing to be fed). It contains a few electric and gas ovens with hotplates. Large air vents made sure that it is kept cool and that all the smoke is quickly removed from it as well.

WASH ROOMS
There are both identical restrooms for male and female as well as showers.

FOOD STORAGE
All canned and non perishable goods (as well as medical supplies) are stored here. The door is made of reinforced metal and is locked as to keep potential thieves out. Supplies are running low...fast

MUNITIONS STORAGE
All army issued weapons and ammo are kept here under lock and key

GENERATOR ROOM
This is where the bunker will get its power from if and when it is no longer supplied by the D.C grid.

Image
By alphafummo at 2011-09-03

"If you are reading this then you can throw your "Surviving The Nuclear Apocalypse" Manual away!

There are a few things you should know:

1: No, this isn't a dream.
2: This is not the government's fault. You can't pin this on us!
3: Ask not what your country can do for you, but what you can do for your country.

Now that that is sorted we can move on to SURVIVAL

THE GAS
Image


1: Don't breathe in the gas. It's very simple.
2: Always wear your army surplus gasmask, paid for with tax payers money, whenever you enter an infected zone.
3: Where there is gas there are probably Infected remains of many proud Americans.
4: If you do breathe in the gas, ask a fellow bunker buddy to kindly end your suffering as there is NO CURE for the gaseous form.
5: The gas is able to rise with water vapour and form polluted rain clouds, which means that very soon most of our water supplies will become undrinkable. However you can be saved from the affect of the infected water if you quickly expel it from your system.

THE EFFECT OF THE GAS

What is known about this green abomination is that it turns whoever inhales it into a wandering mindless carnivore. Bodies that been examined vary from a dark green to geyish complexion. They show that fungi form roots that grow from the brain and through all the major veins of the body. the fungi then uses the body as a sort of shell or marionettes to do its bidding. The body will be forced to attack and devour the first living being it stumbles across, thus providing the fungi with nutrients in order for it to grow and produce its spores. These spores grow out of the back of the host's head in pockets attached to tangled roots. When the spores are ready, the pockets will burst and more gas will be released into the air.

HOW TO COMBAT THE THREAT

1: Chop the heads off, thus ending the fungi's control of the body.
2: Burn the body.
3: Shoot at them madly

Pfffff! How else to you expect to do this?

WHAT IS YOUR DUTY?

1: Protect yourself and your fellow man.
2: Lend a hand in purging your country of this chaos.
3: Help search for knowledge to better combat the threat
4: Make sure that you and your fellow bunker inhabitants have enough food, water and medical supplies...cuz they ain't gonna fall from the sky.
5: Hold onto the past, so that you can help rebuild it just the way it was


Thanks for reading. Now go be a hero"


***RULES AND COMBAT***
READ THIS IF YOU WANT TO JOIN

1: Keep this PG 13. NO explicit scenes of a sexual nature. No NSFW. We're just killing zombies.

2: However, in terms of combat you can be descriptive of how your attack plays out.

3: God Modding is allowed to a certain extent. Your large group can easily dispose of a few wandering zombies, but I won't allow overkill if and when the hordes show up.

4: If you are facing a few alone, then you may be in serious danger as I can overrule your autohit depending on the situation.

5: If you do not take precautions when I have stated that the area you are entering has a danger of gas, then you are screwed. Your character is a human and can become zombie chow just as easily as the chum standing next to him.

6: You may request for certain outcomes concerning your history to pan out.

COMBAT

I want to organise how combat plays out. This is how it will be.

Your character's age, build and traits will decide when you post in combat.
My Co-GM and I will list the order in which you have to post in combat as soon as all the characters are accepted.

Then I will react to all of your posts in order of who went first to last.

