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Fandom Bone Reapers Lore

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scorpiodragon

Five Thousand Club
The Group:

Festus Meloda scorpiodragon scorpiodragon
Gender: Male
Age: 23
Race: Human
Kin: Samara Meloda (sister)

Samara Meloda scorpiodragon scorpiodragon
Gender: Female
Age: 23
Species: Vaewolf (vampire x human)
Kin: Festus Meloda (brother)

Juniper Mallen AlphaBlueWolf AlphaBlueWolf
Gender: Female
Age: 11
Species: Shapeshifter

Andrea Ahoka-Long AlphaBlueWolf AlphaBlueWolf
Gender: Female
Age: 15
Species: Human

Strell shadowz1995 shadowz1995
Gender: Male
Age: 40
Species: Cambion

Sebastian King AlphaBlueWolf AlphaBlueWolf
Gender: Male
Age: 19
Species: Vampire

Dasiker Dracone AlphaBlueWolf AlphaBlueWolf
Gender: Male
Age: 51
Species: Dragon

Zxci Scarh liostwolf liostwolf
Gender: Male
Age: 20
Species: Half-Dragon
 
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Racial Information
Werewolves:
Werewolf height-7' to 8' high with females being somewhat shorter and more petite
Werewolf weight: 200 lbs (females)/300 lbs (males)
Wolf Length: 6'5" (females)/9'0" (males)
Wolf Height: 4'5"-5'5" (females)/6'5"-7'0" (males)
Wolf Weight: 100-200 lbs (females)

Wolves need flesh & organs to survive. Their teeth and claws can grow back when lost and keep growing until they die. They are strongest at the full moon and weakest at the new moon with the new moon turning them into weak and docile dogs. Female werewolves go into heat in winter and their animal half will end up more prominent in that time. Even those of same sex relationships will forsake these to breed and pass on genes with the opposite sex. They work in packs with an alpha, beta, subordinates and an omega. Some werewolf packs are family units. Lunar eclipse can trap a werewolf in their wolf form. Silver burns them along with wolfsbane and wild rose being poison to them. High pitched noises can stun them. Moonstone gem silver collars can trap a werewolf in their wolf form. Werewolves go into wolf puberty at 11-14 years old and females tend to experience their first heat between 13-16. The wolf form is a separate personality of the human. They are pregnant for nine months. Fire and electricity are harmful to them.

Vampires
Vampires need blood to survive. Eyes are sensitive to daylight and bright light. They tend to have pale skin or ashen skin if darker skinned. Can create young via bite and birthing. If the baby thinks that it is in danger, it will tear open the mother from the inside with its teeth. All vampires have a personality known as the 'darkness' which is simply this: Vampires, vaewolves and Dhamphirs have a dark side to them that is the predatory nature of the vampire, often lurking within the inner recesses of the vampire’s, vaewolf’s or dhamphir’s mind. It has red eyes and elongated teeth but otherwise looks normal. This dark side is often present in vampire and dhamphir babies though not always there, though forms when a vaewolf reaches puberty. The darkness will take what advantages it can, sometimes due to a missed feeding or emotions to take over the body. When that happens the darkness takes control of the body and the normal side of the vampire, vaewolf, or dhamphir ends up taking a backseat with the victim known to black out. It turns the vampire, dhamphir or vaewolf into a rabid animal and is a fight that must be fought internally by the normal side and the dark side. The dark side cannot be defeated or killed, it can however be weakened and locked back up whereby it takes months, sometimes years or even decades to form again. Vampires can eat normal food, however the food provides little to no nutrition. Vampires are immortal, tending to freeze between 17 and 100 years. Vervain is a harmful herb to vampires. They have the danger of turning into a nosfertau if they don't get enough blood (after 2 months). Their diet is made up of food, blood (animal blood makes them weak, werewolf, angel, nephilim and nephalem blood cannot be drunk) and life force (energy). Corpse blood or blood from a human that has been dead longer than 72 hours can make a vampire ill and tastes like sour milk. They are pregnant for 7 months and their eyes turn red when hungry while they keep the normal eye color they were born with. Vampires living on animal blood tend to have orange eyes. They have sharp claws and older vampires take longer to burn in the sunlight than younger vampires. Gradually over time a nosferatu’s control on reality and sanity slip, rendering them insane. Any children bitten by Nosferatu are considered ‘defective’ and will have some traits of the nosferatu that bit them with a penchant for aggression and increased blood lust. Fairy blood is intoxicating but electricity and fire are detrimental as well as beheading. Juniper and UV light is also harmful as the risks of blood intoxication and blood withdrawal. Vampires are pregnant for 212-days.

Dhamphirs
The children of vampires and humans, they can walk in daylight while taking longer to burn and become weaker. and suffer from the darkness like their vaewolf cousins and vampire parents. They tend to resemble their vampire parents in appearances. Their eyes are sensitive to bright light. They have sharp claws. They are an immortal race due to their vampire blood and can feed on life force as well as blood and food which gives more nutrition. Often end up being supernatural hunters. They cannot cross running water after their vampire side awakens. They can be born or turned but the process is interrupted with the vampire's death. Their vampire side tends to awaken when the body is strong enough to handle it. They are pregnant for 285-days.

Vaewolves
The children of vampires and werewolves, they need both flesh and blood to survive. Can turn into a wolf form as well as turn into a bat and fog. Fire, electricity, the new moon, silver, moonstone silver collars, lunar eclipses, beheading, wild rose, an insatiable hunger, juniper, high-pitched noises and mountain ash is harmful to vaewolves. Full moons make them stronger as well as a steady diet of blood and flesh/organs. Without these, they grow weaker until they eventually will die. The wolf takes control on the full moon, making the vaewolf stronger but the new moon renders it a tame and docile dog, unable to fight back. These creatures are often born but can turn others if they want, though this is rare. They are an immortal race and are pregnant for 300-days.

