anyone can join at anytime
IMPORTANT EASY TO EDIT INFO OF MAIN GROUP
Spoiler:
HELICOPTER: Burns 50 gallons an hour, goes 200 mph.
5000 gallons max
4087 gallons in chopper
1000 gallons in storage
The-Shadow-One
Very bad- Stuff of Nightmares
Knight Captain Kerr
Good- Protector
Baloth-Kul
Good- Exemplar
Durnehviir
Neutral- Drifter
Velvet LeChance
Bad- Grifter
Johnny Paul
Neutral- Drifter
BASEMENT WOODS HOUSE
MIDDLE FLOOR WOODS HOUSE
ARIZONA HOUSE 1, DOORS EXAGGERATED, SMALLER TEXT=BASEMENT
5000 gallons max
4087 gallons in chopper
1000 gallons in storage
The-Shadow-One
Very bad- Stuff of Nightmares
Knight Captain Kerr
Good- Protector
Baloth-Kul
Good- Exemplar
Durnehviir
Neutral- Drifter
Velvet LeChance
Bad- Grifter
Johnny Paul
Neutral- Drifter
BASEMENT WOODS HOUSE
MIDDLE FLOOR WOODS HOUSE
ARIZONA HOUSE 1, DOORS EXAGGERATED, SMALLER TEXT=BASEMENT
Wyatt's notepad wrote:[/b]
Sora Henel (TSO)- Backpack, Machete, Knife, Flashlight, 2 Emergency flares, Signaling Mirror, Two-Way radio, Matches, Lighter, Full quart canteen, Daily Rations, Personal Mess kit, Hiking Boots, Water purification tablets, Poncho, Sunglasses, Swiss army knife, Knife, 2 pairs of socks, Bedroll
Isabella Rivas (Kerr)- Backpack, M16 50 rounds, Cleaning kit, M9 25 rounds, Knife, Flashlight, 2 Emergency flares, Signaling Mirror, Two-Way radio, Matches, Full quart canteen, Daily Rations, Personal Mess kit, Water purification tablets, Swiss army knife, Knife, 2 pairs of socks, Bedroll, Helicopter
Wyatt Greene (Baloth)- Backpack, M16 200 rounds, Cleaning kit, M9 75 rounds, Machete, Knife, Flashlight, 2 Emergency flares, Signaling Mirror, Two-Way radio, Matches, Lighter, Full quart canteen, Daily Rations, Personal Mess kit, Hiking Boots, Water purification tablets, Poncho, Sunglasses, Swiss army knife, Knife, 2 pairs of socks, Bedroll
Bruce (Nova)- Backpack, M16 125 rounds, Cleaning kit, M9 50 rounds, Machete, Knife, Flashlight, 2 Emergency flares, Signaling Mirror, Two-Way radio, Matches, Lighter, Full quart canteen, Daily Rations, Personal Mess kit, Hiking Boots, Water purification tablets, Poncho, Sunglasses, Swiss army knife, Knife, 2 pairs of socks, Bedroll
Elizabeth (NPC)- Backpack, M16 150 rounds, Cleaning kit, M9 50 rounds, Machete, Knife, Flashlight, 2 Emergency flares, Signaling Mirror, Two-Way radio, Matches, Lighter, Full quart canteen, Daily Rations, Personal Mess kit, Hiking Boots, Water purification tablets, Poncho, Sunglasses, Swiss army knife, Knife, 2 pairs of socks, Bedroll
Jonny (Enter)- Twelve knives, 1 Swiss army knife, seven days of food
Jack (Durn)- Army suit, .45 revolver, 16 bullets, Light machine gun, 60 rounds
Bishop (Velvet)- Backpack, M16 50 rounds, Cleaning kit, M9 25 rounds, Machete, Knife, Flashlight, 2 Emergency flares, Signaling Mirror, Two-Way radio, Matches, Lighter, Full quart canteen, Daily Rations, Personal Mess kit, Hiking Boots, Water purification tablets, Poncho, Sunglasses, Swiss army knife, Knife, 2 pairs of socks, Bedroll
In a world, where the dead rule over the alive, where death is no longer rest,
The living are all on death's door, literally.