This is to keep combat clean and organised. If someone fails to post for combat after a certain amount of time, I will NPC their action. This is just to keep the rp going and not to slow down when there are encounters




Character Sheet

Name: (It is advised to choose something that fits with the 50's genre)
Age: (18 years and older. Be mindful that the older you are the less likely you'll be going on dangerous missions)

Character description: (Add in all physical traits, both good and bad)
Character Clothes: (keep to the 50's retro style of clothing, but be mindful that you have been living in a gritty bunker for a while)

Character Gear: (All personal belongings, specifically anything that is kept to preserve the history of his or her family e.g. photos and keepsakes. Weapons both melee and range. In traits please specify how much training you have in said weapons. This is not fallout, so no futuristic weapons or armor will be allowed. DON'T GO CRAZY THOUGH. You can't go trigger happy. Guns are rare and that is why missions have to be made to get more. You would have been given a gun and a melee weapon within the Bunker. Also remember to keep track of ammunition. Some will be provided.)

Character Traits: (Here you should list, in point form, what your character's profession was and anything else he or she is good at as well as negative traits to balance it out. You are human after all, not perfect. You can be a Good leader, but unfortunately be scared of the dark. These are both inherent and earned traits/skills. You should specify who you inherited traits from as well as whom you learnt skills from. Keep it balanced though)

Character History: (This is possibly the most important part of your character creation. It is who you are and what your family’s legacy was, as a "Knowledge preserver". Your personal task is to keep the past alive so that there can be hope for the good days to return, a brighter future so to speak. Out there, beyond the fog and ruins, might be the very answer to ending this scourge. As a survivor your mission is to help the others protect the rest of humanity. This is how you should set it out.
Remember to keep it brief as character development will progress what you find out, if anything.

1: Your family e.g. A husband, wife their children.
2: Your parents and siblings,
3: Aunts, uncles, cousins and to some extent your grandparents

The reason to mention this is so there can be other reasons for your character to want to leave the fallout bunker. You could want to meet up with lost family members, track them down or...put them to rest so to speak. Depending on what certain members of your family did, before the gas leaked, I will be able to work that into the main plot.
Also mention how long you have been in the bunker. The limit is 4 months. This will affect your status as well as your knowledge of what has happened outside and how to combat the threats.
Last edited by Fummoffu on Sun Sep 04, 2011 1:25 pm, edited 4 times in total.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Fummoffu » Sat Sep 03, 2011 11:21 pm

Archrival's CS Example


Zombie Noir: Chapter 1 - Piecing Together the Truth
Character Sheet
Name: Jake Jones
Age: 30

Character description: Jake stands at 5”9’ which makes him a little short for his age but his father was naturally short and he inherited it from him, though to balance it out he did inherit his dad’s fast thin legs meaning that he’s a quick, small target and not easy for zombies to get their undead hands on. He gets his bristly black hair from his mother, though his mother’s was styled into luscious, curly, long locks, his however is cut nicely short and trim even with him having spent a while in the bunker. His facial features come from a generation before however, he gets his strong chiseled jaw from his grandfather, and his petite nose comes from his grandmother but due to an incident when he was younger it’s been broken so it’s slightly askew. His eye colour is a nice light blue which comes from his aunt which is the only thing he gets from a relative on his mother side. Due to mailman regulation and rules Jake had maintained a clean shaven appearance.

Character Clothes: For staying in a bunker Jake has managed to keep his mailman uniform very clean and nicely tidy, the uniform itself consists of a blue jacket, blue trousers with black belt, white shirt with black tie, black leather shoes and to finish it off a mailman’s cap which is blue with a black bill and a badge on the front which says ‘U.S Postal Service’. He has his postal bag with him but with the world being as it is there’s no mail in it.

Character Gear:
Stoeger Coach Gun- Jake got this in the bunker to defend it while on security duty, this model has internal cocking hammers meaning all that he has to do is insert the 12 gauge rounds into the barrels and click the barrel up and it’s ready to fire. Jake has had some practice with this and knows his way around a gun due to having served in the war.

