Zombie Roleplay

Post » Sat Jan 08, 2011 11:10 am

The Dead Horde

Year 4E32.
Divayth Fyr claims to have found the cure for corprus. Test subjects already infected with corprus show 100% improvement, becoming completely human in a matter of weeks. Tests on normal subjects (subjects without corprus) have shown the opposite effect; the subject transforms into a full-fledged corprus beast in a matter of days. Divayth Fyr decides to have the cure confined to his corprusarium.

Year 4E35
Divayth Fyr decides that one of his cured subjects, known only as Mike, is ready to be released back into society. But Mike has bigger plans. When Divayth takes Mike to Balmora for release, Mike steals a bottle of the cure, taking it with him.

One week later
For unknown reasons, certain citizens of Balmora have shown signs of corprus, and the disease is rapidly spreading. Divayth Fyr attempts to give those who are infected the cure, but then finds that the disease has mutated, forming a new, more resistant strain. Fyr returns to his tower indefinitely, trying to find a cure for the new strain. All clues point to Mike as the culprit.

Year 4E38
All of Vvardenfell has been infected, the status of Divayth Fyr is unkown. The disease has spread to the mainland, and corprus beasts have destroyed Mournhold and killed all of its inhabitants, including King Helseth. The Horde now moves to the other provinces, the majority heading toward Cyrodiil...


You play as a normal person, trying simply to survive the onslaught of the corprus horde, which is right at your doorstep in Cheydinhal. The Empire has lost all communication with Morrowind, and nobody alive is aware of the looming corprus threat. Ocato has dispatched a large portion of the imperial legion to guard the Cyrodiil-Morrowind border, spread thin across the contryside. You can work with others, go it alone (not advisable), or take the fight to the monsters in the fight to survive.

Some info on the corprus beasts.
About 80% of the horde will be mad up of generic, but powerful, corprus beasts. Although quite strong, they move obnoxiously slow due to their extensive muscle and bone decay. They can run clumsily to a certain extent. These beasts have heavily decayed brains, only able to make simple thoughts, and have only the most primal of instincts: To stay alive, and to eat.

Another 19.9% of the corprus beasts will be made up of the recent infectees; these beasts have only recently be infected, and therefore will not have suffered from the same muscle and bone decay as their slow counterparts. Their brains, however, are just as damaged as the others and stil cannot carry out complex thoughts.

The other 0.1% (one in a thousand) is quite different. This group is made out of corprus beasts that were exceptional in their life. These beasts had immense willpower as a human, and therefore retained much of their mind, stil able to carry out complex thought processes. These few can cast spells, use weapons and tools, even command lesser corprus beasts. Be wary of them, as they can match and even outsmart your character.

All corprus beasts, no matter how powerful, are extremely sensitive to UV radiation, and therefore stay out of the sun. Thus, they only come out at night, often hiding from the sun in caves, ruins, or even people's basemant's during the day.


Character sheet format

Name:
Race:
Gender:
Apparent Age: (How old you appear to be)
Actual Age: (How old you really are)

Skills: (Not necessarily those in the games, just whatever you're character is good at)
Armor/apparel: (Please don't pick anything better than Mithril or its heavy armor counterpart)
Unique apparel: (Jewlery, etc.)

Weapons: (Nothing ebony or daedric, please)
Equipment: (money, food, etc. If you have a horse put it here)

Physical Appearance:
Unique Appearance: (Scars, Tattoos, etc.)
Mental Description:
Short Bio:


Rules:

1. No ubering/character controlling
2. No one-liners
3. You are not immune to corprus
4. PM all character sheets to me
5. My word is law. Disobedience will be punished by me killing/crippling/dismembering/eating your character alive
6. No short posts. All IC posts must be a minimum of 50 words.
7. No OOCs without also including and IC.
8. Romance and cursing are both fine.
9. You know the '0.1%' of corprus beasts that can think for themselves? Well it is me and only me that gets to decide who those are, when they appear, and what they do.



What's happened so far



The Characters
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ZzZz
 
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Post » Sat Jan 08, 2011 5:32 am

I'd think the Dead Horde would be great.

I actually say we do it just as the actual thing is getting worse and the strains are just starting to kick. Perhaps, it can start once the strain has gotten a good effect on whatever in Morrowind, but isn't quite in the rest of Tamriel yet.