Kind of literally, zombies don't use doors.
The living are all on death's door, literally.
Kind of literally, zombies don't use doors.
Surviving the Dead
INFORMATION
Spoiler:
The zombies in this Rp are very slow, about the speed an acrobat can walk on their hands. (Some zombies are very fast and intelligent, but that is a whole other story, and they will be seen very rarely) They cannot open doors or climb ladders. They have no form of tactics. They don't even recognize stairs, they will wak up stairs tripping and crawling. They are weak (A ten year old could pull of their arm), and they have little to no eyesight. Though, they have great hearing and sense of smell. If you get their blood anywhere on your body at all, you will turn. Though, do not worry about blood splatter for reasons that will be described in the next paragraph. If you become bitten or scratched you will turn.
Blood splatter won't be a problem because the zombies is dead and the blood is no longer moving inside it. Turning to a zombie in this rp is a bit different than others. The survivor will become infected. The survivor will have no side affects for one whole day. The second day, the survivor will break out into a rash literally all over the body, making it hurt to move. The third day is probably the second worst. Violent puking, numbness all over the body, and extremely high fever. The rash increases in severity. The fourth day is most likely the best, where the fever goes away, the rash completely dissapears, and the numbness goes away. The fifth day, the worst, your body spontaneously combusts at any given point in those twenty four hours, burning all flesh, and stopping right after that, charring sking and muscle. Somewhere in the sixth day's twenty four hours, you will rise back up.
I would highly suggest visiting zombiepedia. It has information on guns, and zombie types. Also it has good strategies, tactics, and base ideas.
EDIT: I looked into it further and it really has tons of things about a zombie outbreak. I highly suggest looking around in it.
Blood splatter won't be a problem because the zombies is dead and the blood is no longer moving inside it. Turning to a zombie in this rp is a bit different than others. The survivor will become infected. The survivor will have no side affects for one whole day. The second day, the survivor will break out into a rash literally all over the body, making it hurt to move. The third day is probably the second worst. Violent puking, numbness all over the body, and extremely high fever. The rash increases in severity. The fourth day is most likely the best, where the fever goes away, the rash completely dissapears, and the numbness goes away. The fifth day, the worst, your body spontaneously combusts at any given point in those twenty four hours, burning all flesh, and stopping right after that, charring sking and muscle. Somewhere in the sixth day's twenty four hours, you will rise back up.
I would highly suggest visiting zombiepedia. It has information on guns, and zombie types. Also it has good strategies, tactics, and base ideas.
EDIT: I looked into it further and it really has tons of things about a zombie outbreak. I highly suggest looking around in it.
Spoiler:
You can use any weapon in the world that you want, but you would need to find it. You may start off with something as a weapon, but nothing to amazing. The weapons will be classified into:
Firearms (Handguns, rifles, carbines, shotguns, machine guns, miniguns, black powder guns, and submachine guns. If you can think of any others please do tell.
Non firearm projectiles
Melee weapons
Explosives
Fire and Incendiary
Firearms (Handguns, rifles, carbines, shotguns, machine guns, miniguns, black powder guns, and submachine guns. If you can think of any others please do tell.
Non firearm projectiles
Melee weapons
Explosives
Fire and Incendiary
Spoiler:
I will be taking different segments of information different places to get one big Rp. I took a lot from Zombiepedia, and now I am going to rob Fallout New Vegas of its systems...
I'm kind of like Watson and Crick! <.< chirp... chirp... chirp... >.> No?... okay.
I am stealing the special section from Fallout:
S.P.E.C.I.A.L.- You will be able to distribute 40 points. Cap is 10, lowest is 1. They will not affect your skills.
STRENGTH
Melee and Unarmed Damage, Big Guns. Also, the ability to carry more weight than others
PERCEPTION
Explosives, lock picking, and the ability to detect things others cannot.