Demons & Angels

Demons have a demonic form (usually 10-12 feet) and a human form while Angels have wings. These creatures tend to have an animosity to each other though there are angel x demon couples who produce nephalem (angel x demon) children. A demon's demon form is more monstrous than their human form. Angels can have their wings ripped from them or become fallen angels. Not all demons are bad and not all angels are good. A fallen angel's wings usually become grey or black over time, disappearing from the white they originally have. An angel who has their wings torn can never fly again. Demons are an immortal race. Demons are pregnant for 270-days who are pregnant for while angels are pregnant for 270-days as well.

Shapeshifters
Shapeshifters are creatures that look human but may have scales, fur or feathers on them. They cannot turn into machines, weapons or other technology. Those who can read minds can easily discover they are not shapeshifters. Unconsciousness, excessive pain, and/or death involuntarily cause them to revert to their original form. Staying in a single form for extended periods may start affecting user behavior. Staying in a multitude of forms for extended periods may start affecting the user's access to original form. The process of changing shape may be painful. The process of returning to original form may be difficult. They are pregnant for 270-days.

Kitsune
Kitsune are an immortal race and have three forms: fox (for first 100 years), human and then a anthro fox formThey can have up to 9 tails, gaining 1 tail every 100 years though can also lose their tails. Good with illusions. Their fur turns silver (pure silver) when 1,000 years and gold when reaching 5,000 years. They can be confined via mountain ash and masters of illusions. Tricksters that like drinking and have a fox shadow, their spirit form feeds off energy while their human forms has fox ears and a singular tail. Can be turned into nogitsune if they become corrupt and carry a star bar which contains their life force and memories. Capturing a starbar causes a kitsune to be bound to the one who has it yet they hate their freedom being taken from them. They have a fear of dogs and are pregnant for .
Fox Height: 2.5-2.9 ft (females)/3 ft-4.5 ft (males)
Fox Weight: 50-90 lbs (females)/70-115 lbs (males)
Fox Length: 41-63 inches (3.4 ft-5.9 ft)

Nephalem
The children of angels and demons, these hybrids are sometimes scorned by humans, demons & angels alike. They can waver between good, chaotic, evil or neutral depending on their upbringing and are capable of flight through either bat-like wings (demon) or feather-like wings (angels). Their wings can be torn from them. They are pregnant for 280-days.

Nephalim
These children are the products of angels and humans. They have wings and are capable of flight as well as capable of having their wings torn from them. Sometimes hunted by angels and scorned by them. They are pregnant for 270-days.

Half-Dragon
The children of a dragon (in human form) and a human, they have some scales on their bodies and wings with which can be used to glide & fly. They cannot turn into dragons but their bones are denser than a human's. They go into heat and lay eggs. Dragonsbane is harmful to them and they are sometimes scorned by their dragon parent. Half-dragons lay eggs after 6 months which hatch 140-days after being laid.

Dragons
Dragons originally were fire-breathing creatures, however they over time they learned to breathe ice, lightning, darkness and acid fire elements. Most dragons tended to breathe fire which comes in the color of their scales. Over time, they learned to become human to escape being hunted and went into seclusion. Dragonsbane is harmful to them and they lay eggs. Occasionally they may form bonds with humans and other races, producing children with them. Dragons who are bonded are loyal to their humans and stop growing when they reach a height of 20'. Shifting is painful and they are slower due to their bone density as humans compared to as dragons. Some are better equipped to water than land and have flippers or webbed paws instead of legs with fin-like ears. Those suited to colder climates tend to have fur and come in both eastern (serpent-like) form or western (more muscular) form or hybrids of them. There are also land dragons which cannot fly but excellent burrowers and hybrids between them. They can speak telepathically and when bonded to a human or other species rider and need more food than other races due to their increased growth and muscle mass. Dragons lay eggs after 18 months and then hatch 35-days after being laid.
 
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Zombies
Zombies are divided into five stages. The most basic forms are Walkers and Runners going to Stalkers and Clickers and lastly Bloaters and Shamblers. Whereas walkers do not have fungus growing on them, the infected do have fungus which gradually becomes body armor. All zombies tend to travel in hoards, some on migrations. These creatures are deadly to humans and supernatural that are not infected for they will eat both animals and people alike. The Shamblers are an alternative fourth stage of bloaters. Whereas Walkers were created with a virus that leaked out, the infected (runners to shamblers) were created from crops being infested with CBI and transported first to the southern states from texas where it gradually spread.

Infection Physiology
INFECTION

For humans that have been exposed to a 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 or Shambler; each stage is more dangerous than the last. The infection also spreads 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. These spores can quickly infect an individual, making breathing difficult and movement sluggish within only minutes is exposure in such spore dense areas.


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. According to the Center for Disease Control, the victim can only become infected by inhaling the spores directly or coming into contact with an Infected's bodily fluids, usually from a bite.


APPEARANCE

The Infected humans have since undergone a strange mutation by a specialized strain of cordyceps. Runners seemingly begin to experience hair loss, discolored skin accompanied with lesions, and bloodshot eyes. Stalkers can be seen with significant fungal growth around their eyes and shoulders. Clickers are horrifically mutated by the infection. By this stage, the skull has been split open due to advanced fungal growth on the brain, growing over or outright destroying the host's eyes. Their teeth are rotten and jagged, and their skin is covered in mold. The fungal growth on Bloaters is so advanced that it begins to form armored plates on the host, while also causing the body to bloat significantly. The fungus also seems to offer the host some protection against the elements, such as the cold. When the host is killed or dies from advanced fungal growth, the fungus continues to grow throughout the body, eventually emitting spores.


