marc12267
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| Joined: 25 Nov 2008 |
| Total Posts: 25897 |
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| 25 Feb 2016 07:00 PM |
Table of Contents Plot Background Day Cycles Zombies Areas Food Weapons Bernie Sanders' Speech Roles Rules & Notes Character Sheet Credits
Plot FULL VERSION It was February 7th, 2029, the day the Pollution-Free Earth Coalition was founded. In all absolute honesty, the PFEC was harmless. Most of the member base were nothing but a bunch of young graduates, straight out of college and universities, with a fresh degree in Biology, Science, Technology, Engineering, Design, Agriculture, Meteorology, Oceanography, you name it. All they wanted to do was trim down a few average degrees of the earth, and that was it. But they also thought they would dramatically reduce an astonishing amount of greenhouse gases and bring its numbers back to what they were before the Industrial Revolution. The end result was not in their favor.
Just immediately after their foundation, they lobbied for Congress to develop what was called a biochemical gas that can change a living thing's DNA and RNA, as well as all the other types of its genes. Most of the Senators and Representatives, as well as the members of the PFEC, were unaware of how dangerous it can potentially be. Save for 88-year old former Vermont Senator and former two-term US president Bernie Sanders, who openly bashed it and warned that the gas can be used for harmful purposes and turn the country into a raging warzone. Initially, because of the lobbying from the executives of the PFEC, Congress didn't listen, ignoring Sanders' ominous warning. Only after a later act called the "ALA", or the "Anti-Lobbying Act", designed to illegalize all bribery/lobbying, threatening, and blackmailing of all Senators and Representatives, as well as all members of the Executive and Judicial Branches and all other US government agencies, and inspired by Sanders' video against the gas, was ratified in Virginia, and after a while, did they begin to finally give in. That all happened, yet embarrassingly after multiple power plants across the nation began production of the gas after the law, called "S. 9702", and later, the "Legalize Biochemical Gas Production Act", or LBGPA to allow such to be made was ratified in Detroit, and the gas was fully developed.
Meanwhile, the public initial reception of the gas was...strongly negative, as best described. People were protesting at the power plants they know are producing such gases, and even at all the US government places they could find. A change site petition that endorsed Sanders' warning and aimed to get the plants to cease production of the dangerous DNA-altering biochemical started, gaining millions of supporters and taking the crown of most supporters from the DDAWP's petition. Advocate groups started petitions against the gas, slamming it similarly to how Sanders did and criticizing the unethical way the LBGPA was signed and ratified into law, and urged people around the nation to call their Representatives and the Senators to join in on the fight against the gas and the accompanying bill, as they found new flaws and created additional criticisms of the gas as a whole and approval of it. Unfortunately, it looked as if many Congresspeople were ignoring them. However, inside the Legislative building in Washington D.C. was radically different...
Over the next week, the amount of gases produced were plentiful, and so were many, if not nearly all, raging congressmen that angrily fought to pass the bill, named H.R. 10039, or the "Cease Biochemical Gas Production Act"/CBGPA, drafted by J. D. Morrison, which would not only ultimately nullify LBGPA, but also scrap the gas entirely, even if it meant violence. The many interest groups that grouped against the gas tried to convince the corrupt Senators/Representatives to change their mind and go against the gas, but no matter how hard they tried, they just didn't care. Either way, the Representatives and Senators managed to pass the bill to the president, who lazily reviewed the then-law. Unfortunately, he vetoed the law, carelessly, and yet, Congress managed to override the veto and ratify it in California anyway. It looked like a victory for Congress, as the returns were soon to start. However, unbeknownst to the Senators and Representatives, it was too late to begin recalls and destruction of the gases before huge amounts of damage could be caused, as the power plants were too quick for the poor Congresspeople.
Shipments of the biochemical gas had already began prior to the climax of getting the bill into force, arriving at the PFEC HQ, and even at the homes of corrupt testers, and crime lords. The ALA only covered all members of the Legislative, Executive, and Judicial branches, as well as all of the other government agencies, so it's safe to say that the testers and PFEC members were bribed into approving the gas. The President, enlightened by the dangers of the gas, sent an executive order to the United States Department of Justice, along with the FDA, to recall and seize all the bio-gases and destroy what was left of it, hoping it would circumvent the future death of the nation. And yet, they tried to do this in the most efficient way possible. The results were this: About only a few of those gases were captured and destroyed thanks to most of the gases being recaptured in the process, and the recalls were forced to cease, while amounts of biochemical gas skyrocketed and were distributed to more people willing to do harm than help. While it may not seem significant, a far worse result would later happen.
