<div align="center"><span class="bbc_size" style="font-size: 14pt;">Project Genesis: Surviving Hell in New Angeles</span></div><div align="center">IC Topic (Reboot) (http://elliquiy.com/forums/index.php?topic=143653.0)</div><div align="center">Old IC Topic (http://elliquiy.com/forums/index.php?topic=141985.0)</div><div align="center">Character templates (http://elliquiy.com/forums/index.php?topic=141555.msg6357391#msg6357391)</div><br/><div align="center"><strong>All slots for this roleplay are filled.</strong></div><br/><br/><strong>CONFIRMED MEMBERS</strong><br/>Caitlin<br/>Wiccaangel311<br/>AribethAmkiir<br/>arkhos<br/>Latooni Suboto<br/><br/><br/><strong>INDEX</strong><br/>1. Summary of the roleplay<br/>2. Roleplay structure<br/>3. Chapters<br/>3.1 Introduction<br/>3.2 Converging<br/>3.3 The first assignment<br/>4. Characters<br/>4.1 Traits<br/>4.2 Skills<br/>4.3 Template<br/>5. Items<br/>5.1 Consumables (food/ water, etc.)<br/>5.2 Cures/ vaccines<br/>5.3 Weapons<br/>5.4 Vehicles<br/>6. Enemies<br/>6.1 Civilians<br/>6.2 Drugs addicts<br/>6.3 Law enforcement (SWAT)<br/>6.4 Military<br/>6.5 Scientists<br/>6.6 Mutations<br/>6.7 Military (uninfected)<br/>6.8 Gangs (uninfected)<br/>7. Zombie infection phases<br/>7.1 Escaped virus (gas) – tier 1 infection<br/>7.2 Infected by bacillus – tier 2 infection<br/>7.3 Infected by being bitten – tier 3 infection<br/>8. City outline<br/>9. General guidelines<br/><br/><br/><strong>1. Summary of the roleplay</strong><br/>Project Genesis was a research project in a hidden facility, located in the metropolis New Angeles. The project revolved around creating the ultimate biological weapon that would turn soldiers of a hostile force against their own. Unfortunately, something went horribly wrong and the lethal virus escaped spreading like a wildfire, infecting the majority of the population with death as the eventual result. To make things worse, however, the virus didn't just kill the population, it also reanimated them, mostly as brainless zombies, hungering for human flesh.<br/><br/>In the weeks that followed the initial outbreak vaccines and cures were spread among the survivors, but these were far from perfected. This in turn resulted in partially immune humans, who went either insane, or resulted in smarter zombies. In several other cases the combination of drugs with the virus, or the combination of several kinds of vaccines, resulted in horrible mutations.<br/><br/>The government was quick to isolate the city and its surrounding area, not allowing anybody to go in or get out. While Congress debated about whether to nuke the city, or exterminate the zombies by different means, there are several people that managed to survive the initial outbreak and now struggle to stay alive. You are one of these survivors and it is your task to make sure that mankind lives to have a next generation.<br/><br/><br/><strong>2. Roleplay structure</strong><br/>We'll use freeform roleplay, that means no dice rolling and writing the story in novel style. I'm hoping that we all contribute at least one post a day. You're free to discuss subplots with each other for your characters. To keep ourselves organized we'll put all the OOC messages in a separate OOC topic. We can also use this to discuss upcoming plot lines for the story. The OOC topic can be used to have fun in general as well.<br/><br/>If you have any questions about this, then please let me know!<br/><br/><br/><strong>3. Chapters</strong><br/>I was thinking of structuring our roleplay with different chapters, each chapter consisting out of a common goal or task, which will be introduced by a scientist who was involved with the original creation of the biological weapon that caused so much harm. Should the roleplay go slow for whatever reason, then this scientist can also introduce a plot twist or change the assigned task to bring new life in the roleplay again.<br/><br/>The first three chapters are mostly introduction chapters, to get ourselves organized in the roleplay and have our characters get to know each other a bit.<br/><br/><span class="bbc_u">3.1 Introduction</span><br/>We can use this chapter to introduce each of our characters and how they survived the past weeks since the outbreak of the virus. This will probably be done within 2 – 3 days.<br/><br/><span class="bbc_u">3.2 Converging</span><br/>I'd like to use this chapter to bring all of our characters together in a single spot, it could be that different characters team up and then find other characters at that location. It would probably be a fortified building with some food and water in it, like a supermarket or so, but I'll leave that up to the story. I imagine that this will take another 1 to 2 days.