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Post by MafiaM16 on Jun 7, 2014 18:25:46 GMT -8
Basically this thread is anything and everything that has to do with this particular RPG. Here are some examples:
1. Discuss what your character will do in the Roleplay. 2. Ask questions, give answers, and share your concerns. 3. Inform other members about The Walking Damned: The Last of Us are Dead related things. 4. Share pictures, images, and photos! 5. Describe things pertaining to the Roleplay. 6. ..and anything else I didn't list above!
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Post by MafiaM16 on Jun 7, 2014 23:18:25 GMT -8
Here is a template I made for a future/possible character! ..and here is a blank template for those who would like to do the same!
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Post by MafiaM16 on Jun 8, 2014 0:38:36 GMT -8
Zombie Virology
The Virus The Human Zombism Virus (HZV.) The virus is propagated mainly through ticks of the family Ixodidae, which have hard shells instead of soft shells. The prevalence of these ticks in tropical climes is the main reason for the large number of outbreaks and large quantities of Zombies in those regions. However due to modern testing, the virus has now spread worldwide. The nature of the spread of Zombic plagues generally depends on the place of origin: most urban plagues were spread by aggressive rats that had been bitten by an infected tick; in the country, the tick would bite humans directly, or pass the virus through mice, raccoons and other mammals.
Humans infected with HZV mainly pass it from their saliva into the bloodstream of another through biting, spreading the zombie plague through populated areas like a computer virus through a corporate web conferencing system.
Stages of the Disease If the victim is bitten by a Zombie, there's also the added risk of the wound becoming septic, since Zombic mouths are ridden with dangerous bacteria and other microbes.
Stage One: Infection. Symptoms of Zombism appear quickly: within one or two hours, the victim will develop a headache, fever, chills and other flu-like symptoms, along with extreme thirst, severe itching and increased heart rate and metabolism. This stage lasts about three and six hours, during which the vaccine is 99 percent effective. Zombie bites clot pretty quickly; however, the higher bacteria count can cause even worse pain and inflammation, with copious amounts of pus.
Stage Two: Coma. Zombic comas are considerably brief, lasting only four to six hours. Unfortunately, even though the fever is short, it also burns high, which ends up causing brain damage. Only the very young and very old do not survive Zombic comas, although zombies have been found as young as five and as old as 90. Cardiac arrest occurs within two to three hours as blood flow, breathing, metabolism and body temperature plummet to almost nothing.
Stage Three: Transformation. Zombies awaken from their comas in a catatonic state. They are unresponsive to most stimuli as they shuffle about, trying to locate their prey. There is no acclimation period: Zombies will begin hunting immediately upon transformation.
Mutilatory Infection: Those attacked by Zombies can sustain horrific injuries as they are literally eaten alive. However, because Zombic saliva contains a potent coagulant, the victim is usually able to survive having flesh and even entire limbs chewed off as they (luckily) go unconscious from a combination of intense agony, acute blood loss, and the narcotic-like effect of Zombic saliva. As long as the victim remains intact enough so that their heart keeps beating, they will eventually transform into a Zombie as well.
The Infected: Within their bodies, Zombies contain the Cordyceps Brain Infection (CBI.) A mutated parasitic fungus that lives within them. The fungus is only an issue once the Zombie dies because then the fungus would ultimately lose its host. This would cause the fungus to spread across the dead Zombie and burst onto into tiny, microscopic spores. Looking for a new host. However.. once a human breaths in these spores they do not transform into a Zombie, but into the Infected. (The Infected would later be discussed in full in a different post.)
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Post by MafiaM16 on Jun 8, 2014 0:54:46 GMT -8
Zombic Biology Because of their catatonic state, Zombies have been unable to offer any personal testimony to augment scientific research. Therefore, all we know about them is based upon empirical evidence. A person infected with the Zombism virus is transformed into a single-minded hunting machine, with all changes to bodily functions serving the Zombic imperative: locate prey, capture prey and feed. Overall, the changes that take place are limited and primarily affect the nervous and circulatory systems, as well as some aspects of the muscular and skeletal systems.
Brain and Nervous System This system has been of great interest to researchers, as Zombic nervous tissue appears to have regenerative properties not found in humans.
Brain: Zombies are able to survive an enormous loss of brain tissue, as long as the lower brainstem remains intact.