ENDURANCE
Health, Survival, Big guns, and the ability to go through more pain than others
CHARISMA
Speech, Barter, and the ability to be liked more than others
INTELLIGENCE
Medicine, Repair
AGILITY
Small Guns, Sneak, Nonfirearm projectiles, and the ability to be more agile
LUCK
Luck... Just Luck
I will begin and end days occasionally. It will take five days to die of dehydration, but it will affect you the days you go without water.
Day 1: -1 Endurance
Day 2: -2 Endurance -1 Perception
Day 3: -3 Endurance -2 Perception -1 Intelligence
Day 4: -4 Endurance -3 Perception -2 Intelligence -1 Agility
Day 5: DEATH
It will take ten days to die without food.
Day 1: -1 Strength
Day 2: -1 Strength
Day 3: -2 Strength -1 Charisma
Day 4: -2 Strength -1 Charisma
Day 5: -3 Strength -2 Charisma
Day 6: -3 Strength -2 Charisma
Day 7: -3 Strength -2 Charisma -1 Perception
Day 8: -4 Strength -3 Charisma -1 Perception
Day 9: -5 Strength -4 Charisma -2 Perception
Day 10: DEATH
I also decided to steal karma and titles from Fallout.
You will be allowed to accept three traits while making your character(s)
Rapid Reload- All of your weapon reloads are faster than normal, but you will sometimes twitch and drop a magazine or rounds.
Hunter- More damage against animals, less against living humans, same against undead.
Demolition Expert- More damage with explosives, -2 agility
Cowboy- More damage done by dynamite, hatchets, knives, revolvers, and lever-action guns. Anything past the time of a cowboys conjures considerably less damage.
Animal Friend- Hostile animals become friendly, and come to your aid against enemies except against other animals, charisma -2
Night Person- +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M., -1 Intelligence and -1 Perception in the day
Silent Running- Running no longer factors into a successful sneak attempt, -2 Endurance
Pyromaniac- More damage with fire and incendiary weapons, and black powder guns, considerably less with nonfirearm weapons
Jury Rigging- Repair any item using a roughly similar item, all items you make are slightly less prone to breaking or jamming
Weapon Handling - +2 strength with weapon requirements, slightly less accurracy
Paralyzing Palm- Can paralyze an enemy for 30 seconds an unarmed attack, Luck -2
Ninja- More damage with Non projectile firearms, less damage with firearms
Slayer- More speed with melee weapons, less damage
I understand in this RP, that dieing would be devastating. You could start a new character, but you would be away from the group. So, here's what happens. Once you die, you make a new character. Your new character will be seperated from the group. No need to fear! Your new character will be started out in anyplace you please.
Also, there will be decisions you make that could lead to life in a secure environment (prison, test lab, or even a safe haven) If you ever want to leave your character at one of these times, you may, and you will start anywhere you want in America at the level you were at or below it if you want, which may be fun after a long time of a certain character type. When you fall into a safe haven, don't be ashamed to start a new character, you pretty much completed the game of "surviving." If there is a problem in the safe haven, I will tell you.
Even if there is a problem in the safe haven, I will let you start a new game. You can start a new game at any possible second of your old game, but you cannot be in the same grouping, and that group would never meet. Oh, an one more thing, if you are literally on death's door, where a zombie bit you, or a bullet is coming your way, don't ask for a new character. Take the punishment without complaining and start the new character at half the xp.
I have a couple reasons that this rp is easy to die in, which I personally think are very reasonable:
The major one is the whole setting and plot of the rp. You are in an apocalypse. The very definition of apocalypse states: "any universal or widespread destruction or disaster." Yes, you are going through a disaster, widespread destruction. I'm not talking about you failed the semester disaster, I mean people are dieing, and trying to eat you disaster.
About definitions, you are surviving the apocalypse. Surviving, by definition, is "to continue to live after the death, cessation, or occurrence of something." So yes, the goal of this rp is to survive, which means not dieing. So, what would be the point of the rp if it was to not die, and it would be near impossible to die?