BEHAVIOR

Upon becoming Infected, the victims gradually lose any ability to think freely 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. This becomes most prominent at stages 3 and 4, when their human characteristics begin to cease to exist entirely (e.g. feelings, thoughts, etc.). They lapse into their primitive, animalistic instincts, attacking anyone or anything that disturbs them, almost as a way to protect their territory. However, Clickers can be seen twitching and sometimes clawing at the fungal growth covering their face, suggesting that there still may be vestigial elements of the host attempting to resist the infection.


The fungus spreads to the host's eyes as it grows, covering and blinding them. 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 kills the damaged host, usually in a closed-off space so the fungus can spread further. While having a high tolerance to pain than ordinary humans, the infected are still susceptible to conventional injuries. All stages of infected will flail and scream wildly when set on fire or severely wounded. The body of an infected will spasm violently when the host is killed. The Infected have also developed sensitive hearing, as they can hear sounds that normal survivors cannot, such as the survivor hurdling nearby obstacles.


DEATH AND CORPSE
Even after an infected individual has died, the fungus will continue to grow; consuming the body's mass to form a fruiting body and releasing spores that infect any human that breathes them. Survivors use gas masks to prevent this. The process of forming the fruiting body causes the corpse to become skeletal and brittle, fusing the remains to surfaces as it continues to grow. As sufficient time passes, the fruiting body becomes a "moss" that can fill entire structures with deadly fungal growths the color of pasty human flesh. Both of the spores and the fruiting body die quickly when exposed to sunlight, limiting the danger they present.

Walkers

1646637940178.png

Walkers resemble humans or supernatural. Supernatural walkers have their powers intact but are nothing but mindless animals, driven by instinct with limited-intelligence Walkers were created when someone was trying to make a virus to wipe out an illness that swept the world, however they merely mutated it and made it stronger instead. It leaked out of the lab it was in when a vial was accidently broken and infected some scientists working on it. From there it spread when got into the hands of terrorists who saw it as a way to harm their enemies. One usually knows they are a walker within four days of being bitten. Walkers are fire-resistant but can be killed by destroying the brain, their bodies eventually over time deteriorate and become slower. Electricity and acid also don't do much to them. They are slower though than infected and clumsy, unable to open doors but can ascend and descend stairs or climb over obstacles and chain-link fences.

Runners
1646638616134.png
This is the first stage of infection, occurring within two days after being infected. Runners stand in a hunched position when motionless or moving around passively, unlike normal survivors. They migrate and hunt in packs, flailing their arms to swarm survivors. Their skin becomes pale and they have poor eyesight due to the eyes being the first to be attacked by the fungus, but maintain some human characteristics. They are fast and agile, but when moving they will leave a few infected behind to make a nest and await for prey to come by.

Stalkers
1646638653999.png
The second stage occurs between two weeks and one year after exposure to the Cordyceps Brain Infection. This second stage of infected has the speed of Runners with the ferocity of Clickers. Their most notable features are the distinct croaking sounds they make, the beginning of fungal growth on the head and face with only one eye to see, the development of pseudo-echolocation, and their desecration upon spotting a victim at a distance. Their modus operandi (MO) seems to be "hide and ambush". Their strength is equal to a fit human being though their grip can be shaken off. They tend to strafe and take cover, eventually closing in on the target. They are very aggressive and will charge at the victim. This stage tends to last anywhere between a week to a month after the start of infection and up to a year.

Clickers
1646638691087.png
Clickers are the third stage of infection. They take roughly a year to reach this stage of infection after roughly one year of exposure to the Cordyceps Brain Infection. They have had prolonged exposure to the fungus, and now possess strength that significantly surpasses the average human. Clickers appear less human than Runners and Stalkers, with faces that are completely skewed and scarred by fungus developed from their infected brains. Clickers are able to maneuver through areas by utilizing echolocation, which produces noticeable clicking and screeching noises to locate sources of sound, hence their name. Clickers also possess high intelligence, never leaving an area when they have heard prey run by them and will constantly check every available nook and cranny to locate the source of the sound with little regard to giving up on the task at hand. When provoked, a Clicker will immediately enter into a "berserk mode," aggressively flailing its arms and 'roaring'. 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
1646638733115.png
They take years to develop and reach this stage after years of exposure to the Cordyceps Brain Infection. Bloaters are incredibly strong Infected that are covered in thick fungus that effectively acts as armor. Bloaters are extremely aggressive, but are rather slow-moving, making them more predictable than other Infected. Like Clickers, Bloaters 'see' using echolocation to locate and trap a survivor and if it grabs a survivor, it will violently rip their jaws apart. Bloaters throw sacks of mycotoxin, which explode on impact, spraying the target with the toxin. The mycotoxin will hurt survivors over time, so it is recommended to avoid these deadly clouds. Bloaters are created due to dry environments.

Shamblers
1646638758386.png
An alternate fourth stage of infected that are believed to have developed due to exposure of high amounts of water. They take several years to develop after being exposed to CBI. Shamblers are horrifying, walking pustule-clusters that spray gaseous acid when they get near the player and take massive damage before dying. It is suggested that Shamblers were in the process of mutating into Bloaters, but heavy exposure to water from the constant rain in Seattle caused them to change into Shamblers instead. They are also shown to be far more numerous than Bloaters, occasionally appearing in packs. Once defeated, these festering threats explode with violent force, emitting a cloud of spores. They appear to lack the strength of a Bloater.
 
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Weapons-Long Guns

Weapon images are taken from last of us wiki or from google search as some didn't have pictures from the games that I could find.