So, you mean like hell is going on in Morrowind and certain parts of Tamriel, I'd say like the outskirts and slowly moving inward, effecting cities like Chorrol while more inland things are normal?

EDIT: Or that...
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Emma
 
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Post » Sat Jan 08, 2011 1:43 pm

So is it decided that we'll bu using that Dead Horde thing up there?
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Chris Johnston
 
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Post » Sat Jan 08, 2011 2:16 pm

Sorry, double post.
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Hella Beast
 
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Post » Sat Jan 08, 2011 10:53 am

So, you mean like hell is going on in Morrowind and certain parts of Tamriel, I'd say like the outskirts and slowly moving inward, effecting cities like Chorrol while more inland things are normal?

EDIT: Or that...

honestly, why not just completely resurrect it, maybe with a few new tricks to make it fresh? If we do corpus, it's going to just end up as Dead Horde 2.0 anyway.
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Tracey Duncan
 
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Post » Sat Jan 08, 2011 3:32 pm

Works for me. I'm just excited to get this train-wreck a rollin'. xD
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Charlie Sarson
 
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Post » Sat Jan 08, 2011 3:12 pm

Well Jerod.

I might go for some civilian guy, who uses home-made weapons and stuff. I might go for Josiah, my hunter guy. I think it'd work well. Anyhow, is this good? I say we start on our sheets and give this a few days to develop.
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STEVI INQUE
 
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Post » Sat Jan 08, 2011 5:13 am

Jerod, should we use the character sheet you gave us earlier or the Dead Horde one?
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Darrell Fawcett
 
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Post » Sat Jan 08, 2011 5:52 am

Well Jerod.

I might go for some civilian guy, who uses home-made weapons and stuff. I might go for Josiah, my hunter guy. I think it'd work well. Anyhow, is this good? I say we start on our sheets and give this a few days to develop.

Yeah, its good :) I was thinking about using one of my old characters, but seriously revamp with his sheet. I read over some of the previous characters I've made and felt like punching myself because they were so vague >< Also, I think like DarthRavager said, we'll add some new tricks and modifications to make it more diverse.

Jerod, should we use the character sheet you gave us earlier or the Dead Horde one?

Let's go with the Dead Horde one. I'll post up my character in a few.

But first, where is this going to start at? I think it should be an inn located near a city like Chorrol or the Tamriel-Morrowind border.
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Elina
 
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Post » Sat Jan 08, 2011 12:28 pm

Alright, I'm gonna put my character sheet into the new skeleton, then I'll put it up here.
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Crystal Birch
 
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Post » Sat Jan 08, 2011 12:00 pm

Well, groups start in different places, yes?
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Bek Rideout
 
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Post » Fri Jan 07, 2011 11:47 pm

Well, groups start in different places, yes?

Theres a few ways we can go about this; both groups start at the same place, but go separate ways for whatever reasons. Maybe one group feels that they should warn the rest of Tamriel before it's too late or maybe one group want's to head into Morrowind to find out how and why this happened, and maybe even find a cure. Or we can start off at different areas, form two (or more) groups and eventually bump into each other. I still like my inn idea.
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Ownie Zuliana
 
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Post » Sat Jan 08, 2011 12:48 pm

Name: Minx
Race: Bosmer
Gender: Female
Age: 17

Hair Color: Light Brown
Hair Length/Style: Long and free, however it is well-groomed.
Eye Color: Emerald-Green
Skin Color: Light Tan
Special Appearance: None
General Appearance: She is about fairly short when compared to an Imperial. She is about five feet tall and very thin. Her light brown hair falls to her shoulder-blades.

Class: Arcane Archer
Class Description: An archer who specializes in magics as well as stealth.
Major Skills: Marksman, Short Blade, Destruction, Alteration, Stealth
Minor Skills: Restoration, Alchemy, Light Armor, Knowledge (Nature), Knowledge (Streetwise)

Weapons: A Silver Bow, A Quiver of Endless Arrows, A Silver Shortsword, and A Silver Dagger.
Armor/Clothing: Black Leather Armor and a Black Hooded Cloak.
Food/Drink: A flask of Cyrodiilic Brandy and wrapped up Nix-Hound Meat.
Alchemical: An Apprentice Mortar and Pestle
Literature: Her Journal and a Book of Alchemy
Misc.: A silver locket her mother gave her before she died.
Gold: Fifty drakes.