<br/><br/><span class="bbc_u">3.3 The first assignment</span><br/>Once our characters got a chance to gear up with some basic essentials, I'll introduce the scientist who will give us various tasks for the duration of the storyline. He'll be the key for our eventual escape out of the city and also a useful resource for finding valuable items and safe houses. After the first assignment I'll introduce a new chapter whenever the previous task was accomplished. There is no set time limit for accomplishing these tasks, nor do I have any idea right now how many different tasks we'll get. I think we'll just keep it going as long as it stays fun, which will hopefully be for a long time to come!<br/><br/><br/><strong>4. Characters</strong><br/>Ideally we all have several characters, that way we can use several characters as cannon fodder. ;)<br/>In every good zombie story there is plenty of gore and having some redundant characters that die during the storyline would be a fun thing to have. Please note that you're also allowed to introduce new characters at any given point. It'll help to keep the story fresh and sometimes it can be a lifesaver for our main characters to get the occasional support. Though I don't see it happen right now, it could even be that at the end of the story none of our original cast members are still alive.<br/><br/>One thing I want to clarify is that this is considered a casual roleplay, meaning that only the owner of a character can decide on wounds that are anything worse than first aid can cure. If you have the permission from somebody through either the OOC topic or PM's that you can kill his/ her character then it's fine of course, but you can't kill or seriously injure the character of somebody else otherwise.<br/><br/>I want to structure our characters a little bit above what we'd normally have in roleplays, I thought it would be fun if we'd added traits and skills to our characters as well. Please note that the traits and skills aren't set in stone. For example, you can train strength and stamina during the story, somebody who starts as weak could end up really strong at the end. Likewise, somebody who starts as intelligent, could end up as a real dimwit due to an accident with hazardous gas. Skills are things that our characters most likely will only get better at, unless you lose a limb or something. I could imagine that losing an arm would make you a worse shooter than you were before if it was your shooting arm.<br/><br/>Both traits and skills go on a 1 – 5 scale, to prevent omnipotence your character will be better at some things than at other things.<br/><br/>The scale system goes like this:<br/>1 point – Terrible<br/>2 points – Bad<br/>3 points – Average<br/>4 points – Good<br/>5 points - Excellent<br/><br/>In the template we'll write out their scale completely, though it's more convenient to add the number as well with the traits. For example, if somebody has something set to average we'll type 'Average', rather than '3'.<br/><br/>If a character performs a skill which is set to 'Terrible' then that character should either die or be seriously injured. When a character performs a skill with the level 'Bad' it'll generally result in failure. Average will result in minor good or minor bad results, 'good' will result in good results and excellent will result in really good results. We'll use common sense for this during the roleplay, rather than throwing dice.<br/><br/>Skills are also interesting in another way. If, for example, my character is a nurse with an excellent first aid skill, while your character is truck driver with average first aid, then during the duration of the roleplay my nurse could train your truck driver to become good at first aid. Likewise, my nurse is a bad driver, while your truck driver is good at driving. During the roleplay your truck driver could train my nurse to become an average driver. This skill improving between teacher – student will always result in the student becoming at best 1 level below that of the teacher. The only exception to this is that only good and excellent people can train others in something. If you have an average skill then you can't train somebody from terrible into bad. If a character has a skill set to 'Terrible' then this skill won't be able to improve at all.