Hunting Rifle​

Riflel.jpg

Weapon Type: Long Gun
Clip Capacity: 1 bullet (base), 3 bullets (max)
Maximum ammo: 7 bullets (base), 9 bullets (max)
Weapon Upgrades: Reload Speed, Clip Capacity, Scope, Armor Piercing, Power

Description: The weapon is especially useful against armored foes like ballistic vest-wearing soldiers and fungus-plated Bloaters because of its armor piercing abilities. When fully upgraded, this weapon will always kill with 1 shot (human enemies) to the body, even on armored enemies, and 1 headshot on Clickers.

Upgrade Descriptions: Reload Speed-Allows for the weapon to be reloaded faster.

Clip Capacity-Lets the weapon hold more rounds before having to reload.

Scope-Adds a scope to the weapon.

Armor Piercing-Shots fired by the weapon can pierce armor.

Power-Rounds fired by the weapon deal more damage.

Stability-Deceases weapon sway, which increases accuracy indirectly.

Capacity-Increases reload speed and magazine capacity.

6x Scope-Allows zooming in to aim at faraway targets easily.

Damage-Increases weapon damage per shot.

Bow​

Bow.jpg

Weapon Type: Long Gun
Clip Capacity: 1 arrow
Maximum ammo: 9 arrows
Weapon Upgrades: Reload Speed, Range, Draw Speed

Description: The bow is silent, making it ideal for stealthy situations, although it has a limited range. Arrows follow an arching trajectory and travel significantly slower than bullets. Arrows deal more damage to enemies that are unaware of the survivor's presence. The arrows are reusable, but have a chance of breaking. When human enemies without armor as well as Runners and Stalkers are unaware of a survivor's presence, one single shot is normally all it takes to kill them, provided it's in the body or the head. Unlike other foes, Clickers require headshots to be killed in one hit. However, this typically breaks the arrow, as does shooting Bloaters as well, because of the fungal armour they possess. Despite this, Bloaters can take damage from arrows, but only if the slightly more brittle fungal plates on their heads are destroyed first. Therefore, at least four headshots are needed to kill a Bloater with the bow.

Upgrade Descriptions: Reload Speed-Allows for the weapon to be reloaded faster.

Range-Increases the range of the weapon.

Draw Speed-Allows one to draw the weapon faster.

Shotgun​

shotgun.jpg

Weapon Type: Long Gun
Clip Capacity: 4 shells (base), 8 shells (upgraded)
Maximum ammo: 14 shells (base), 18 shells (upgraded)
Weapon Upgrades: Reload Speed, Fire Rate, Clip Capacity, Recoil, Range

Description: Also known as the pump shotgun, it can also be used as a melee weapon.

Upgrades: Reload-Allows one to reload the weapon faster.

Fire Rate-Allows one to fire the weapon faster.

Clip Capacity-Lets the weapon hold more rounds before having to reload.

Recoil-Decreases the kick of the weapon when fired.

Range-Increases the range of the weapon.

Flamethrower​

Flamel.jpg

Weapon Type: Long Gun
Clip Capacity: 50 fuel
Maximum ammo: 200 fuel
Weapon Upgrades: Reload Speed, Range, Power

Description: A homemade weapon due to the trigger being a bicycle pedal. The source of the fuel is a small red propane tank hooked to the bottom.
The flamethrower suffers from a limited range. It is highly effective against the infected. A one-hit-kill to human enemies, even minor exposure to the flame will incinerate them, rendering them unable to attack before they succumb to the flames.

Upgrades: Reload-Allows one to reload the weapon faster.

Range-Increases the fire range of the weapon.

Power-The weapon deals more damage.

Assault Rifle​

Assault_Rifle.png



Weapon Type: Long Gun
Clip Capacity: 30 bullets
Maximum 90 bullets
Weapon Upgrades: None

Description: Primarily used by the Military and some Fireflies, the Military typically fire either in bursts or automatically, making the military dangerous foes to face. It is equipped with a set of LMT rear sights, an usuable flashlight taped under the barrel, and a folding foregrip. Older models after the outbreak have unusable flashlights taped under the barrel.

1646639278302.png

Double Barrel Shotgun​

Weapon Type: Long Gun
Clip Capacity: 2
Maximum 10
Weapon Upgrades: None

Description: Although having a marginally faster reload speed than the Shorty, the Double Barrel Shotgun has a slow firing rate. Despite this Achilles Heel, this deals high damage to enemies. One can, however, craft incendiary shells for use with this weapon. Incendiary shells are shells that fire in a wide cone, dealing heavy damage and lighting enemies on fire.

1646639260666.png

Crossbow​

Weapon Type: Long Gun
Clip Capacity: N/A
Maximum 10 arrows
Weapon Upgrades: None

Description: The crossbow is a highly versatile weapon. If aiming for headshots, it makes a perfectly viable alternative to the Hunting Rifle, freeing up the primary slot for a weapon more suited to close range combat. The crossbow is well-equipped for stealth combat, firing silent shots. Arrows are more sturdy and can be recovered more easily from bodies compared to the bow. The crossbow has a slow reloading speed but can achieve a 'bleed effect' which slowly drains an enemy's health and may force them to flee to heal.
 
Weapons-Pistols

Pistols​

9mm Pistol​

9mml.jpg

Weapon Type: Pistol
Clip Capacity: 6 bullets (base), 14 bullets (upgraded)
Maximum 20 bullets (base), 28 bullets (upgraded)
Weapon Upgrades: Reload Speed, Fire Rate, Clip Capacity

Description: One of the most common guns one would find in the world, it less dangerous than those with rifles and shotguns, they are more dangerous than those with melee weapons, so caution should still be taken. It can also be equipped with a silencer.