There will be decisions in this game deciding life and death... and life after death. These decisions will be hard to detect, except for a few where I will put in a spoiler, warning you that this could kill everyone in the group if you make the stupid the decision Now, if you make the stupid decision, (or a decision that was difficult to detect, you will either be put in a bad place, where you cannot do much.
I'm kind of like Watson and Crick! <.< chirp... chirp... chirp... >.> No?... okay.
I am stealing the special section from Fallout:
S.P.E.C.I.A.L.- You will be able to distribute 40 points. Cap is 10, lowest is 1. They will not affect your skills.
STRENGTH
Melee and Unarmed Damage, Big Guns. Also, the ability to carry more weight than others
PERCEPTION
Explosives, lock picking, and the ability to detect things others cannot.
ENDURANCE
Health, Survival, Big guns, and the ability to go through more pain than others
CHARISMA
Speech, Barter, and the ability to be liked more than others
INTELLIGENCE
Medicine, Repair
AGILITY
Small Guns, Sneak, Nonfirearm projectiles, and the ability to be more agile
LUCK
Luck... Just Luck
I will begin and end days occasionally. It will take five days to die of dehydration, but it will affect you the days you go without water.
Day 1: -1 Endurance
Day 2: -2 Endurance -1 Perception
Day 3: -3 Endurance -2 Perception -1 Intelligence
Day 4: -4 Endurance -3 Perception -2 Intelligence -1 Agility
Day 5: DEATH
It will take ten days to die without food.
Day 1: -1 Strength
Day 2: -1 Strength
Day 3: -2 Strength -1 Charisma
Day 4: -2 Strength -1 Charisma
Day 5: -3 Strength -2 Charisma
Day 6: -3 Strength -2 Charisma
Day 7: -3 Strength -2 Charisma -1 Perception
Day 8: -4 Strength -3 Charisma -1 Perception
Day 9: -5 Strength -4 Charisma -2 Perception
Day 10: DEATH
I also decided to steal karma and titles from Fallout.
You will be allowed to accept three traits while making your character(s)
Rapid Reload- All of your weapon reloads are faster than normal, but you will sometimes twitch and drop a magazine or rounds.
Hunter- More damage against animals, less against living humans, same against undead.
Demolition Expert- More damage with explosives, -2 agility
Cowboy- More damage done by dynamite, hatchets, knives, revolvers, and lever-action guns. Anything past the time of a cowboys conjures considerably less damage.
Animal Friend- Hostile animals become friendly, and come to your aid against enemies except against other animals, charisma -2
Night Person- +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M., -1 Intelligence and -1 Perception in the day
Silent Running- Running no longer factors into a successful sneak attempt, -2 Endurance
Pyromaniac- More damage with fire and incendiary weapons, and black powder guns, considerably less with nonfirearm weapons
Jury Rigging- Repair any item using a roughly similar item, all items you make are slightly less prone to breaking or jamming
Weapon Handling - +2 strength with weapon requirements, slightly less accurracy
Paralyzing Palm- Can paralyze an enemy for 30 seconds an unarmed attack, Luck -2
Ninja- More damage with Non projectile firearms, less damage with firearms
Slayer- More speed with melee weapons, less damage
I understand in this RP, that dieing would be devastating. You could start a new character, but you would be away from the group. So, here's what happens. Once you die, you make a new character. Your new character will be seperated from the group. No need to fear! Your new character will be started out in anyplace you please.
Also, there will be decisions you make that could lead to life in a secure environment (prison, test lab, or even a safe haven) If you ever want to leave your character at one of these times, you may, and you will start anywhere you want in America at the level you were at or below it if you want, which may be fun after a long time of a certain character type. When you fall into a safe haven, don't be ashamed to start a new character, you pretty much completed the game of "surviving." If there is a problem in the safe haven, I will tell you.
Even if there is a problem in the safe haven, I will let you start a new game. You can start a new game at any possible second of your old game, but you cannot be in the same grouping, and that group would never meet. Oh, an one more thing, if you are literally on death's door, where a zombie bit you, or a bullet is coming your way, don't ask for a new character. Take the punishment without complaining and start the new character at half the xp.