Biography: Minx was born in a poor family of Bosmer. Her mother was a failing mage and her father was a Thieves' Guild member. When she turned three, her father died, when she turned five her mother died. Her last link to her mother is a silver locket she was given while her mother was on her deathbed. She had to raise herself from that day on, she stole what she needed to.

One day, she stole a bow, an enchanted quiver, a suit of armor, and two silver blades. Ever since she has hunted her own food, never stealing. Minx learned the ways of the Arcane Archer through difficult practice and study. She became skilled with her bow, magic, and her blades. After hearing word of outbreak of Corprus, she became ready to defend herself and fellow survivors...
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Tikarma Vodicka-McPherson
 
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Post » Sat Jan 08, 2011 1:03 pm

Name: Cyliss Elwynn (Sye-Liss El-Win)
Race: Wood Elf
Gender: Male
Birthsign: The Lord
Age: 27

Skills: Having lived a life in the cold forests of Skyrim, being raised an trained his whole life by his Nordic foster father, he is well skilled in living on the land and hunting. His father also taught him skills in the use of bows, as well as hand to hand combat in the form of martial arts. He is also well capable in conjuration magic, being able to summon the spirits of the forest to aid him when necessary. Aside from conjuration, he is very well able to use shield spells.

Armor/apparel: Cyliss wears a pair of very study leather boots, and armor that fits tight onto his body to match. His leather armor consists of his boots, chaps, cuirass with shoulder coverings, and half-forearm length gloves. Hardened leather covers portions of the armor on the chest, abdomen, thighs, knees, shoulders, and the tops of his hands and forearms. To top over the extra covered portions, pieces of chitin shell are affixed onto the hard leather. He also wears an old brown sturdy cloak with a hood.
Weapons: Cyliss carries a wooden longbow, hardened by fire and natural resin coatings. His bow is nearly the height of his head to his knees, and when it is not in use he keeps it on his back, with the handmade woven string over his chest. Attached to his wrists are adamantium http://userimages02-akm.imvu.com/productdata/images_ddca3fd156292969abf75317485d18c6.gif with black straps which he uses in melee combat.
Equipment: One large corked flask of moonshine, carved from wood with a leather covering.

Physical Appearance: Cyliss is an average heighted Bosmer, with a build to match his size, though he is rather well toned from a life on the land. He has lightly curling messy chesnut-brown hair that hangs above his eyes in front, and to the top of his neck in back, and sports a stubble of the same color on his face. His skin always tends to have a tan or mild sunburn. The top of his left ear is cropped off rigidly from a scrap with a wild timberwolf, but it tends to usually stay covered by his cloak or hair.
Unique Appearance: Cyliss' skin bears blue tribal markings all over his body, and up to his neck, though his face is clear of them.
Mental Description:Cyliss is calm individual, and always thinks before he acts. He is rational, and simple, though not stupid. He doesn’t concern himself with the affairs of gods, and doesn’t usually meld in with large or dignified societies. He rather enjoys drinks, laughter, and women, likely hobbies passed down from his Nord father.
Short History: Cyliss has never known of his origins, having never known his parents, or how he came to be in his foster father’s possession, as he never thought to ask. He was raised in Skyrim, in shack in the frozen forests with his Nord foster father. From the day very first days of his life that he could remember, he was being taught everything he knew today. How to live in the forests, to hunt, to fight hand to hand, use a bow, summon creatures, and make various things such as weapons, armor, and shelters. In recent years, his foster father has passed of old age, and passed on to Cyliss a gift of shing-style wrist blades, made of adamantium. He decided to wander the world in search of a new life to begin in another wilderness. During his recent travels, he became engulfed in the zombie invasion, and such is where his story begins…
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Jeffrey Lawson
 
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Post » Sat Jan 08, 2011 4:08 am

http://www.imperial-library.info/sites/default/files/gallery_files/cyrodiillargelowrescr7.jpg

Here is my idea. Most of Morrowind is already screwed. Kragenmoor just took some heat.

Riften and Cheydinhall are both about to have the Corpus show up on their front doorstep. Windhelm, and maybe some of the roads from northern Morrowind, are also being hit on.