Upgrades: Reload Speed-Allows one to reload the weapon faster.

Fire Rate-Allows one to fire the weapon faster.

Clip Capacity-Lets the weapon hold more rounds before having to reload.
Revolverl.jpg

Revolver​

Weapon Type: Pistol
Clip Capacity: 6 bullets
Maximum 18 bullets
Weapon Upgrades: Reload Speed, Fire Rate

Description: A powerful and accurate weapon with a slow reload speed and a slower rate of fire compared to the 9mm pistol.

Upgrades: Reload Speed-Allows one to reload the weapon faster.

Fire Rate-Allows one to fire the weapon faster.

Shorty​

Shortyl.jpg

Weapon Type: Pistol
Clip Capacity: 2 shells (base), 6 shells (upgraded)
Maximum: 6 shells (base), 10 shells (upgraded)
Weapon Upgrades: Reload Speed, Fire Rate, Clip Capacity, Recoil, Spread

Description: A one-handed shotgun which does not use the same shells as the shotgun. The Shorty's high damage and ease of use also make it a great finisher weapon, or used in combination with other weapons. It is perhaps best used with the Machete and the 2x4 as a blast from the Shorty combined with a slash from the machete or a hit from the 2x4 ensures a down in close quarters, which can be devastating against armored opponents. It is very weak at medium to long range. In addition, it is only marginally more powerful than the revolver. It tends to be seen among Bandits, Fireflies, Cannibals and occasionally Hunters.

Upgrades: Reload Speed-Allows one to reload the weapon faster.

Fire Rate-Allows one to fire the weapon faster.

Clip Capacity: Lets the weapon hold more rounds before having to reload.

Recoil-Decreases the kick of the weapon when fired.

Spread-Increases the speed of the weapon when fired.

El Diablo​

El_diablol.jpg

Weapon Type: Pistol
Clip Capacity: 1 bullet (base) 3 bullets (upgraded)
Maximum: 7 bullets (base), 9 bullets (upgraded)
Weapon Upgrades: Reload Speed, Fire Rate, Clip Capacity, Armor Piercing

Description: El Diablo can kill most targets with just one or two shots. El Diablo is one of the strongest weapons in the game, only taking two shots to kill a Bloater which is offset with its limited capacity and rare ammunition.

Upgrades: Reload Speed-Allows one to reload the weapon faster.

Fire Rate-Allows one to fire the weapon faster.

Clip Capacity: Lets the weapon hold more rounds before having to reload.

Armor Piercing-Rounds fired by the weapon can go through armor.

Military Pistol​

military pistol.jpg

Weapon Type: Pistol
Clip Capacity: 6 (starting), 10 (upgrade)
Maximum: 16 rounds
Weapon Upgrades: Fire Rate, Stability, Recoil, Capacity

Description: A semi-automatic, short -range handgun with high fire rate and moderate accuracy.


Upgrades: Fire Rate-Increases weapon fire rate, allowing faster firing.

Stability-Decreases recoil and idle weapon sway.

Recoil-Decreases weapon recoil by attaching a compensator onto the barrel.

Capacity-Increases the capacity (the number of shots before having to reload).

Hunting Pistol​

hunting pistol.jpg

Weapon Type: Pistol
Clip Capacity: 1 bullet (base) 3 bullets (upgraded)
Maximum: 7 bullets (base), 9 bullets (upgraded)
Weapon Upgrades: Reload Speed, Fire Rate, Clip Capacity, Armor Piercing

Description: The Hunting Pistol is a single-shot pistol that can kill many enemy types in just one shot. It can also penetrate more than one enemy. However, unlike the El Diablo, it is a break-open single-shot action, meaning that it must be reloaded after each use. Ammunition can be crafted for this type of weapon and it can be equipped with a 4x scope.

Upgrades: Reload Speed-Allows one to reload the weapon faster.

Fire Rate-Allows one to fire the weapon faster.

Clip Capacity: Lets the weapon hold more rounds before having to reload.

Armor Piercing-Rounds fired by the weapon can go through armor.
 
Weapons-Melee

2 x 4​

Tlou_2x4.png




Weapon Type: Blunt
Weapon Upgrades (via crafting): Melee Knots, Melee: Techniques

Description: A 2x4 is rectangular piece of lumber commonly used in residential construction. However, in the brutal post-apocalyptic world of The Last of Us, the more cunning survivors (or those unfortunate enough to be left without a gun) have repurposed the lowly building material into a deadly weapon used to fight off both Infected and hostile humans alike. Hitting a human enemy once with a 2x4 will be enough to stun them; leaving them off balance and vulnerable to further attack for a few seconds. The 2x4 is typically used as a simple club, but can be upgraded up to three times using a blade and a binding item to give the weapon deadly one-hit-kill potential. While it is not the strongest or the most durable weapon in The Last of Us, it is easily the most common (especially in Boston and Pittsburgh). Often used by Hunters, Smugglers, Cannibals, and Bandits.

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Baseball Bat​

Weapon Type: Blunt
Weapon Upgrades (via crafting): Melee Knots, Melee: Techniques

Description: As its name implies, the Baseball Bat is a piece of sporting equipment used to play Baseball. However, during the outbreak, it is used frequently more as a melee weapon to knock out or kill other people or infected. It is made of wood and is smoothed to give a curved surface.It's indistinct feature is it's fast swinging rate — faster than the 2×4 and the Pipe. It certainly excels over fist fighting and can prove an advantage when under crowd problems and Shotgun ammunition is low. It is often seen in the hands of Bandits, Hunters, Rattlers, Slum Guards, and the Washington Liberation Front.