I have a couple reasons that this rp is easy to die in, which I personally think are very reasonable:
The major one is the whole setting and plot of the rp. You are in an apocalypse. The very definition of apocalypse states: "any universal or widespread destruction or disaster." Yes, you are going through a disaster, widespread destruction. I'm not talking about you failed the semester disaster, I mean people are dieing, and trying to eat you disaster.
About definitions, you are surviving the apocalypse. Surviving, by definition, is "to continue to live after the death, cessation, or occurrence of something." So yes, the goal of this rp is to survive, which means not dieing. So, what would be the point of the rp if it was to not die, and it would be near impossible to die?
There will be decisions in this game deciding life and death... and life after death. These decisions will be hard to detect, except for a few where I will put in a spoiler, warning you that this could kill everyone in the group if you make the stupid the decision Now, if you make the stupid decision, (or a decision that was difficult to detect, you will either be put in a bad place, where you cannot do much.
Spoiler:
Username:
Name:
Age:
Gender:
Physical Description:
Pre-Apocalypse Afflictions:
Friends and Loved ones with small descriptions and bio:
Starting Karma (Very good, good, neutral, bad, very bad):
Background
3 Traits:
S.P.E.C.I.A.L. (See Complex stuff)
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck
Name:
Age:
Gender:
Physical Description:
Pre-Apocalypse Afflictions:
Friends and Loved ones with small descriptions and bio:
Starting Karma (Very good, good, neutral, bad, very bad):
Background
3 Traits:
S.P.E.C.I.A.L. (See Complex stuff)
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck
THE-SHADOW-ONE
Spoiler:
Name: Sora Henel.
Age: 18
Gender: Male
Pre-Apocalypse Afflictions: "insane" and slighly ADHD
Friends and Loved ones with small descriptions and bio: He had a sweetheart, of the name Gregory Meniz, He carried a picture of him in his wallet, brown hair, brown eyes and lovely tanned skin
Starting Karma (Very good, good, neutral, bad, very bad): (BAD TO THE BONE) bad-very bad
Background: He grew up facinated by old medival kind of stuff, cloak and daggers, sword fights and of course magic. He trained with bows, melee weapons and bare fisted. He drifted from his parents and brother after a while.
3 Traits:
Silent Running- Running no longer factors into a successful sneak attempt, -2 Endurance
Paralyzing Palm- Can paralyze an enemy for 30 seconds an unarmed attack, Luck -2
Ninja- More damage with Non projectile firearms, less damage with firearms
S.P.E.C.I.A.L. (See Complex stuff)
Strength 8
Perception 8
Endurance 6 (-2)
Charisma 1
Intelligence 5
Agility 8
Luck 4 (-2)
Age: 18
Gender: Male
Pre-Apocalypse Afflictions: "insane" and slighly ADHD
Friends and Loved ones with small descriptions and bio: He had a sweetheart, of the name Gregory Meniz, He carried a picture of him in his wallet, brown hair, brown eyes and lovely tanned skin
Starting Karma (Very good, good, neutral, bad, very bad): (BAD TO THE BONE) bad-very bad
Background: He grew up facinated by old medival kind of stuff, cloak and daggers, sword fights and of course magic. He trained with bows, melee weapons and bare fisted. He drifted from his parents and brother after a while.
3 Traits:
Silent Running- Running no longer factors into a successful sneak attempt, -2 Endurance
Paralyzing Palm- Can paralyze an enemy for 30 seconds an unarmed attack, Luck -2
Ninja- More damage with Non projectile firearms, less damage with firearms
S.P.E.C.I.A.L. (See Complex stuff)
Strength 8
Perception 8
Endurance 6 (-2)
Charisma 1
Intelligence 5
Agility 8
Luck 4 (-2)
Spoiler:
Name: Isabella Rivas
Age: 25
Gender: Female
Pre-Apocalypse Afflictions:Got stabbed in the gut once when she was 18. It left a scar, other than that everything is shiny.