Baseball Bat- This is a metal baseball bat that was specially made for melee use rather than actual baseball, it’s made of solid aluminium meaning that it’s both light and sturdy without the threat of breaking like a wooden bat would. Jake has some skill with this, combined with his quick speed it can be quite deadly if hit with full force.

Postal sack- Jake carries all his equipment in his postal sack including his bat and his shotgun plus ammunition for the shotgun. He also has some supply items such as food and water, he has enough water for around 2 days if used carefully but he only has enough food for a day meaning his main survival priority to start off with is to get more food.

Character Traits:
-Profession: Mailman (Former soldier/sergeant)
Good
-Fast runner (Inherent)
-Good leader (Gained through Army training)
-Courageous (Inherent)
Bad
-Hates heights (Inherent)
-Scared of rats (Gained through Army hell/WW2)
-Technophobe (Inherent)

Character History: Jake was born in Boston and was the youngest of four brothers. Sadly he never got to know his brothers that well as when he was three he and his family were involved in a car crash, his mother and father were killed instantly as was his eldest brother. The middle two brothers suffered fatal wounds and were rushed to hospital along with Jake who had received some major wounds as well, his brothers died in hospital but Jake managed to survive.

With his main family dead Jake was adopted by his aunt and uncle who also lived in Boston, they’d never had a child of their own so they treated and raised Jake as their own. During his years with his aunt and uncle he became a top player on the local baseball team and got a job as a paper boy, both of these were both augmented by his father’s genetic talent to run very fast which he’d passed down to Jake. Though he only knew this from his Uncle who was his father’s brother and would tell stories to Jake of when the two were boys, Jake knew he’d always miss his family but his aunt and uncle made his life as comfortable and easy as possible.

Upon the age of 17 his uncle was offered a job in Washington D.C, his uncle accepted and the whole of the ’family’ moved to Washington D.C. Jake got another job as a milk delivery boy while in D.C, this is how he met his future wife Emily who lived just down from the road of his house in D.C. When he was 20 he got engaged to Emily and a year later they were married, though by this time it was 1941 and World War 2 was well underway and Jake got drafted.

Jake spent 4 gruelling years fighting the Nazi’s in France and learnt to take care of himself as well as leading others, he managed to even get promoted to rank of Sergeant due to his bravery. However in 1945 the war was over and Jake came back to his wife Emily where they shared a passionate night, and mid 1946 their daughter Jennifer was born. Returning back to normal life Jake got a job as a neighbourhood mailman. Jake moved up the ladder during the years to Area mail manager for the U.S Postal Service in D.C, but he still kept his down to earth nature by carrying on his usual rounds in his neighbourhood.

Then things took a turn for the worse for everyone when in 1950 the bomb sirens went off, Jake was on duty at the time of it going off so he made straight for the nearest bunker. Strange thing was that just before Jake got into the bunker he spotted a group of U.S bomber planes overhead but Jake shrugged it off and went into the bunker. But those planes were something to think back on....
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Tuor » Sat Sep 03, 2011 11:28 pm

Looks nifty
"Suddenly Frodo noticed that a strange-looking weather-beaten man, sitting in the shadows near the wall, was also listening intently to the hobbit-talk. He had a tall tankard in front of him, and was smoking a long-stemmed pipe curiously carved. His legs were stretched out before him, showing high boots of supple leather that fitted him well, but had seen much wear and were now caked with mud. A travel-stained cloak of heavy dark-green cloth was drawn close about him, and in spite of the heat of the room he wore a hood that overshadowed his face; but the gleam of his eyes could be seen as he watched the hobbits."
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby sam4books » Sat Sep 03, 2011 11:29 pm

Whelp, still need to do the history, but I'm telling ya, I'm so hyped for this :3