<br/><br/>I figure this should give us plenty of interaction with our characters and cause some group cohesion where we'll need to cooperate.<br/><br/><span class="bbc_u">4.1 Traits</span><br/>In total we have 6 different traits; Dexterity, Intelligence, Perception, Stamina, Strength and Willpower.<br/>Everybody gets a total of 21 points which you can spread across your characters trait. If you want to use less than 21 points that's okay, but not more. That way we prevent omnipotent characters who are good at everything.<br/><br/>Dexterity – A measure of how agile your character is. Dexterity controls attack and movement speed, as well as accuracy.<br/>Intelligence – How smart your character is, among things, this will help with solving puzzles/ complicated situations.<br/>Perception – A higher perception allows you to spot danger early, while a terrible perception means that you'll walk right into zombies. A high perception also allows you to spot weaknesses of your enemy easier.<br/>Stamina – How much endurance your character has. The higher your endurance, the longer you can run.<br/>Strength – How strong your character is, but also how many items your character can carry.<br/>Willpower – How much your character is in control of him-/ herself. Terrible wits means you're scared by the smallest sound, excellent wits means you don't break out in sweat with the zombie horde itself attacks.<br/><br/><span class="bbc_u">4.2 Skills</span><br/>Next to 6 different traits we also have 20 different skills, on average this would give us 60 points to play with, but since we can improve skills during the roleplay and since the average human being isn't good at everything I'm in favor of setting this to 52 points instead. Additionally, it would make sense if our characters can only be excellent at one thing, though good at multiple things.<br/><br/>Things like surgery and explosives generally require an education in that field to be average in them. I marked those with a *, for realism it's probably best to set those at bad, unless your character has a profession in that field, in which case you could set it at good or even excellent. Setting it at bad, or even terrible,<br/>will free up some points that you can use elsewhere though.<br/><br/>Please note that when your character does something he's terrible at he'll likely end up seriously injured, possibly even dead. On the other hand, somebody who is excellent at something will have really good results. Also note that putting a bad driver behind the wheel can result in the entire team getting injured.<br/><br/>Full list:<br/>Fighting (melee weapons)<br/>Fighting (unarmed)<br/>Shooting (compound bow)<br/>Shooting (1 handed guns)<br/>Shooting (2 handed guns; shotguns/ rifles)<br/>Using demolitions (explosives)*<br/>Applying First Aid<br/>Cooking<br/>Performing Surgery*<br/>Hunting<br/>Setting Traps<br/>Sewing<br/>Sneaking<br/>Driving<br/>Flying (airplanes/ helicopters)*<br/>Engineering* (everybody can invent normal items, but complicated items require engineering)<br/>Hacking Computers*<br/>Lock-picking<br/>Repairing Equipment<br/>Researching (science; inventing cures, vaccines)*<br/><br/><br/><span class="bbc_u">4.3 Template</span><br/>To make things easy with our characters you can simply copy/ paste the template below and fill that in for each of your characters. This is mostly meant to introduce your character in a structured way to the rest of the group. I urge you not to write biographies for your characters, since it's much more fun to introduce your character's history in the actual roleplay. Just imagine our characters sitting around a campfire and telling stories about their past before the outbreak, it could give some really interesting stories and add to the overall story.<br/><br/><div class="codeheader">Code: <a class="codeoperation" href="javascript:void(0);" onclick="return smfSelectText(this);">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">GENERAL<br/>Name: <br/>Gender: <br/>Date of Birth: <br/>Profession: <br/>Sexual preference: <br/><br/>TRAITS<br/>Dexterity - <br/>Intelligence - <br/>Perception - <br/>Stamina - <br/>Strength - <br/>Willpower - <br/><br/>SKILLS<br/>Fighting (melee weapons)<br/>Fighting (unarmed)<br/>Shooting (compound bow)<br/>Shooting (1 handed guns)<br/>Shooting (2 handed guns; shotguns/ rifles)<br/>Using demolitions (explosives)*<br/>Applying First Aid<br/>Cooking<br/>Performing Surgery*<br/>Hunting<br/>Setting Traps<br/>Sewing<br/>Sneaking<br/>Driving<br/>Flying (airplanes/ helicopters)*<br/>Engineering* <br/>Hacking Computers*<br/>Lock-picking<br/>Repairing Equipment<br/>Researching (science; inventing cures, vaccines)*<br/><br/>Verification skills<br/>1 point x  = <br/>2 points x  = <br/>3 points x  = <br/>4 points x  = <br/>5x points x  = <br/>Total: </code></pre><span class="bbc_size" style="font-size: 8pt;">(The total skills are twenty, so everything behind x at the 1 - 5 points added up should be twenty in total. The total points can't be more than 52, but lower is okay.)