1646639850491.png

Pipe​

Weapon Type: Blunt
Weapon Upgrades (via crafting): Melee Knots, Melee: Techniques

Description: The pipe is a metal piece of plumbing. It is typically used as a weapon by hunters, Fireflies and general survivors (Bandits, Slum Guards, Cannibals). It is very durable — the most durable melee weapon. The pipe and baseball bat compete with each other; the pipe is durable, but the bat swings slightly faster. It acts as a blunt weapon, with a distinct advantage over fists. It can be rarely found on the ground. The pipe also has longer reach than the fist, and takes about four hits and one execution hit to down an enemy.

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Machete​

Weapon Type: Blade
Weapon Upgrades (via crafting): Melee Knots, Melee: Techniques

Description: The Machete is a long knife-like weapon used for close-quarters combat. It has a longer reach than a knife, but is shorter and more durable than a sword. While it is meant to be used for rapidly cutting through vegetation, it can be used to deadly effect against enemies. This makes it a brutal weapon as well as a tool. it attacks considerably faster than the Hatchet, making it a viable alternative when it comes to efficiency or durability if found. It is often found in the hands of Hunters, Bandits, Cannibals and Smugglers (in the slums).

Hatchet​

hatchet.png

Weapon Type: Blade
Weapon Upgrades (via crafting): Melee Knots, Melee: Techniques

Description: Prior to the outbreak, the hatchet was a camper's tool for cutting wood. Now, the weapon is used by survivors to kill infected and other survivors. The hatchet is held in one hand and is lightweight enabling the wielder to quickly swing it at enemies. It is more durable than the Machete and Shiv, which makes it the second most durable bladed weapon. It is often used by Bandits, Cannibals, and the WLF.

Switchblade​

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Weapon Type: Blade
Durability: Infinite (does not break)

Description: The switchblade is a small folding pocket knife similar in size and appearance to an Italian Stiletto Switchblade. Can be used for Stealth Kills

Shiv​

Shiv.jpg

Weapon Type: Blade
Weapon Upgrades (via crafting): Shiv: Sharpening, Shiv: Reinforcement

Description: Unlike other bladed weapons, it cannot be wielded in regular offensive combat; rather it is a stealth and defensive weapon used only in certain situations. It can also be used to open doors. Scissors and other blades can be used to craft shivs. Then the bottom half of the blade is wrapped in a binding of some sort to protect the user's hand. Pre-crafted shivs are rare, but can be found. Instantly kills enemies from stealth and saves from clicker grabs.

Hammer​

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Weapon Type: Blunt
Weapon Upgrades: None

Description: Used for fixing things, during the years following the outbreak, the hammer became a dangerous weapon to use against enemies.

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Club​

Weapon Type: Blunt
Weapon Upgrades: None

Description: A wooden weapon seen since old times. Nails or spikes may be driven into the wood to cause more damage though it is usually devoid of metal and often used to break bones.

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Crowbar​

Weapon Type: Blunt
Weapon Upgrades: None

Description: Used for opening crates, this weapon became a means of defending oneself after the outbreak. Even before then, some people found it useful to harm others. It is effective against other humans and runners.


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Kukri​

Weapon Type: Blade

Description: A type of machete originating from the Indian subcontinent which has multiple purposes as a melee weapon with a distinct recurved blade. In terms of the outbreak, it is used to not only cut through vegetation but also as a means to defend oneself. The curved shape creates a 'wedge' effect which causes the blade to cut effectively and deeper, serving as an effective chopping weapon though it was also used as a utility knife among the Gurkhas.

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Pickaxe​

Weapon Type: Blunt

Description: A small axe with a 'T-shape' head that is used for prying, often found in the hands of Seraphites. The pointed end is used both for breaking and prying, the axe for hoeing, skimming, and chopping through roots. The handle by itself can be used as a club for bludgeoning and has been used since ancient times in hand to hand combat.

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Baton​

Weapon Type: Blunt

Description: Used by the police and military prior to the outbreak, it is often seen in the hands of Smugglers or military in QZ. It can be used for bludgeoning a person or stunning. They can be easily concealed, making them a useful weapon for military and criminals alike.
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Sickle​

Weapon Type: Bladed

Description: Originally used as a farming tool for harvesting or reaping crops, people found out that it could be used as an impoverished bladed weapon. It can be used to cut, hack or slash enemies as well as double with its original function in a post outbreak world.

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Axe​


Weapon Type: Bladed

Description: Originally used as a farming tool for harvesting or reaping crops, people found out that it could be used as an impoverished bladed weapon. It can be used to cut, hack or slash enemies as well as double with its original function in a post outbreak world.

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Tomahawk​

Weapon Type: Bladed

Description: Originally used as a farming tool for harvesting or reaping crops, people found out that it could be used as an impoverished bladed weapon. It can be used to cut, hack or slash enemies as well as double with its original function in a post outbreak world.

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Wrench​

Weapon Type: Blunt

Description: Originally used to provide grip and mechanical advantage in applying torque to turn objects, the wrench or spanner as it is known among British, this quickly became a weapon that can beat a person to death with enough force and power behind the swings or even stun an enemy if hit hard enough.
 
Weapons-Throwable Objects

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Molotov Cocktail​

Weapon Type: Explosive

Weapon Upgrades (via crafting): Molotov: Construction, Molotov: Deployment

Description: Explodes on impact, and fire lingers in the area. Molotov Cocktails are created by binding an alcohol-soaked wick to the neck of a bottle of hard liquor. When the wick is lit and the Molotov is broken, it ignites and bathes the area in flames.