Friends and Loved ones with small descriptions and bio:
Father: Victor Rivas (52) Illegal Mexican immigrent. Bald. Brown eyes. Went across the border 25 years ago with his wife Alba who was pregnant with Isabella. Works as a mechanic.
Mother: Alba Rivas (49) Illegal Mexican immigrent. Has short brown hair. Brown eyes. Went across the border 25 years ago. Was pregnant with Isabella at the time. Is unemployed.
Pet Dog: Banjo (4) German Shepherd. Has been Isabella's animal companion since he was just a pup.
Had a number of friends in the National Guard but she went AWOL so they probably got killed fighting the undead.
Starting Karma: Very Good
Background: She is the only child of two Mexican immigrents. Grew up in LA. Was great in school. A few years ago she moved to New Orleans. She became a helicopter pilot for a private firm that worked in the city. She also joined the National Guard as something to do to stay fit, to be with her friends and something to put down when looking for a job. When the dead started comming back she decided it was better not to stay and die so she went AWOL.
Traits:
Weapon Handling - +2 strength with weapon requirements, slightly less accurracy
Animal Friend- Hostile animals become friendly, and come to your aid against enemies except against other animals, charisma -2
S.P.E.C.I.A.L.
Strength: 4
Perception: 6
Endurance: 5
Charisma: 8 (-2)
Intelligence: 7
Agility: 6
Luck: 4
Age: 25
Gender: Female
Pre-Apocalypse Afflictions:Got stabbed in the gut once when she was 18. It left a scar, other than that everything is shiny.
Friends and Loved ones with small descriptions and bio:
Father: Victor Rivas (52) Illegal Mexican immigrent. Bald. Brown eyes. Went across the border 25 years ago with his wife Alba who was pregnant with Isabella. Works as a mechanic.
Mother: Alba Rivas (49) Illegal Mexican immigrent. Has short brown hair. Brown eyes. Went across the border 25 years ago. Was pregnant with Isabella at the time. Is unemployed.
Pet Dog: Banjo (4) German Shepherd. Has been Isabella's animal companion since he was just a pup.
Had a number of friends in the National Guard but she went AWOL so they probably got killed fighting the undead.
Starting Karma: Very Good
Background: She is the only child of two Mexican immigrents. Grew up in LA. Was great in school. A few years ago she moved to New Orleans. She became a helicopter pilot for a private firm that worked in the city. She also joined the National Guard as something to do to stay fit, to be with her friends and something to put down when looking for a job. When the dead started comming back she decided it was better not to stay and die so she went AWOL.
Traits:
Weapon Handling - +2 strength with weapon requirements, slightly less accurracy
Animal Friend- Hostile animals become friendly, and come to your aid against enemies except against other animals, charisma -2
S.P.E.C.I.A.L.
Strength: 4
Perception: 6
Endurance: 5
Charisma: 8 (-2)
Intelligence: 7
Agility: 6
Luck: 4
Spoiler:
Name: Wyatt Greene
Age: 29
Gender: Male
Pre-Apocalypse Afflictions: None.
Friends and Loved ones: Ruby (4), Wyatt's pet Rottweiler.
Starting Karma: Good
Background: Born and raised in NYC. His parents were both shot and killed by a mugger when he was 18. He was greatly satisfied when his parents' murderer was arrested and sentenced to life imprisonment. He grieved their loss for many years. Wyatt became a veterinarian in order to help animals, whom he adores and envies for their innocence and simple existence. He is also an avid violinist.
Traits:
Animal Friend- Hostile animals become friendly, and come to your aid against enemies except against other animals, charisma -2
Jury Rigging- Repair any item using a roughly similar item, all items you make are slightly less prone to breaking or jamming
S.P.E.C.I.A.L.
Strength: 4
Perception: 4
Endurance: 6
Charisma: 10 (-2)
Intelligence: 8
Agility: 5
Luck: 3
Age: 29
Gender: Male
Pre-Apocalypse Afflictions: None.