</span><br/><br/><strong>5. Items</strong><br/>Items won't be easily available and we'll need to scavenge for them during our adventures. Some things will be easier to find than others. Food and water will be available in most houses that we'll raid, but ammunition will be harder to find.<br/><br/><span class="bbc_u">5.1 Consumables (food/ water, etc.)</span><br/>As explained above, these will be moderately easy to find. First aid kits also fall under this, as do new clothing. Though the latter might have a funny smell if you have to pick it from the corpse of a zombie.<br/><br/><span class="bbc_u">5.2 Cures/ vaccines</span><br/>These will be extremely hard to find. The idea I have in mind is to make this part of the story plot. When a zombie bites one of us it'll depend on the severity of the infection how quickly we turn into a zombie. For example, a minor scratch will take a full day for you to turn, but multiple bites will make you turn into a zombie faster. We'll be able to delay the infection from spreading by applying good first aid, washing wounds and using medicine. General medicine shouldn't be too hard to find, but actual cures or vaccines (which need to be used before infection) will be extremely hard to find. Reliable ones at least.<br/><br/><span class="bbc_u">5.3 Weapons</span><br/>Guns will be somewhat easy to find, but the ammunition for them will be hard to find. I imagine us using things like shotguns more as baseball bats than as actual guns. We can only carry so much ammunition and gun shops aren't exactly around every corner. We might be able to scavenge some from military or police zombies, but other than that we'll mostly have to come up with new ways to kill zombies.<br/><br/><span class="bbc_u">5.4 Vehicles</span><br/>Cars will be easy to find, they're strewn all over the city. However, most will be missing their keys, or are wrecked. Additionally, some cars won't be save to drive in, for example, convertibles. Though they're generally fast, with the streets covered in car wrecks you're an easy target for a zombie attack since there is no roof on them.<br/><br/><br/><strong>6. Enemies</strong><br/>Next to the normal zombies we'll also encounter several other enemies, both infected and uninfected, that are intend on either killing us, eating us, experimenting on us, or a combination of that all. In general, if you get bitten, scratched, chewed, nibbled on, or vomited over by zombies you're in trouble. Getting their blood on them won't infect you if it's not in direct contact with an open wound though.<br/><br/><span class="bbc_u">6.1 Civilians</span><br/>These are the normal zombies, when facing alone they generally don't pose much of a challenge, though in large hordes they're very dangerous since they can easily overwhelm your group. Also, the hungrier they get the more aggressive they become. Typically they are slow and only shuffle around to conserve energy, but this changes when they spot a survivor. Especially when they're hungry they become very fast and violent, running after the survivors. Their running speed is slightly below the average human running speed, but they can keep running for ages, while normal humans will eventually become tired. Normal zombies can also sprint for short distances, like humans can. They'll return to slowly shuffling around when they lost track of their target and 'forgot' what they were doing. Zombies who are completely satiated also won't run after survivors and just shuffle around, however, these zombies are rare.<br/><br/><span class="bbc_u">6.2 Drugs addicts</span><br/>Drug addicts are like normal zombies, but but with a slight mutation. They're either stronger, more aggressive, more intelligent, or faster than the average zombie. Some can be both stronger and faster, but they never have more than two of those traits better than normal zombies.<br/><br/><span class="bbc_u">6.3 Law enforcement (SWAT)</span><br/>Law enforcement zombies are much harder to kill than civilian zombies due to their body armor. They're also much more aggressive and stronger, but not faster or more intelligent than civilian zombies.