WIP

Name: Tony Marcini
Age: 30 years old

Image
Character description:
Tony appears to be a handsome chapping young fellow whose features seem to have waned over the years. Dark shadows have formed underneath his bright brown eyes along with gritty creases around contours. His natural tanned skin is covered mostly in a month’s worth of sweat which never seems to leave his face even after he washes. His once well-kept hair is often ignored, in favor of keeping the men as presentable as possible since he’s practically the only barber in the bunker. For a barber, his hands appear to be quite rough, and his arms hairy. Yet, if he ever touches you, you’d notice his timid-ness. Tony has what is to be described as a jittery body, possibly due to stress, or the strain of living inside a closely knit bunker. This, of course, makes him out to be a sort of klutz, which is worsened by his slight insomnia. However, he is also well built, not too athletic, but built well enough where he could get things done.
Character Clothes:
He hadn’t had much time to bring much clothing with him, so the only outfit he is seen wearing is the typical barbershop outfit. It consists of a white linen shirt with sleeves that are often rolled up at the elbows. It has gotten rather dirty over the past months, with stains of food and dust stuck onto the fabric, just like his white barber’s vest. Tied semi neatly around his neck is a red bow tie, although sometimes he would allow the bow tie to be left untied in favor of getting ready quickly. Due to living in such horrible conditions and his tendency to sweat he prefers to sleep in the nude. His black slacks happen to be far dustier than his upper garments, to the point where he attempts to beat the dust off of them each day (to no avail). On his feet, he was highly polished leather shoes, made in an Italian shoe factory. Although the soles seem to be wearing off quickly. In his pockets, he keeps square white rags, which he uses to polish his shoes, but most importantly clean his equipment.

Character Gear:
• Up to three rags which he keeps in his pockets.
• A standard barber’s razor which he sharpens every night.
• A razor strap sharpener. Also useful for sanding flesh away or wood. He hangs this up along with his Betty Dain.
Shears which he keeps in his vest pocket.
• A rat tail black comb which he keeps in his vest pocket.
Clippers, which he will also keep in his vest pocket from time to time. He used these when he was in the military, for himself and others.
• A tool case in which he keeps extra razors, his clippers (at times), and other tools.
• A palm brush which he keeps in his tool case, and while it’s meant for hair, he mostly uses it to polish his shoes.
• A single Betty Dain that he’ll hang up just about anywhere (he hates the fact that he doesn’t have a real barber’s chair though).
Opaque tape, even though he hardly uses it. But if you’re ever in need of tape~ (kept inside tool case)
Tweezers, you know, for nose and ear hairs. (kept inside tool case)
• Nail clippers. Also kept inside tool case.
A black hand mirror. Kept inside tool case.
• Bottles of wax, for moustaches and the like. Kept inside tool case, even though he is starting to run out.
• A marvy neck duster which is kept in his tool case.
Shaving cream (which he keeps in his bunker), 2 cases, one already ran out, the other is halfway empty.
Tony carries around with him all of the essential tools of a professional barber which he guards with a certain amount of pride and respect. Most of the material, he says, once belonged to his father.

For obvious reasons, he treats his razors as if they were weapons, sharpening them to the “T”. If you ever pass him by, you may find him practicing his “knife skills” against wood or barley bags.

Other equipment includes:
• A photo of an old man in front of a barber shop with two younger men standing side by side next to him, both in military uniforms.
• A [http://www.shoppingwarehouse.net/images/product/96/5_252410.jpg]fire axe[/url] he founded in the fallout shelter. It’s not so much as a weapon of choice, but an essential weapon. He prefers not to waste his razor strap sharpener on it, so it’s kind of blunt and rusted. But that’s okay, zombies hate that yes?
• A black journal he constantly scribbles in. Nobody knows why he spends so much time writing in the thing, and he’d rather not share it with anyone and keeps it well hidden whenever he’s not scribbling in it, which is hardly ever. Even if you do find it, you’re most likely to find some plain gibberish anyways. Unless you understand gibberish. Good for you. (I’m just kidding it’s not gibberish, much.)
• An especially underworn and dusty M1917A1 helmet. He just keeps these around on a hat hanger like it’s some sort of shine. Sometimes he will try to stuff it in his tool case if their on the move but rarely will he wear it. It’s almost sacred to him, something that he feels like he isn’t allowed to wear. Or he’s afraid to.