April 13th, 2029. The day when crime was suddenly at an all-time high. In every state, city, town, and neighborhood, all happening in the US. Washington D.C. was affected as well, resulting in nearly all Congresspeople getting blasted by the biochemical gas. The rest of them were killed, however, as it was estimated that around 6,172,298.428 people were being hit by the gas itself per day. 1,012,413.724 people were also being killed per day.
The war officially ended on July 25th, 2029, and the United States were, as best described, no more, as it mostly went the way of the great, and late, Roman Empire, though differently, so did the PFEC, and all airports and ship ports were closed down in what used to be the magnificent country itself. The remaining population was 59,974,648.344, but there is a new, dominant "species". The zombies. They has risen from most of the victims of the great civil war, and are at a population of a staggering 635,746,738.084. People could do whatever they wanted, but some of their choices were now limited, a bit. Every other country didn't bother grouping together to rebuild the US. No. Not even the European Union, which now covered the entire Europe continent, was willing to do so.
Today, it is now February 7th, 2030, a year after PFEC was born. Now, the human population is now well just slightly over 52,459,016.300, while the zombie amount managed to grow up to 674,143,358.564. Multiple factions now reign over what used to be the US. Some were friendly, others were barbaric, and even some were neutral. The city that was the most affected was Jacksonville, the US' largest city in most of the late country's land by amount of land, structures, population, and what-not, just moments before the crime spikes. And now for a presentation of a new title for the not-so-long gone PFEC.
PerFECt job, PFEC. You managed to bring down a national giant in just under a year. You have done well to serve the enemy, while well in the hands of manipulative executives. We thought that the fact that one right, and powerful, move and the US is dead in a year was wrong. We were proven wrong by your exceptional move. By acknowledging that you managed to get Congress to create a gas that would later end the US, you will now receive your new title: National Villain.
THE SHORT VERSION The PFEC (Pollution-Free Earth Coalition) is made, its executives bribed Congress to create a biochemical gas, Bernie Sanders openly spoke against the gas, S. 9702, AKA LBGPA, the bill that would allow power plants to produce said gas, was ratified and put into force as a law, ALA is passed and ratified, nearly all Congresspeople were triggered and fought to pass H.R. 10039, or CBGPA which would nullify LBGPA, and ratify it, the latter happening once the president vetoed it, and after shipments of the gas at multiple places, the government attempted an aggressive recall of all produced biochemical gases, only to trigger a nation-wide civil war that would later leave the US a barren wasteland with zombies as the dominant "species", at about 674,000,000, with humans being a fraction of the zombie population, being at least 44,200,000, and the city, Jacksonville, being the most affected city. Thanks, PFEC.
Day Cycles Morning: Morning is when it is safest to travel. Most zombies and survivors are probably just starting to wake up. Take advantage when you can. Spans from 6:00AM to 9:30AM Afternoon: The afternoon is when you'll get a fifty-fifty chance of either coming back alive or winding up as a zombie. Zombies and most survivors have already awoken by 9:30, and are ready to prowl the dead streets of Jacksonville. 9:30AM-6:30PM Evening: The evening is the most dangerous to travel, or to be outside to begin with. Most survivors begin to fall asleep, but the zombies frighteningly begin to be more self aware. They begin to communicate with others of their kin and can easily outnumber 1 survivor. Ranges from 6:30PM to 10:59PM.
Zombies During the day, zombies are nothing more than slow, shuffling husks that have long since lost free will. They are fairly easily to kill, and difficult to be killed by. During the night, though, the undead will mutate into horrifying, fast, deadly creatures that are near impossible to kill, and if you see one without help you might as well already consider yourself dead.