Spine/Nervous System: Zombies have exhibited the ability to withstand significant trauma to their central and peripheral nervous system.
Dopamine/Endorphins: The smell and taste of living flesh trigger a large release of these adrenaline-like neurotransmitters into the Zombic brain.
Sense Organs "Follow your nose" might be the Zombic motto, as their powerful sense of smell compensates for the weakness of their other senses.
Sight: Due to degradation of the lens and cornea, zombies suffer from severe myopia. In addition, they are colorblind, their sclera's are red with irritation, and cataracts gradually obscure the pupils.
Hearing: Degradation and perforation of the eardrums cause zombies to go deaf within a few weeks of transformation.
Smell: Zombies have even more sensory cells than vampires. If the wind is right, Zombies can smell humans from as far as a mile away.
Epidermis Like bad apples, Zombies mostly rot from the outside in, because their surface tissues receive the least blood flow and the most exposure to environmental trauma.
Skin: Starting off pale and ashen, decay sets in shortly after transformation, becoming more jaundiced over the course of a week as liver function degrades. Gradually consumed by open sores, the skin turns dark and leathery before sloughing off completely.
Hair/Nails: Zombies who live long enough will lose all their nails and hair.
Muscular & Skeletal System Changes here are of good news-bad news variety. Yes, Zombies are stiff-limbed and slow, and they move along at a shuffle rather than a sprint; but they are also very powerful, with a vice-like grip and jaws that can bite through metal.
Muscles/Connective Tissue: The muscle fibers of the hands, forearms and jaw become concentrated and take on the consistency of nylon rope. Ligaments and tendons thicken in response to the added stress.
Skeletal System: Important modifications occur to the Zombic jaw: extra bone is deposited on the lower mandible to form an attachment point for larger chewing muscles. These adaptations enable Zombies to bite through skull and bone to get at the pillars of their diet: brains and bone marrow. A Zombie's entire skeleton hardens and thickens as it ages.
Teeth: Although early-stagers are smart enough to use heavy objects (or the pavement) to shatter skulls, older zombies are much less savvy in their eating habits. Unfortunately, Zombic teeth are not adapted to the powerful forces exerted on them by the jaw, causing them to crack and fall out. Eventually, all the teeth are gone, and the zombie is forced to chew with its exposed jawbones.
Cardiovascular System As anybody who ever emptied their gun into an advancing Zombie can tell you: they just don't bleed to death. Their circulatory adaptations allow them to survive massive trauma.
Blood: Saturated with extra iron and additional erythrocytes, Zombic blood is thick and black, hence the nickname "Zombie oil."
Heart: Zombic blood is pumped by skeletal muscle rather than the heart. However, the rate of circulation is much slower, hence the tissue necrosis.
Body Temperature Zombies take on the temperature of warmer environments. However, when exposed to environments of under 60 degrees Fahrenheit, Zombic body temperature ranges between 65 and 75 degrees. This is due to heat released by the various parasites living in Zombic flesh - a phenomenon that causes Zombies to emit steam in cool weather and phosphorescence when in water.
Aging & Life Expectancy The great irony of Zombic life is that even as they voraciously feed, they too are being fed upon: a Zombie's body is like a big Petri dish serving host to everything from bacteria and fungi to maggots and ants. The resulting state of putrefaction means, as terrifying as a Zombie may be to the eye, it actually commits far worse offenses to the nose.
A long-held, common misconception is that Zombies are immortal, when in actuality, the vast majority of Zombies live less than a year. It is possible to determine a Zombie's age based on their external appearance - specifically, their level of decomposition, also known as necrotic degradation.
Stage I: 1-3 months. The skin is mottled, flaking, peeling and covered with open sores.
Stage II: 4-6 months. The ears, lips, nose and eyelids are rotting away. Loss of skin, teeth, hair, nails, fingers and toes. Swelling of tissues from gas and fluid buildup. Exposure of subcutaneous tissues.
Stage III: 7-9 months. Body is emaciated, with large areas of exposed muscle and bone. Loss of facial features, breasts, genitals and limbs. Outer tissues are dry, tough and leathery. Most (if not all) of the hair and teeth are gone, and one or both eyes fall out.