Character Traits:
• A fine, fine, fine barber. Tony prides himself in his apparent inheritance of his father’s skills and talents, making it quite clear how excellent of barbers his father, grandfather, and great grandfather were. And it shows. He keeps his shaves close and clean, and shows no room for improvement. If you need a good shave or haircut, Tony’s your main. Just try not to make any note on his jitteriness. He hates that. I mean, he’s not a nervous wreck or anything.
• He was in the military so he DOES know how to handle a gun. He just prefers not to use it. Besides if you ask any of his military buddies they will tell you a good aim wasn’t his strong point. In fact he was a rather bad shot.
• He was rather good at running though. Yes, Tony was an EXCELLENT runner. Way better than your average Joe. Not because he was fast mind you, but because he had good stamina. Tony knew how to pace himself, to the point where he could run from one village and back and only be half as tired. His officer would have described him as “always on his feet”. If you ordered him, he was quick to answer.
• Good hearing skills have a part in his quickness to act. Hardly does he talk. Always listening, always wide eyed. He may be in a pitch black environment, but that doesn’t mean he won’t know there’s a mouse scampering about. He hates noise as a result, and would rather have it that everyone just shut the hell up once in a while, so he can have some time to himself. Sheesh.
• Good organization skills. Again, he’s “always on his feet”, plus a rather slight case of OCD. He doesn’t care if he’s in the middle of an apocalypse, if you look like a wet puppy and there’s junk all over the floor he’s going to clean that up, and then clean YOU up. He has the utmost respect for cleanliness, and self-respect. But don’t start talking about how messy his hair is. He hates that. After all, just because he’s OCD doesn’t mean he’s OCD about himself. He just spends so much of his time worrying over you guys.

Character History:
Last edited by sam4books on Sat Sep 03, 2011 11:53 pm, edited 1 time in total.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Tuor » Sat Sep 03, 2011 11:32 pm

So are we allowed to have guns?
"Suddenly Frodo noticed that a strange-looking weather-beaten man, sitting in the shadows near the wall, was also listening intently to the hobbit-talk. He had a tall tankard in front of him, and was smoking a long-stemmed pipe curiously carved. His legs were stretched out before him, showing high boots of supple leather that fitted him well, but had seen much wear and were now caked with mud. A travel-stained cloak of heavy dark-green cloth was drawn close about him, and in spite of the heat of the room he wore a hood that overshadowed his face; but the gleam of his eyes could be seen as he watched the hobbits."
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Fummoffu » Sat Sep 03, 2011 11:36 pm

@Tuor: Yes. Anything the army might have from pre 1953 as everyone will be going on a mission sooner or later.

@Sammy: He's amazing! Can't wait to see the history. Love the fireman's axe choice ;D

So far so good.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Zako » Sat Sep 03, 2011 11:37 pm

What is the exact year? 1954 right?
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Fummoffu » Sat Sep 03, 2011 11:39 pm

Yes. It's around March 1954.
I say pre 1953 because obviously they'd be cut off from any new weapons.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Zako » Sat Sep 03, 2011 11:39 pm

Ohhh I know my history.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Tuor » Sat Sep 03, 2011 11:41 pm

High five mang
"Suddenly Frodo noticed that a strange-looking weather-beaten man, sitting in the shadows near the wall, was also listening intently to the hobbit-talk. He had a tall tankard in front of him, and was smoking a long-stemmed pipe curiously carved. His legs were stretched out before him, showing high boots of supple leather that fitted him well, but had seen much wear and were now caked with mud. A travel-stained cloak of heavy dark-green cloth was drawn close about him, and in spite of the heat of the room he wore a hood that overshadowed his face; but the gleam of his eyes could be seen as he watched the hobbits."
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Fummoffu » Sat Sep 03, 2011 11:42 pm