<br/><br/><span class="bbc_u">6.4 Military</span><br/>Military zombies were vaccinated, but the vaccine was far from perfect and they turned anyway. However, they managed to keep their reasoning skills, which allows them can communicate and cooperate. They generally hunt in packs and can set clever traps.<br/><br/><span class="bbc_u">6.5 Scientists</span><br/>Scientists used vaccines or cures that were better than what the military used, but since their vaccines didn't stop the aggressive virus completely they still turned. They retained much of their intelligence and reasoning skills, which makes them a very dangerous opponent. They will generally try to capture survivors, so they can experiment on them in hopes to find a better cure for themselves. Falling in their hands is a fate worse than being turned into a zombie.<br/><br/><span class="bbc_u">6.6 Mutations</span><br/>Mutated zombies are military, scientists or civilians who were experimented upon, to find a cure or vaccine that would stop the virus. Due to the combination of different vaccines and cures they mutated into something that isn't quite zombie, but isn't quite human either. Generally they're stronger, faster, more aggressive and more intelligent than the average zombie. They also have unique skills like vomiting, leaping, spitting their tongue like a chameleon to capture you, or are super strong. Some of them can also be very quiet and hide unseen in the shadows, their night vision allowing them to prey on survivors. These zombies mostly hunt in the dark, generally alone, but occasionally also with others.<br/><br/><span class="bbc_u">6.7 Military (uninfected)</span><br/>Uninfected military personnel will shoot at anything, whether it's a human or zombie. They're under orders of Congress to get the infection under control, no matter what the cost. Reasoning with them is useless and you're much safer off killing them, before they kill you. The military mostly stays around the borders of the city, but they have several strongholds inside the city at key locations that they want to prevent zombies or gangs to take over.<br/><br/><span class="bbc_u">6.8 Gangs (uninfected)</span><br/>Gangs are uninfected civilians who grouped together for protection. They don't trust anybody outside their group and often they don't even trust each other. They're much more numerous than the military inside the city and will generally shoot first and ask questions later.<br/><br/><br/><strong>7. Zombie infection phases</strong><br/>I figured it'd be best to give a summary of the different kind of zombie infection phases, so we all know what can cause you to get infected.<br/><br/><span class="bbc_u">7.1 Escaped virus (gas) – tier 1 infection</span><br/>If the virus escaped in gas form and you inhale it you will get infected. Depending on the dosage it'll either turn you nearly instantly (when you had a dosage so high that it knocked you unconscious) or within 48 hours if it was a minimal amount.<br/>With a minimal amount you go through the following phases:<br/>Immediately after infection - feeling (slightly) nauseous.<br/>30 – 60 minutes after infection – coughing and general lack of energy. The coughing causes the virus to spread and infect other people, though it only stays alive for 30 minutes when its airborne.<br/>5 – 6 hours after infection – hacking cough (causes the virus to spread even easier), being very tired, itching skin, raised temperature and sweating profusely.<br/>11 - 12 hours after infection – vomiting blood.<br/>12 hours after infection – losing consciousness (as a result of vomiting blood). The infected person is also no longer infectious at this point, unless you come in direct contact with the vomited blood.<br/>13 - 25 hours after infection – the infected slips into a deep coma. (This happens 13 hours after infection if no medical treatment is given, with excellent medical attention this can take up to 24 hours.)<br/>17 – 29 hours after infection – abscesses form on the body of the infected person (17 hours without medical treatment, 29 hours with excellent medical treatment).<br/>21 – 33 hours after infection – the infected person dies.<br/>10 minutes after death – the dead body reanimates and the person is a zombie.