One group starts in an inn near Kragenmoor, or in the city, in which it is completely locked. Some guy comes out of the basemant with corpus and the group has to bail, OR they run out of food. They've been in the inn for a few days.

Next group starts in Cheydinhall. Corpus start showing up. A messenger shows up and gets let in, but later the city gets trashed anyway. The second group is in Cheydinhall while the place is being trashed by corpus. In other words, random people start turning, and end up infecting most of the populace. They bail.

The third group would be in Riften, which is in Cheydinhall's state.

Fourth Group is in southern Morrowind, probably Andrenthis, or Narsis. Mournhold is already hit. Rumor has it King Helseth was able to escape to the south. These guys would start in a city or in an inn near one of the cities, right when the infection hit. They'd be searching to either escape or find Helseth.

Fifth, if it is REALLY necessary, are in Windhelm, slothsleim, or Televannis, or maybe even Mournhold itself. This probably won't be necessary.


~~~


The possibilities are endless. People could make 2 characters if they could handle it, even.
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sam westover
 
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Post » Sat Jan 08, 2011 2:43 pm

I'd like to be part of the group at the inn near Kragenmoore, but I think Solstheim should be uninfected and closed off.
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Quick Draw
 
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Post » Sat Jan 08, 2011 3:06 pm

I'd probably start off in Cheydinhal. I dunno yet. But I think two groups is enough for know.
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Trent Theriot
 
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Post » Sat Jan 08, 2011 12:37 am

We haven't even broken into the day. The Europeans haven't even gotten onto the forum yet. For now, I say we have the group in Cheydinhall, the group in Kragenmoor, and maybe the south group if more people come.
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Jonathan Egan
 
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Post » Sat Jan 08, 2011 8:14 am

Sounds solid. Should we get to work on the RP thread?
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Daddy Cool!
 
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Post » Fri Jan 07, 2011 11:56 pm

Sounds solid. Should we get to work on the RP thread?


It's already done.

We just need to get people signed up for another day or so, and get our sheets done. That's about it. I can write up the whole grouping thing in the OP, then send it to Jerod for him to post up.
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Anna Krzyzanowska
 
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Post » Sat Jan 08, 2011 12:42 pm

It's already done.

We just need to get people signed up for another day or so, and get our sheets done. That's about it. I can write up the whole grouping thing in the OP, then send it to Jerod for him to post up.

Alright, well my character's up on page two, go ahead and throw me in with the Kragenmoore lot.
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Claudz
 
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Post » Sat Jan 08, 2011 8:29 am

Name: Aneteo (An-Neh-Tay-Oh), although he prefers being called by Neteo for short.
Race: Argonian
Gender: Male
Apparent Age: Mid-20's
Actual Age: 27
Birthsign: The Serpent

Skills: Having traveled around the world on his own, Aneteo is skilled in the arts of survival. He can cook very well with what little he has and his fairly exceptional in sword play. The lizard, given his lanky appearance is also a good runner and climb objects like trees, cliffs and houses in an instant if he really needs to. Even for an Argonian, Neteo is very intelligent and has a knack for reading, usually anything he can get his hands on and knows a lot about Alchemy along with diseases and spells regarding the dead.

Armor/apparel: A simple chain-mail vest worn over a black shirt is his only source of protection. He also wears a matching pair of black trousers and a match of fur-gauntlets.
Unique apparel: A loose black robe that he usually wears when in public places, the long hood covers his face well; keeping it hidden from those around him.
Weapons: He keeps an http://www.wetanz.com/assets/Uploads/Telmarine-Falchion.jpg, complete with a leather belt and satchel with him at all times.
Equipment: A map, a handful of septims and a small amount of various cooking utensils stashed in his satchel.

Physical Appearance: Gaunt and lithe all around. Neteo is deceptively thin for his age and has a strange feminine posture to him, although he never really notices it nor cares. His scales resemble a stunningly dark crimson color with black splotches and zig-zags coordinating throughout his body, one may be able to find a few well-hidden patterns of dark green and orange.
On the lizards head rests a bush of dramatically long crimson spines that hang freely on his head and extend down his neck and a way down his back. His eyes are a bright orange-yellow mixture of colors. Neteo carries with him a huge number of scars and cuts all over his body. A rather noticeable one is a three-pronged claw mark dragging over his right eye and ending mid-neck.