Nail Bomb​

nail bomb.jpg

Weapon Type: Explosive

Weapon Upgrades (via crafting): Bomb: Containment, Bomb: Shrapnel

Description: It can be made through crafting with blades and explosives. The Nail Bomb resembles a tin can with protruding sharp objects (blades or other shrapnel). Nail Bombs are essentially land mines which only activate when an enemy is nearby. The damage done by Nail Bombs is enough to finish off all enemies, except Bloaters, in one explosion. Once thrown it will have a delay detonation, the enemy needs to go near it before exploding. Effective against a group of enemy in one place.

Smoke Bomb​

smoke bomb.jpg


Weapon Type: Explosive

Weapon Upgrade (via crafting): Smoke: Chemistry, Smoke: Shaping

Description: It can be made from crafting together sugar and an explosive. The smoke bomb appears to be made from either a burlap sack or brown paper bag full of sugar and explosives. It does not inflict any kind of damage. Instead, if human enemies are within its blast radius, they will be stunned. Also, it can be used to assist an escape from enemies in two different ways. Once thrown it can provide cover to avoid being detected. Effective in running way and sneaking past the enemies.

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Stun Bomb​

Weapon Type: Explosive

Description: It can be made from crafting together a canister and an explosive. Stuns enemies in a small area on impact.

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Trap Mine​

Weapon Type: Explosive

Description: It can be made from crafting together a canister and an explosive. This item cannot be thrown and must be deployed like a regular mine. Deploys in place and detonates on enemy proximity.

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Bottle​

Weapon Type: Melee Weapon/Throwabale Object

Description: A throwable object that can be used to break glass or create a distraction. They can be thrown to stun or distract enemies. They are not as effective as a brick in terms of melee weaponry as they break after being used.

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Brick​

Weapon Type: Melee Weapon/Throwable Object

Description: A throwable object that can be used to break glass or create a distraction. Bricks can be used to distract enemies or, when thrown directly at an enemy, stun them, much like an empty bottle. They do not stun armored enemies (including Bloaters). They are an extremely effective melee weapon, as using bricks on enemies kills them within three hits.

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Pipe Bomb​

Weapon Type: Explosive

Description: Bounces on impact and explodes after a short delay. it creates a massive explosion, dealing damage to anyone nearby after a short delay. They can be used offensively and defensively due to their ability to bounce off walls and detonate in areas one normally couldn't reach. They require alcohol, a canister and explosive to craft.
 
Crafting
Crafting is an important aspect of survival with the scattered resources that exist within the post-apocalyptic world. Crafting is a method to acquire something useful out of multiple useless things, like in the case of the Molotov Cocktail which can be created from rags and alcohol which have no use on their own. There exists some overlap in the uses of each ingredient. For example, the ingredients for the Molotov Cocktail can also be used to make a health kit.

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Health Kit​

Ingredients to craft: Alcohol + Rag

Description: A useful item to have on hand when one's health is low, they can be found throughout the post-apocalyptic world or be crafted. They are useful for healing injured survivors and the alcohol can either be isopropyl alcohol or whiskey.

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Silencer​

Ingredients to Craft: Rag + Canister

Description: An attachable item that can be removed from a 9 mm pistol, thereby silencing the weapon.

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Arrow​

Ingredients to craft: Binding + Blade

Description: A projectile fired from a bow in which to defend oneself or hunt for food. Can also be made with wood and stone or scraps of metal for the arrow heads and feathers for fletching

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Explosive Arrow​

Ingredients to craft: Explosive + Binding

Required Upgrades: Craft Explosive Arrows

Description: Detonates on impact deal massive damage in a large blast radius. An arrow made with an explosive arrowhead that detonates and causes fire.

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Rag​

Description: Cloth-like materials that can be used in crafting

Crafting: With alcohol, can craft either a Molotov Cocktail or Health Kit

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Alcohol​

Description: In conjunction with a rag, alcohol is used to craft a health kit or a Molotov cocktail. It can also be used to heal one's wounds if poured directly on the wound and serves as a makeshift disinfectant

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Sugar​

Description: An item that can be found in abandoned restaurants throughout the world, it can be used to make smoke bombs.

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Explosive​

Description: Explosive weapons can be used to kill or disorient groups of enemies.

Explosive Weapons: Molotov Cocktail - a Molotov can be thrown at enemies to engulf them in flames. It is especially useful on infected due to them being covered in fungus.

Nail Bomb - a nail bomb can be thrown at enemies to blow them up or placed as a mine that triggers when crossed.

Smoke Bomb - a smoke bomb can be thrown to act as cover as it creates a cloud of smoke or used to stun enemies to buy time for the player or to easily shiv them.

1646640307291.png

Blade​

Name: Blade

Description: It can be used to craft shivs, nail bombs and melee upgrades. It can be found in the form of half a pair of manual shears, or as a jar of what look like nails or tacks.

Crafting: Shiv: Requires 1 unit of blade and 1 unit of Binding.

Upgrade for a melee weapon: Requires 1 unit of blade, 1 unit of binding and a melee weapon, including a Baseball Bat, Pipe, 2x4, Machete or Hatchet.

Bomb: Requires 1 unit of Explosive and 1 unit of blade

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Binding​

Description: It includes all materials that can be used to fasten two or more items together.

1646640332451.png

Canister​

Description: An item that can be used to create trap mines, nail bombs, and stun bombs. Tin cans turned into canisters which could be used to create homemade explosives after the Outbreak.
 
Groups
Smugglers
Location: Worldwide
Group Type: Rogues, Criminals
Headquarters: Boston, Massachusetts

They take jobs involving sneaking people, supplies, and illegal contraband past military-controlled areas for payment in illegal goods such as guns, ration cards and drugs. Many turn to smugglers in order to get into Quarantine Zones when they lack proper identification forms or paperwork. Most of the smugglers appear to carry at least a melee weapon or a pistol, although some only use their fists. Some are also shown using gas masks in spore-filled areas.