Normal: No special abilities, just an average zombie that is your own damn usual cannon fodder. All zombies take this shape during the day, other than a select few. Most of these zombies have grey, rotting skin, yellow eyes, and are thin anyway. Half: Half zombified and likely to stay that way. Some retain their mentality while others sacrifice their brains for their looks. Fast: Zombies that have gained mutations that allow them to run faster than in their previous life. Fast, but one bullet to the head can put them to rest. Heavy: One of the undead that has mutated skin, which allows anything smaller than 9mm to bounce off it, as well as most blunt weapons. Interestingly have an immunity to pain. Military: Some of the living carcasses were former members of either the SWAT, or United States Army/Marines. Considering they have military grade body armor and clothing, they're resistant to most weapons. Only for awhile, that is. Radioactive: Considered the most heavily affected out of all the zombies, the Radioactive zombies have undergone a unique mutation process: For the first few days, subjects began peeling their skin off, gaining erratic behaviors, and having their hair fall off. Then, they start mutating. They are living conduits of Radiation, and can infect anyone who has come in contact with it within a 6 foot radius. Silent: Police: Same story as the army, though they can take on a lot of pistol caliber bullets. Combustible: Be careful near them. They basically behave like walking explosives. When they get near a person, they explode, covering said person in radioactive goop, that can, if not washed in a salt water bath, mutate said person. Poison: These zombies do the same job as the combustible and Rad zombies, except they have to get their rads into the bloodstream of a subject. Hulk: A poor sod managed to turn into this unholy beast. First, subjects find their muscles begin to expand, mostly every muscle in the body takes a few days to expand to full size. At first, the subject retains full intelligence in the first few stages. Then, in stage two, the subject looses hair, and various parts of the body become a grey color as some patches of raw skin explode. In the third stage, the subject's intelligence degrades as his or her eyes turn a yellow color, and the head compresses into a square shape, as teeth become more prominent. Finally, they break all bonds with humanity and exit any dwelling to live with a zombie. Imp:
Areas Map: https://gyazo.com/1b7e1d1a4557daef2730cf641d59f651 (not pictured: Internal District because it is LITERALLY below the city itself) All the following areas below are in Jacksonville, Florida, the United States city with the most area, buildings, and population in the country. The Settlement: You are here. The last living, stable organization in the huge city itself. There are a few stores, as well as a shooting range. A few homes are here as well. It is run by the former mayor of Jacksonville and his assistant. Residential District: Where all the houses, motels, hotels, mansions, and condos are at. Survivors hold high promise here, but so do zombies. Business District: The Business district is where all businesses are located. There is a lot of food, Clothes, Guns, Ammo, and so forth here. Shopping District: A large, and rather gigantic, megamall with many floors, thousands and thousands of stores, and several attractions, including an IMAX theater, all equipped for IMAX film, 70mm, 35mm, 16mm, 8mm, etc., a Broadway theater that matches the size of the largest one in the world, also located in Jacksonville, a roller rink, an ice rink, a full-blown amusement park, etc. Black markets included. Significantly tops the Persian Gulf Complex in terms of total amount of stores. Whoever came up with this must be an insane multi-billionaire. Political District: The district where all the super wealthy politicians live. Nothing to see here. Move along. Law District: The law district is where 2 or 3 police stations are at, as well as a SWAT station and a military base. Plentiful in SWAT and Military zombies, but expect to find some survivors, high grade water and food, as well as guns. Recreational District: The recreational district is where all the fun, entertainment, and funkiness happens. Parks, dance clubs, circuses, movie/live theaters, as well as the largest ever Broadway theater in the US, stadiums, concerts, rinks, amusement parks outdoors and indoors alike, you name it. Education District: Where most of the smart people are possibly holed up. Schools, universities, college campus sites, institutes, the whole lot. Technology District: Obviously the best district in the city in terms of how advanced the technology is there. Prior to the apocalypse, scientists of any type, engineers, programmers, and designers there united in separate groups to build new technology and inventions, as well as prototypes and final versions of said things. Right now, it is a barren place of zombies, abandoned technology/prototypes/inventions/final products finished or not, food, and water. Research District: Researchers there teamed up in different places, all working under an organization named the "Jacksonville Research Corporation". Now, it's filled with dead researchers, zombies, abandoned/unfinished research, documents, and survivors. Industrial District: The industrial district is where most steel workers can be found, along with a lot of scrap metal. There are also manufacturing workers, construction workers, and the like. Also, eco-friendly power plants. Right near the Atlantic Ocean. Internal District: Located below the city itself. Pipes, sewage, water purification, it's all here. So are a lot of zombies. Postal District: A giant post office. Transport District: Huge airport, helicopter and ship transportation. All there, along with food, water, survivors, and zombies. Central District: The city square. A worn, battered statue of Andrew Jackson stands here. One or two apartment complexes exist here. Cars litter the streets.