Arch took the military history. Works well for this era.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Belwicket » Sat Sep 03, 2011 11:44 pm

(WIP)

Name: Sarah Beth Smith
Age: 20

Character description:
Character Clothes:

Character Gear: (All personal belongings, specifically anything that is kept to preserve the history of his or her family e.g. photos and keepsakes. Weapons both melee and range. In traits please specify how much training you have in said weapons. This is not fallout, so no futuristic weapons or armor will be allowed. DON'T GO CRAZY THOUGH. You can't go trigger happy. Guns are rare and that is why missions have to be made to get more. You would have been given a gun and a melee weapon within the Bunker. Also remember to keep track of ammunition. Some will be provided.)

Character Traits: (Here you should list, in point form, what your character's profession was and anything else he or she is good at as well as negative traits to balance it out. You are human after all, not perfect. You can be a Good leader, but unfortunately be scared of the dark. These are both inherent and earned traits/skills. You should specify who you inherited traits from as well as whom you learnt skills from. Keep it balanced though)

Character History: (This is possibly the most important part of your character creation. It is who you are and what your family’s legacy was, as a "Knowledge preserver". Your personal task is to keep the past alive so that there can be hope for the good days to return, a brighter future so to speak. Out there, beyond the fog and ruins, might be the very answer to ending this scourge. As a survivor your mission is to help the others protect the rest of humanity. This is how you should set it out.
Remember to keep it brief as character development will progress what you find out, if anything.

1: Your family e.g. A husband, wife their children.
2: Your parents and siblings,
3: Aunts, uncles, cousins and to some extent your grandparents

The reason to mention this is so there can be other reasons for your character to want to leave the fallout bunker. You could want to meet up with lost family members, track them down or...put them to rest so to speak. Depending on what certain members of your family did, before the gas leaked, I will be able to work that into the main plot.
Also mention how long you have been in the bunker. The limit is 4 months. This will affect your status as well as your knowledge of what has happened outside and how to combat the threats.
Last edited by Belwicket on Sun Sep 04, 2011 9:00 pm, edited 1 time in total.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Tuor » Sat Sep 03, 2011 11:44 pm

I <3 Military History
"Suddenly Frodo noticed that a strange-looking weather-beaten man, sitting in the shadows near the wall, was also listening intently to the hobbit-talk. He had a tall tankard in front of him, and was smoking a long-stemmed pipe curiously carved. His legs were stretched out before him, showing high boots of supple leather that fitted him well, but had seen much wear and were now caked with mud. A travel-stained cloak of heavy dark-green cloth was drawn close about him, and in spite of the heat of the room he wore a hood that overshadowed his face; but the gleam of his eyes could be seen as he watched the hobbits."
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Fummoffu » Sat Sep 03, 2011 11:50 pm

I'll be adding NPC's soon but if any of you (looks at Tuor) want to make a 1950's action/adventure film star who does his own stunts be my guest. He can hit the zombies with his Oscar.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Zako » Sun Sep 04, 2011 12:06 am

Making a CS.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Belwicket » Sun Sep 04, 2011 12:08 am

I voted on it too!
They taped over your mouth, scribbled out the truth with their lies, you little spies - You will release your life, joining with the god-damned world of the dead and the lonely. - Я сошла с ума, Mне нужна она
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Blackfire » Sun Sep 04, 2011 1:14 am

Character Sheet WIP

Name: Rickerson Miller
Age: 25
Character description: WIP Rickerson stands at about 5'6 and weight about 170 lbs. His eye color is brown. He is thin but he has a medium muscular frame. He has a short black faded hair style. Character Clothes: Wip Dark green overall
Character Gear:
1.Hammer
Character Traits:
1.Railroad track layer:

Character History:
Last edited by Blackfire on Sun Sep 04, 2011 10:59 pm, edited 1 time in total.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Archrival » Sun Sep 04, 2011 4:07 am

The co-gm is here, I didn't spot this going up last night as I was fast asleep and Fummo decided to do it then the sneaky bugger but anyway when Fummo's not around I can accept CSs, as.....well mine is the example so I know the state they have to be in to be good, but I know by now most of you will know how to do a decent CS. My main tip is try to make the character's have an emotional tug, maybe they have a close relative or a very close friend in the city, someone who if zombified will tug at their heart strings and leave them slightly broken if destroyed by your character or another of the group.
Last edited by Archrival on Sun Sep 04, 2011 5:31 am, edited 1 time in total.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Marquis de Soth » Sun Sep 04, 2011 5:18 am

Couldn't sleep, had to type until I got all my ideas out.

Name: Cornelius Rupert Brown Jr.
Age: 55

Character description: Ol’ Cornelius is a rather big man a man of 6 ft with a strong build like a football player. Cornelius spent most of his years working as a police detective and as a natural outcome of his work; he learned to stay in shape, even as he got on in years. Cornelius always favored an imposing style of facial hair, sporting a large salt-and-pepper goatee that would have made him look right at home during the Civil War. The hair on top of his head is much less exciting, keeping to a tidier combed look. Cornelius always wears a stone-faced scowl, developed from years on the force. His serious countenance combined with his imposing facial hair, a very strong jawline and his size often made him look intimidating, even to those who worked with him.

Character Clothes: Cornelius is the sort of man that if you took a look in his closet you would see it filled with the same things. Cornelius always has a suit on in a neutral brown color. For the coat, Cornelius usually dons a suit jacket or more often a longer raincoat. He usually completes his look with a pair of loafers on his feet and the standard fedora on top. Though not the most maneuverable clothing to wear, Cornelius’ suits have had years of wear and care put into them that allows him to look presentable as a detective but also comfortable and have room to move around easily.

Character Gear:
Colt Official Police – As a police detective, Cornelius always carries his .38 revolver with him in a holster under his suit jacket. Years of use has brought Cornelius a familiarity with the weapon that can only come from experience. His revolver is specially made so that the cylinder swings out in the opposite direction to accommodate the fact that he fires with his left hand.

Speedloader – A handy tool to own, utilizing a speedloader allows Cornelius to quickly reload his weapon. He keeps at least one of these handy in his coat pockets.

Spade - A spade is something that every soldier in the first world war kept handy, it was a useful tool for digging trenches, smashing rats an even lopping an enemy's head off. Strong and sturdy, this tool is made to last.

Secondary equipment
Pocketwatch – Favoring a classic look over wristwatches, Cornelius keeps a pocketwatch on hand. Often people will see him winding and cleaning it in his spare time when he isn’t servicing his weapon.

Badge - An officer always carries his badge on his person.

Old photograph - A picture of a younger Cornelius and his daughter

Character Traits:

Profession : Police Detective

Good Traits: Marksman – Years on the force means that you can’t be a poor shot. Cornelius has had a very colorful career and plenty of opportunity to polish his marksmanship.

Stern – Cornelius is a no-nonsense kind of guy. To Cornelius, efficiency is the best way to save lives.

Quick – Cornelius has been a detective for years and that’s taught him to be quick on his feet. More often than not, he’s had to duck for cover while under fire or chase down a suspect.

Intelligent – A quick leap of intuition or piecing together a mystery are always useful traits for a detective to have.

Negative Traits: Imposing – Sometimes the best way to get people to trust you isn’t to look like you’re about to melt their face off with a stare.

Quiet – More often than not it is very difficult to get more than a grunt or a scowl out of Cornelius.

Black and White Morality – A criminal is always a criminal. They never change.

Big – No matter how fast you are, being tall only means that you’re just an easier target to hit.