Friends and Loved ones: Ruby (4), Wyatt's pet Rottweiler.
Starting Karma: Good
Background: Born and raised in NYC. His parents were both shot and killed by a mugger when he was 18. He was greatly satisfied when his parents' murderer was arrested and sentenced to life imprisonment. He grieved their loss for many years. Wyatt became a veterinarian in order to help animals, whom he adores and envies for their innocence and simple existence. He is also an avid violinist.
Traits:
Animal Friend- Hostile animals become friendly, and come to your aid against enemies except against other animals, charisma -2
Jury Rigging- Repair any item using a roughly similar item, all items you make are slightly less prone to breaking or jamming
S.P.E.C.I.A.L.
Strength: 4
Perception: 4
Endurance: 6
Charisma: 10 (-2)
Intelligence: 8
Agility: 5
Luck: 3
Spoiler:
Name:Jack flag
Age:30
Gender:male
Physical Description:Athletic and a beard but no tan.
Pre-Apocalypse Afflictions:None
Friends and Loved ones with small descriptions and bio:Jack was a hunter, of targets the law might not approve of,he wants to change his ways but can't find anything he can do as well, after waking up in a hotel in Alaska not knowing anything but his name.His last target was a guy who should have had one less so many beers in the bar before joining the army.
Starting Karma (Very good, good, neutral, bad, very bad):neutral
Background
3 Traits:rapid reload cowboy
S.P.E.C.I.A.L. (See Complex stuff)
Strength 5
Perception 7
Endurance 5
Charisma 5
Intelligence 5
Agility 8
Luck 5
Age:30
Gender:male
Physical Description:Athletic and a beard but no tan.
Pre-Apocalypse Afflictions:None
Friends and Loved ones with small descriptions and bio:Jack was a hunter, of targets the law might not approve of,he wants to change his ways but can't find anything he can do as well, after waking up in a hotel in Alaska not knowing anything but his name.His last target was a guy who should have had one less so many beers in the bar before joining the army.
Starting Karma (Very good, good, neutral, bad, very bad):neutral
Background
3 Traits:rapid reload cowboy
S.P.E.C.I.A.L. (See Complex stuff)
Strength 5
Perception 7
Endurance 5
Charisma 5
Intelligence 5
Agility 8
Luck 5
Spoiler:
Name: Declan 'Bishop' Bishop
Age: 68
Gender: Male
Physical Description:

Pre-Apocalypse Afflictions: None.
Friends and Loved ones with small descriptions and bio: None that are still alive, or that he cares are still alive.
Starting Karma (Very good, good, neutral, bad, very bad): bad.
Background: Before the outbreak of the zombie apocalypse, Bishop was doing quite well for himself, importing cocaine into Florida and then having his associates deal it to the streets. This all ended however with the zombie epidemic, his warehouses where he kept his product were either destroyed by the zombies or so far into zombie control territory that they might as well have been. Upon the zombie outbreak he narrowly managed to escape the city. However the same could not be said for his family who were all murdered in the thirty-five grand a month apartment while he was driving out of the city with a carrier bag full of money, a small pewter dish of cocaine (now gone) and his trusty Colt AR-15 with M203 grenade launcher
3 Traits:
S.P.E.C.I.A.L. (See Complex stuff)
Strength: 4
Perception: 8
Endurance: 5
Charisma: 7
Intelligence: 7
Agility: 6
Luck:3
Age: 68
Gender: Male
Physical Description:

Pre-Apocalypse Afflictions: None.
Friends and Loved ones with small descriptions and bio: None that are still alive, or that he cares are still alive.
Starting Karma (Very good, good, neutral, bad, very bad): bad.