Roles Mayor: The mayor is the leader of the Settlement. He can fire people, banish people, or whisk people to the wasteland to find supplies. He is the head honcho. Do not mess with him. Farmer: The farmer tends the crops of the settlement, hosting a small market at his house every once and awhile to sell food in exchange for money and productivity. Doctor: What does a doctor do? Why, of course they heal people! Engineer: The Engineer, like the mechanic, fixes stuff. Unlike the mechanic, he can be ordered to build, repair, or modify parts of the settlement. Scout: Scouts are often sent by the mayor to explore the wasteland for clothes, money, guns, or anything else that comes in handy. Switch shifts with the Guards every once and awhile at night. Distinguished as vets of the wasteland. Guard: The guards that patrol the Settlement. Usually former SWAT/Army/Police, are sometimes sent into the wasteland with or without scouts. Carry service weapons, and tend to other areas in the Settlement. Scientist: The Scientist can be considered the Doctor's helper. He/she carries scientific knowledge that can help the Doctor(s), him/herself, or the locals. Mechanic: The mechanic is often helped by the Scientist. He/She fixes broken machinery around or coming into the Settlement, or improves it. Is also a pseudo gunsmith and can make custom parts. Merchants: The Merchants sell, or buy weapons, food, items, or whatever to customers, or other merchants, for money. Send assistants out in the wasteland to get supplies. Marksman: The marksman are the few guards/scouts that are trained in the way of the rifle. These men or women pick off targets from a far distance away. Craftsman: The craftsman makes crafts and stuff for money. Lookout: The lookout often follows the guards or the scouts when going to the wasteland. They spot danger, items, etc. from a mile away, due to their excellent sight and monoscope. Mayor's Advisor: The Mayor's advisor helps the mayor out. Acts as a secretary, and is paid a decent amount of money, in exchange for long, grueling hours of sifting through paperwork, meeting with the mayor's clients, and other secretary-y stuff. If the mayor is dead, hospitalized, or somehow incapacitated in any matter, he is automatically promoted to Mayor. Bartender: The bartender does what he does best, tends the bar. He serves up drinks, and a musical act may come or not to perform.
Food http://piratepad.net/ep/pad/view/ro.Jh8uFYB5MEp/latest Weapons http://piratepad.net/ep/pad/view/ro.rNfJw1I0ecp/latest Bernie Sanders' Speech http://piratepad.net/ep/pad/view/ro.6cs$QthYZZM/latest
Rules & Notes -No Mary Sues, Gary Stues, godmodding, powerplaying, metagaming, spotlight stealing, yelling "TIS NOT IN TEH RULZ!!!!1!11", being a jerk OoC, killing RPers' characters without PTK (Permission to Kill) unless if said RPer is a rule breaker, heavy romance/ERPing, etc. -Please note that you can start off in ANY district. Same goes if you are a zombie, except you can't start off in the settlement and you have to get in there by force. Which may or may not end in you being gunned down by over 900,000,000 bullets. Something of that sort. -You have a starting inventory space of 10 spaces, these can be increased as you pick up carrying packs. The more you have, the more you weigh. The more you weigh, the slower you are. The slower you are, the faster you're dead. -All actions are to be met with responses that take logic AND realism into account. -I may hire admins to do the response job and/or moderation in case I either go to school, go to sleep, take a break, quit, or I'm just lazy. -You have 15 inventory spaces by default. You can increase it by wearing backpacks and stuff.
The New Jacksonville Settlement Inhabitant sheet What is your name?: What is your date of birth?: Are you Male or Female?: What are your ethnic origins?: If you do not have a photograph available so we can identify you in the future, please describe your physical appearance, and what you are wearing: (Optional) If you were to describe yourself in one word, what would it be?: What skills do you possess?: What are your weaknesses?: How would you like to help the NJS prosper? (What is your job): Any other descriptions about yourself?
On the back of the paper, tell us about what you can recall from your life: (optional) Do you wish to roleplay on this thread or on your own as an ISRP?: (WILL NOT BE SEEN EVERYTIME YOU REVIEW THE SHEET)
Character Sheet (if you don't want to do first-person CSes/are starting off in any place other than in the NJS) Name: Date of Birth: Gender: Ethnicity: Appearance: (recommended to include clothing) Self-Description: (one word) Skills: Weaknesses: Bio: RP/ISRP: Other:
Credits Birm123/JeffTheSwordShark/xBobTheTigerx/Birmie123 Marc12267 Deshoras |
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