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Post by MafiaM16 on Jun 8, 2014 1:07:18 GMT -8
Zombie Sociology
The Newly Transformed Newly transformed Zombies have little or no acclimation period. They do possess and are able to access memories, but there is none of the nostalgia or pining for the past. Memories allow Zombies little more than a rough sense of geography. A newly-transformed Zombie might try to return to its home, but the trip is motivated by hunger rather than nostalgic yearning. Relatives of newly-transformed zombies often make the mistake of trying to help their diseased loved ones and soon find themselves joining the ranks of the undead.
The Pack Using their strong sense of smell to lead the way, newly transformed Zombies will instinctively gravitate to other Zombies. Solitary zombies are very rare. Zombie packs are typically rather large. Within days of the onset of a plague, packs made up of dozens of Zombies will have formed. It is actually disadvantageous for zombies to pack together. It makes them more conspicuous, as well as making it more difficult for all to get to feed. Zombie researchers believe that the pack fulfills some primal need for community and connection.
While hunting, Zombies are all business. But in moments of repose, they show evidence of affection. They will cluster together and rest against each other. They show particular warmth to child Zombies. Within the pack, Zombies will assemble themselves into approximations of family units, with children, parents and grandparents huddling together.
Pecking Order There is a pecking order in a Zombie pack. A group of stronger, quicker Zombies will take the lead in hunting and will eat first. Any Zombie who disrupts their feeding will be dealt with viciously. Less powerful Zombies seem to accept their fate and try to make the best of it. Zombies are relatively guileless. All Zombies possess a chilling single-mindedness when it comes to hunting. There is no such thing as a cowardly Zombie.
Hunting Zombies show a surprising adaptability when it comes to hunting. Contrary to popular opinion, they are observant, fast learners. A newly transformed Zombie may stagger around mindlessly for a few days, but once it joins a pack its learning curve rises sharply. Since they cannot speak, Zombies communicate with gestures. A favorite hunting strategy is to have a few pack members drive prey towards an area where many others are hiding.
The cooperation Zombies show in hunting generally vanishes when they start feeding. Many Zombies receive serious wounds from other Zombies during a feeding frenzy. Hungry Zombies leave nothing but the bones, which they break open to get to the marrow. Well fed Zombies will stick to the nutritious brain and bone marrow, leaving the rest of the viscera for the weaker members of the pack. Only in times when the food supply is plentiful will a Zombie share.
Zombies have a very limited range. A Zombie is lucky to cover a few miles in 24 hours. A given swath of real estate can only support so many zombies. For this reason, Zombie plagues tend to be self regulating. A Zombie plague will usually start fast, hit a plateau, then die out quickly as food supply diminishes.. except in this case.
The Zombie at Home For the Zombie, home is nothing more than a safe place to rest before the next hunt. Whether holing up in an abandoned building or a fully furnished house, they make no effort at decoration or comfort. As for the finer things in life, Zombies do respond to music. A favorite song will cause them to move their bodies in a kind of stiff-limbed dance. Since Zombies can go out in the daylight, their choice of hideouts is somewhat varied. A Zombie can simply rest against a tree in the woods. Zombies rarely proliferate in urban areas. Zombies do much better in the country, where they can disappear into the landscape.
Hygiene Zombies are not sophisticated enough to infiltrate crowds and public places. Thus, there is no need for them to practice personal hygiene. They will wear their clothes until they are in tatters.
Zombie Demographics Zombies come from all over the demographic spectrum. The average Zombie is 55 years old, and females outnumber males. A disproportionate number of the elderly and infirm are found in Zombie populations for the simple reason that they are less able to flee when Zombies attack.
As for mortality and life span, the Zombie faces a rather bleak prognosis.. Rare is the Zombie who lives even one year. The two leading causes of death have always been extermination by Zombie hunters and malnutrition, often due to injuries sustained in fights with other Zombies.
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Post by MafiaM16 on Jun 8, 2014 1:25:29 GMT -8
An image of your typical Zombie:
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Post by MafiaM16 on Jun 8, 2014 2:51:10 GMT -8
The Infected Virology
The Virus Nearly 35% of humanity has been either killed or infected by the mutated strain of the cordyceps fungus (25% are Zombies), referred to as Cordyceps Brain Infection (CBI.) The fungus grows within Zombies while they are still alive and stays dormant until the Zombie is killed. This will cause a rapid growth within the fungus, causing to grow all over the dead Zombie, turning the entire corpse into a living, breathing fungi. Once the fungi fully develops it would release millions upon millions of tiny, microscopic spores into the air. The spores are only an issue in concentrated with little to no air flow.