Unique Appearance: A few of Neteo's long spines have been ripped or cut in certain areas, either small hardly-noticeable dents and scratches or certain areas of his spines completely torn off. Along with that, the lizard contains a more reptilian appearance then most other Argonians, he is comparable with a Morrowind-variant argonian however has less bent legs and more lizard-like hands and claws.
His feet are mannered in such a way that he cannot wear boots or shoes worn by other races or types of Argonians, instead of a human foot thats split into five toes, Neteo's feet only has three small apendages with a sharp curved claw at the end of them, this allows him to run further then most as well but denies him the ability to wear any sort of foot apparel. Though he doesn't really care as the reptile prefers walking barefoot.(http://luthrai.deviantart.com/art/Elder-Scrolls-SneakAbout-38541997?q=boost%3Apopular+argonian&qo=123)

Mental Description: Aneteo is more of a ... ''modern'' type Argonian. He doesn't bother himself with the rituals and dances tribal Argonians perform frequently. He has a firm grasp on grammar and can speak almost as well as a human, or mer can give or take an occasional mistake in pronouncing words. The lizard has a rather large repository of intelligence for a being of his stature.
Neteo is anti-social. He acts either oblivious or silent to others and doesn't interact with them unless he has no choice. In the rare cases of interaction, he mainly speaks his mind and offers his opinion -- not caring about what others think about him. He conceals a dark and twisted sense of humor over a thick layer of overall seriousness but will however occasionally crack a joke or say something inappropriate for self-amusemant. He also has a tendency of naming things.

Short Bio: Being the disdained son of a Necromancer, Neteo's reputation of the small community in Morrowind that his father's clan of grave-robbers harassed wasn't exactly held in high regards. The Necromancers main tactics were using scare tactics on the citizens and robbing merchant caravans on unguarded streets, eventually the townspeople grew tired of it and launched a small campaign to eradicate the dark individuals.
As the years past, more and more of the evil-doers fell to the blades and pitchforks of the town and soon enough Neteo and his father were the last ones left. In an attempt to save his scaly hide, his father tried to transfer his own consciousness into the growing mind of his son via a powerful magicka spell usually not practiced, however ran into a major setback as Aneteo drove his own Falchion through his chest, ending the wretched lizard's reign of terror on the small town. Hoping for a form of forgiveness, the young lizard approached the populace, telling them that it was over and he was never a part of their evil ploy.

Unfortunately, the townspeople didn't believe him and the Argonian was banished and nearly driven out by the same fashion as the Necromancers were killed. Since then, Aneteo has been a wanderer; exploring the vast lands and areas of Tamriel on his own and only interacting with other individuals when he needs too. Currently, he is in Cheydinhal, restocking on much needed supplies and obliviously awaiting the apocalypse that is soon to strike.

Misc:
-Likes to read
-Hates mushrooms with a smoldering passion
-Slightly racists against mer folk, mainly dunmer.
-Tends to give people or things nicknames.

Huge revamp of one of my old characters that I used for Solider's take two on the Black Plague. Now I'm going to bed, because I are very sleepy. Also, I'm going to be under yet another tornado watch tomorrow, so don't yell at me if I'm not on till late.
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ONLY ME!!!!
 
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Post » Sat Jan 08, 2011 7:44 am

I think two groups is enough IMO. Any more and you start getting small groups and if one person from those groups goes inactive than its not fair to those two people whereas you have two groups of four or five and if someone goes inactive then they can easily move on without them.

I'll edit my CS into this post in a bit, and I tell you now that I despise making long character sheets.
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Bones47
 
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Post » Sat Jan 08, 2011 5:33 am

This is what I get for going to bed early one Friday :P

Anyway, I'm not entirely sure how much time I have for RPing right now, or else I'd sign up immediately like I usually do ;) I don't want to dive in and then two weeks later have to back out for lack of time, you know? Let me see how my schedule is and I'll get back to you. My people can talk to your people :)

So for now put me down as a "maybe". Looks good though, I know how often we've tried this; good luck, I'll be here if you need me (in case of emergency drop-outs). Thanks :goodjob:
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Yung Prince
 
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Post » Sat Jan 08, 2011 5:40 am

I'll start in Cheydinhal.
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Da Missz
 
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