They thrive in secrecy. They dug tunnels to sneak people in, made several secret entrances and exits to their base and the city to hide from the military, and some even set up shop in the slums to trade goods such as bullets and guard dogs for ration cards on the black market. Some smugglers held boxing matches, betting their ration cards on a fighter to earn more, while others were hired to guard citizens betting their ration cards in games of poker, typically carrying a melee weapon to deter onlookers.

Unlike other groups, the strength of a smuggling operation is based solely on their own skill, rather than the equipment they use or numbers. The difference in each smugglers competence is evident in their variety in equipment. The smugglers who fought the military wielded Double Barrel shotguns and rifles. However, those in the slums preferred to use Baseball Bats, Pipes and

Bandits
Location: Worldwide
Group Type: Rogue
Headquarters: Jackson County, Wyoming countryside
Allies: Hunters
Enemies: Various Communities, Military

Occasionally called Marauders, they are a group of survivors living within the countryside of Jackson County, Wyoming and presumably other places across the post-apocalyptic United States. They are known to regularly raid settlements.

Strength: Some bandits have access to a sophisticated array of equipment such as body armor, respirators and helmets. Bandits are seen armed with El Diablo scoped handguns, hunting rifles, and shotguns. Other bandits can be seen using Shorty sawed-off shotguns, 9mm pistols, revolvers, and occasionally a melee weapon ranging from 2x4s to machetes and Pipes. Some bandits will use Molotov cocktails or smoke bombs against their enemies.

Cannibals

Location: Worldwide

Group Type: Cannibals
Headquarters: Silver Lake, Colorado

These are survivors who have resorted to the capture and murder of any travelers who they encounter, eating them as a means of survival due to the shortage of food in the post-infected world.

Strength: The cannibals can afford to waste certain supplies (apart from food) suggesting that they have lots of equipment. While they do not use armor, they have access to weapons such as pistols, revolvers, hunting rifles, shotguns, and occasionally bows. They also use Hatchets, Pipes, and 2x4s as melee weapons. However, it appears better equipment, like shotguns and rifles, are only used by scavenging parties that go out hunting for food and supplies. The town watch, by comparison, has most men armed with simple revolvers. The cannibals are known for their cowardly nature, fleeing from a recently-recovered Joel despite outnumbering him, preferring to take him by surprise when possible. They are similar to the Hunters in power but lack numbers in most cases. Much like the Hunters, they either fear or distrust their leader. They are, however, more diverse as they have women and children in their group, making the group arguably weaker since not all of the members are suitable for fighting.

However, the group is well organized and are skilled trackers. They could even hold their own against several Infected, something most other groups have been shown to either struggle with or avoid entirely, even the military, who were overpowered by Stalkers despite being the best-equipped faction of survivors left. Their milksop character still persists despite this, as some run and hide rather than fight the Infected directly, choosing to attack when the infected are a safe distance away. Also, while they tend to easily kill runners, they do have difficulty overpowering Clickers; while they can defeat them, the latter typically kills at least one of them before such.

Hunters
"If you can stand then you can fight! Anyone that refuses to fight with us will be banished. Anyone that supports the army will be made an example of. Tonight we put an end to this tyranny and start a new life for ourselves."

Group: Rogue

These are hostile survivors. They are so named because of their tendency to brutally kill anyone entering their territory (whom Hunters refer to as "tourists") to steal their clothes, supplies, and food. The Hunters are generally comprised of former Quarantine Zone residents, typically remaining in the cities they overthrew from military control.

The Military
Group Type: Armed Forces
Founded: June 14, 1775
Headquarters: Various
Allies: FEDRA, CDC
Enemies: Hunters, Smugglers, Bandits, Cannibals

To keep the citizens under watch, the military transformed most cities into Quarantine Zones, preventing citizens from leaving the city, subjecting them to forced labor, and when supplies were low, even restricting basic food rations.
 
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Quarentine Zones
After the world began changing, cities were bombed as infected began spreading and were out of control. The military began rounding up people and putting them into quarantine zones, doing daily checks to make sure they weren't infected. Those who were killed automatically. One's life depends on how the military treats one but there are walls and gates now around most major US cities. The following QZ are the ones still active and operational.


Boston, MA

Under martial law, soldiers have set up various checkpoints throughout the city. Military personnel carry scanners to check suspicious citizens for infection, and the military's infection protocol makes soldiers execute any infected individual on the spot. The authorities deal with distributing rations to the populace, as long as the recipient has the appropriate ration cards. Half-ration weeks are declared whenever there are shortages, sometimes for multiple weeks in a row. Able-bodied civilians are conscripted into work details, both inside and outside the walls. Therefore, drafting notices are handed out to individuals every 6 months.

Chicago, IL

Omaha, NB

Seattle, WA

Detroit, MI

Grand Rapids, MI

Pittsburgh, PA

San Francisco, CA

Los Angeles, CA

Las Vegas, NV

Denver, CO

Columbus, OH

Springfield, MO

Woods Hole, MA

Salt Lake, UT

Providence, RI

Augusta, ME

Savanna, GA

Phoenix, AZ

Boise, ID

Lansing, MI

Cincinnati, OH

Anchorage, AK

Honolulu, HI

Hartford, CT

Billings, MT

Alburquerque, NM

Indianapolis, IN

Nashville, TN

Memphis, TN

Portland, OR

Wilmington, DE

Houston, TX

Miami, FL

Tampa, FL

Oklahoma City, OK

Tulsa, OK

Wichita, KS

Topeka, KS

New York, NY
 
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