Once a human breaths in these spores they go through a very quick and rapid transformation. It takes nearly 24 hours for the host to turn into an Infected. They are four stages of Infection.
Stage I: The fungus grows while the host is still alive, taking away their higher brain function (and with it, their humanity), and causing the infected to become hyper-aggressive.
Stage II: As the infection progresses, they lose their sight as a result of fungal growth over some parts of their head and damage to their visual cortex. They also use rough grunts and coughs, and start to learn and use a primitive echolocation.
Stage III: As the fungus grows the victims entire face and head is covered by the fungus. These infected completely use and develop a primitive form of echolocation to compensate and any other sounds are lost.
Stage IV: Over a very long time, they will eventually develop hardened fungal plates over most of their body and grow in size due to the fungus thickening. They can also spew out spores as well.
If the fungus kills the host, the host's body will grow stalk-like fungal projections which release infectious spores. The infection can also be spread through bites from living hosts. Hosts can only be infected while alive, as the fungus is unable to infect dead bodies.
The infection seems unable to spread in open air areas, such as the countryside, although it thrives in underground areas, especially sewers and subway tunnels. So, as Zombies are mainly walking around in plain sight outdoors, the Infected tend to be seen indoors.
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Post by MafiaM16 on Jun 8, 2014 3:02:50 GMT -8
The Infected
Overview The fungus originates inside Zombies and once they are killed it spreads across their body until it ages to the point where it bursts out spores to be carried into the air. To stop the Zombie from releasing the spores from the fungus, they must be burned once killed.
The fungus infects the human brain, growing mycelium inside the brain tissue and killing the brain's cells. This erases their memories and drives them insane, modifying their instincts to seek no goal other than spreading the spores to others. Eventually the fungus will kill its host, and will then grow out of the host's head to spread spores.
Public reaction to the Infected has been catastrophic. As the vicious fungus has taken hold of the majority of the population, spreading havoc and panic far and wide, the worldwide pandemic causes the total breakdown and destruction of society through widespread violence; the failure of martial law to contain the outbreak, the military's increasingly violent efforts to censor information, and the near-extinction of mankind.
Those who are clear of infection are ordered by martial law to reside within a Quarantine Zone. The military at one point bombed areas outside the Quarantine zones to kill the infected and executed anyone suspected of infection on sight.
Biology
Infection For humans that have been exposed to the mutated strain of Ophiocordyceps unilateralis, the fungus attacks the brain and begins to alter the behavior of its host. The host will then go through four different stages of infection: Runner, Stalker, Clicker, and Bloater; each stage is more dangerous than the last.
The infection is also spread directly through contact with an Infected or via their corpse - that is, the infectious spores created by the Cordyceps and released from the host's body upon death. Spore development is the last stage in the life cycle of the Infected. This lifeless carcass serves as a breeding ground for the fungus to spread throughout the environment. When an Infected feels it is close to death, it will find dark, moist corners to die in. While this may be the end of the line for the host, the fungus will live on. The people in the quarantine zones are relatively safe because in places with significant airflow, the spore concentration cannot build up, which is why the only places with significant spore toxicity tend to be underground or abandoned buildings.
In order for the fungus to infect a host body, the host must first be alive, dead victims who come into contact with the infection do not undergo transformation.
All of the Infected are weak to fire.
Physical Appearance As said in the previous section, the Infected humans have since undergone a strange mutation by a specialized strain of cordyceps. Over time, growths protrude out of the orifices of the human hosts and it changes their physical appearance. Their teeth are horribly rotten and jagged. The fungus on Stalkers, Clickers, and Bloaters is bio-luminescent. At later stages, their body begins to bulge, and more fungi growths can be seen on their skin. When the host is killed or dies from advanced fungal growth the fungus continues to grow throughout the body; emitting spores.
Behavior Upon becoming Infected, the victims eventually lose any ability to think and begin to behave irrationally as the fungus spreads in the brain. Relying on warped instincts, the Infected will attempt to attack and/or eat any human they find.