Ophidiophobia - Slimy and dangerous, there's nothing good that can come of these beasts.

Musophobia - There are few things worse than waking up during the war to find rats all over you in a trench.

Neutral Traits: Left-handed - Using your left hand as your dominant hand can be a blessing and a curse.

Character History: Cornelius was born to a working class family in Chicago on the 22nd of April just before the turn of the century. He was the youngest of 3 brothers though he was by no means a runt. Always a big lad, Cornelius could hold his own against boys much older than him, though it never ended well for either party involved. In 1917, when the U.S. entered WWI, then called the Great War, Cornelius’ brothers were drafted in the first instance of the Selective Service Act. The following year, when the draft was amended to include 18 year olds, Cornelius was drafted as well. During the course of the war, Cornelius was the only one of the three to return. The war changed Cornelius, shaping him into the stern and imposing man he is today.

After the war, Cornelius worked to become a police officer, eventually becoming a detective. During this time, he met a young nurse named Susan and they married. They soon had a daughter together by the name of Karen. Relations between Cornelius and Susan became strained during the era of prohibition and the crash of the stock market. It eventually culminated in Susan divorcing Cornelius and leaving with their young daughter to Washington D.C., where Susan’s parents lived. Susan had remarried to a wealthy man who had managed to hold on to his money during the depression.

Bitter from hardship and his divorce, Cornelius poured himself into his work, becoming one of the best detectives that the city had seen. Cornelius built himself a decorated and distinguished career, catching several high profile criminals. After some time, Cornelius was able to reestablish contact with his daughter and have several visits throughout the year. Though it was difficult on his salary, he always made sure to never miss a visit and to always bring something special for his little girl. Those who knew him would say that the only time he would ever smile is when he was with his little Karen. As time passed, Karen grew into a young woman and had gotten married. Even after Karen became an adult, Cornelius would still go and visit her family in D.C., one occasion that he often came for was a Christmas family dinner. Like every year Cornelius only get a few holidays during Christmas so he had to rush to D.C. during the little time he had in order to make it. However, it was the December of 1953, and Cornelius would never make it to his daughter’s home before catastrophe struck and he found himself in crammed into a bunker. It had been 3 months since then and Cornelius had still to discover what had happened to his daughter.
Last edited by Marquis de Soth on Tue Sep 13, 2011 1:54 am, edited 2 times in total.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Archrival » Sun Sep 04, 2011 5:33 am

I like it but I suggest giving him a nightstick or some form or melee weapon as bullets will be hard to come by, Fummo will make sure of that. Oh and for bad traits I suggest phobias or things that are awkward to him.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Marquis de Soth » Sun Sep 04, 2011 5:41 am

I'll be sure start editing once I get some sleep.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Archrival » Sun Sep 04, 2011 5:53 am

Not a bad problem, get as much sleep as you need.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Fummoffu » Sun Sep 04, 2011 12:44 pm

Brilliant character, Soth!
He's totally accepted when you're done.

I love the histories as I get to play around with the result of the outbreak ;P

Also don't worry about rooms yet. When I start the IC I'll give everyone a room, but if you wish to bunk with a fellow PC then just ask^^

Finishing up NPC's and some more details.
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Archrival » Sun Sep 04, 2011 1:28 pm

Seen as Fummo is not putting these in here I will as I think they're useful. (Not all however but some.)
ZombieGoBoom Survival series:
Vinyl Record test.
Bowling Pin test
Gardening Equipment test. (Hoe, Shovel, Auger.)
Baseball Bat test. (Aluninium and Wooden.)

Not as useful for this RP but still good:
Double Headed Axe test.
Katana test. (Store bought vs. Actual tempered steel)
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Re: Zombie Noir (OOC Thead) Adding Info + Sign Ups

Postby Fummoffu » Sun Sep 04, 2011 1:33 pm

:P
Thanks Arch.
Now everyone can see just how affective their weapons might be.

rules updated.
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