<br/><br/><span class="bbc_u">7.2 Infected by bacillus – tier 2 infection</span><br/>When a character gets infected by somebody else who is coughing then the symptoms are the same as when infected directly by the gas. The virus did mutate, however, rendering most cures and vaccines useless. This is called a tier 2 infection because it infected the person indirectly through another infected person, rather than directly by the gas.<br/><br/><span class="bbc_u">7.3 Infected by being bitten – tier 3 infection</span><br/>When you get bitten by a zombie you get infected by its saliva or blood coming in contact with your blood.<br/>30 minutes – 12 hours after infection – increased loss of motoric functioning in the body part that was bitten. This time depends on the following; bite severity, time between the bite and cleaning the wound (the faster it gets cleaned, the longer it takes for the infection to spread) and how thoroughly the wound gets cleaned.<br/>45 minutes – 18 hours after infection – after the increased loss of motoric functioning the infected person will be increasingly more distracted.<br/>60 minutes – 24 hours after infection – the infected person dies.<br/>1 minute after death – the dead body reanimates and the person is a zombie.<br/><br/>Only tier 1 and tier 2 infected zombies will have the split-open abscesses on their body, which gives them a much more sickly appearance than tier 3 zombies. It also pays to know that tier 3 infected aren't as contagious as the tier 1 and tier 2 zombies. Even French kissing or having sex won't get you infected, though if your blood comes in direct contact with their blood it will cause a tier 3 infection.<br/><br/><br/><strong>8. City outline</strong><br/>The outbreak was in a major metropolis in the United States with skyscrapers at the city center, apartment buildings further away and eventually houses at the outskirts of the city. The further away from the city center you are, the lower the buildings will be. Military snipers shoot at anything that gets too close to the edges of the outskirts.<br/><br/>Closer to the city center there are abandoned cars on the streets, making it harder to drive through them. Key locations, like water plants, power plants, military armories, or other locations that would help a gang gain control over a large part of the city, are guarded by uninfected military personnel who can't be reasoned with.<br/><br/>The subway system is mostly off line, though an engineer might get some trains to operate. Power outages were a common occurrence and warm water had turned into a luxury.<br/><br/>Weapon stores are generally raided for their contents already, though they might still have some hidden reserves left.<br/><br/>The airport is under lock-down by the military, but at the same time too large to defend completely against intruders. Inside, however, there are plenty of zombies who were traveling when the outbreak occurred.<br/><br/>Downtown is overrun with zombies, though the military tried to quell their numbers they simply took too heavy losses and abandoned the area. Heavy fights between gangs and zombies ensued for a while in several parts of the downtown area, where the gangs tried to get control over the valuable area. However, this was not the case in all all the downtown areas and in some parts the local communities worked well together to fend off the zombies. The last week gunshots were becoming increasingly rare even in the violent areas, as one by one the gang fortifications were either overrun or ammunition started to run out. Most gangs are now either in hiding or down to using melee weapons. Only sparingly daring to raid outside their fortifications to get fuel for their generators, or food for their mouths.<br/><br/><br/><strong>9. General guidelines</strong><br/>We want to keep the roleplay fun for all participants and to ensure so there are some general guidelines.<br/>- When asked to edit a post, please do so. Sometimes a post can cause the RP to die early and that'd be a real shame. Use common sense with your adventures and please consider the long term consequences of your actions. (For example, sending a helicopter to save everybody is a big no-no.) When you're not sure about something, then please send me a PM or post it in the OOC topic.<br/>- Use spelling/ grammar checking with every post you write.<br/>- No omnipotence, everybody has at least some weakness; in fact if you're terrible at something and you'll do it anyway you should end up getting seriously injured, possibly even die.<br/>- Please post OOC posts in the OOC topic where they belong.<br/>- Add at least 1 post a day.<br/>- No sex with zombies. That's just gross. :P<br/>- Most importantly of all; HAVE FUN!