As the fungus grows, it gradually makes the host blind. They then develop a primitive form of echolocation to locate prey, which results in them making a distinctive clicking sound. After some time, the fungus will kill the host if too damaged, usually in a closed-off space so the fungus can spread further.
The Infected, while having a higher pain tolerance than ordinary humans, are still susceptible to conventional injuries. A Runner, when not attacking survivors, will moan in pain due to the fungal growth deforming its body. Clickers will occasionally struggle while being attacked. Sometimes infected that still have their entire faces intact look sad or worried as they attack. This may indicate that first and second stage infected are aware of what they are doing, but cannot control themselves. Gunshots are capable of startling an Infected individual, so it is likely they feel fear in the early stages of infection. However, since their humanity is completely destroyed by stage three, most humanistic characteristics cease entirely (e.g. feelings, thoughts, etc..)
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Post by MafiaM16 on Jun 8, 2014 3:11:31 GMT -8
Stages of Infection
Runners Runners are the first and weakest stage of the Infected who have recently entered their transformation. Since the eyes are first targeted by the fungus, runners have poor eyesight, but maintain many human instincts. For example, their moans are still human, just like their overall appearance. A way to tell them apart from normal survivors is their glowing red eyes. Their body language is sluggish while they are passive, suggesting they are resisting the fungus's influence. Sometimes they do not attack at all, even when non-infected individuals are right in front of them. These non-aggressive runners will only attack if attacked first or when an object is thrown at or near them, thus losing control. Much like sneezing, the urge to attack after such interactions happens involuntarily and unwillingly by the host. Runners are confirmed to be able to attack in packs flailing their arms trying to trample the survivor.
Stalkers Stalkers are the second stage of the Infected. They have the vision and speed of Runners and a slightly weaker enhanced echolocation of Clickers. The most notable physical traits that define the "Stalkers" is the distinct croaking noises they make, the beginning of fungal growths on the head and face with only one eye left, the development of pseudo echolocation, and their discretion upon spotting a victim at distance - they will strafe and take cover, eventually closing in on the victim, hence the name "Stalker". Up-close, Stalkers are very aggressive and will charge immediately at the victim without hesitation. Stage 2 may take place anywhere between a week after the start of the infection (Stage 1) and up to a year (Stage 3).
Clickers Clickers are the third and most distinctly recognized stage of the Infected. They have had prolonged exposure to the fungus, and now possess strength that significantly surpasses the average human. This makes them deadlier, but at the price of being completely blind due to fungal infection overtaking their face. However, Clickers are able to maneuver through areas by utilizing echolocation, which produces noticeable clicking noises to locate sources of sound.
Clickers appear less human than Runners, with faces that are skewed and scarred by fungus developed from their infected brains. Clickers are dangerous and much more aggressive than Runners, and no longer resist the fungus because their humanity has been eliminated.
When provoked, a Clicker will immediately enter into a "berserk mode," aggressively flailing its arms. At this point, if a survivor has been "spotted" by a Clicker, the Clicker will attack head on and will not flinch when shot unless using high powered rounds.
Bloaters Bloaters are the fourth, final, and most dangerous stage of the Infected. Bloaters take the longest to develop, making them the rarest of the infected. They are covered in thick fungus that effectively doubles as armor plate. Due to this protective covering, they can withstand multiple hits from weapons such as shotguns and hunting rifles, and even hatchets and machetes making them extremely tough to eliminate. Bloaters are extremely aggressive, but are rather slow-moving causing them to be more predictable than other infected. Like Clickers, Bloaters 'see' using echolocation to locate and trap a survivor. Because the fungus has completely deformed their face and blinded them, their echolocation is a lot less refined than the Clickers. If a Bloater grabs a survivor, it will forcefully rip their jaw apart through brute strength, or grab the player's head and smash it, killing them instantly. There is no way to defend yourself if grabbed - the result is an instant kill. Bloaters will throw sacks of Mycotoxin, a toxin produced by many fungi. The sack will explode on impact, spraying the target with the toxin.
Bloaters, like all Infected, have a weakness to fire. When set ablaze a Bloater will wildly thrash around trying to put out the flames. After being immolated, they will be charred, black, and smoking. Their armor will also be charred and brittle, making them vulnerable to low-powered weapons.
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Post by MafiaM16 on Jun 8, 2014 3:12:45 GMT -8
From left-to-right: Runner; Stalker; Clicker; Bloater
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