Background: Before the outbreak of the zombie apocalypse, Bishop was doing quite well for himself, importing cocaine into Florida and then having his associates deal it to the streets. This all ended however with the zombie epidemic, his warehouses where he kept his product were either destroyed by the zombies or so far into zombie control territory that they might as well have been. Upon the zombie outbreak he narrowly managed to escape the city. However the same could not be said for his family who were all murdered in the thirty-five grand a month apartment while he was driving out of the city with a carrier bag full of money, a small pewter dish of cocaine (now gone) and his trusty Colt AR-15 with M203 grenade launcher
3 Traits:
S.P.E.C.I.A.L. (See Complex stuff)
Strength: 4
Perception: 8
Endurance: 5
Charisma: 7
Intelligence: 7
Agility: 6
Luck:3
Spoiler:
Name: Bruce “Batman” Peterson
Age: 20
Gender: Male
Pre-Apocalypse Afflictions: Fit, healthy. Has average Hayfever. Finds himself throwing himself at danger and generally being a badass (:D)
Friends and Loved ones with small descriptions and bio:
Friend: Sora Hennel (shadow’s character)
Starting Karma (Very good, good, neutral, bad, very bad): Good
Background: Bruce was a nerd when he was older, especially intrigued with the Batman comics. As he grew up, he met Sora and quickly became close friends with him (even if Sora didn’t think of them being). He found himself trying to stop crime, but failed on nearly every attempt. His parent, ironically, died. Shot by a mugger. Ever since then, Bruce changed his first name and decided that his goal in life to become a real superhero.
3 Traits: Night Person, Rapid Reload, Silent Running.
S.P.E.C.I.A.L. (See Complex stuff)
Strength 7
Perception 7
Endurance 6
Charisma 5
Intelligence 3
Agility 7
Luck 5
Age: 20
Gender: Male
Pre-Apocalypse Afflictions: Fit, healthy. Has average Hayfever. Finds himself throwing himself at danger and generally being a badass (:D)
Friends and Loved ones with small descriptions and bio:
Friend: Sora Hennel (shadow’s character)
Starting Karma (Very good, good, neutral, bad, very bad): Good
Background: Bruce was a nerd when he was older, especially intrigued with the Batman comics. As he grew up, he met Sora and quickly became close friends with him (even if Sora didn’t think of them being). He found himself trying to stop crime, but failed on nearly every attempt. His parent, ironically, died. Shot by a mugger. Ever since then, Bruce changed his first name and decided that his goal in life to become a real superhero.
3 Traits: Night Person, Rapid Reload, Silent Running.
S.P.E.C.I.A.L. (See Complex stuff)
Strength 7
Perception 7
Endurance 6
Charisma 5
Intelligence 3
Agility 7
Luck 5
Spoiler:
Name: Johnny Paul
Age: 37
Gender: Male
Physical Description: He is a strong very tall man and a couple scars going across his left side of his neck.
Pre-Apocalypse Afflictions: Before the zombies he had his own knife shop and he lived by himself. He works at the shop with one of his friends that he meant in high school.
Friends and Loved ones with small descriptions and bio: John meant Jim in high school and owns a knife shop with him. His parents died in a car crash so he needed to open a shop for money. So he could have food and money to pay for his taxes.
Starting Karma: Neutral
3 Traits: Ninja
Cowboy
Hunter
S.P.E.C.I.A.L. (See Complex stuff)
Strength 5
Perception 5
Endurance 5
Charisma 5
Intelligence 5
Agility 10
Luck 5
Age: 37
Gender: Male
Physical Description: He is a strong very tall man and a couple scars going across his left side of his neck.
Pre-Apocalypse Afflictions: Before the zombies he had his own knife shop and he lived by himself. He works at the shop with one of his friends that he meant in high school.
Friends and Loved ones with small descriptions and bio: John meant Jim in high school and owns a knife shop with him. His parents died in a car crash so he needed to open a shop for money. So he could have food and money to pay for his taxes.
Starting Karma: Neutral
3 Traits: Ninja
Cowboy
Hunter
S.P.E.C.I.A.L. (See Complex stuff)
Strength 5
Perception 5
Endurance 5
Charisma 5
Intelligence 5
Agility 10
Luck 5
Spoiler:
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Ideology of Survivors:
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