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Fandom NIGHTFALL. ♢ lore.

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nocchi

☆avantgarde☆
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Set in the year 3X8X, the world has suffered
from an increasing amount of continental drift as well as change in the environment over time. Plants have become overgrown, those that are poisonous being able to reproduce quickly through spores.

The environmental trauma at first started from a medical one, when a neurogensis experiment had gone wrong.

When the comatose subject was fed stem cells to regenerate the ones that had died, they were at first in a state of suspended animation; having woken up and been able to walk. While it was originally thought that the reanimation experiment had been a success, it quickly went awry when the stem cells effectively took over the preexisting ones—both alive and dead—and thus, effectively causing the brain to die from the outside in. Both the brains' cortex and stem became overridden by the stem cells, resulting in the patient to act mindlessly. Overtime, they showed increasing aggression, likely stemming from both instinct and impulse.

An attack on one of the neuroscientists from the patient lead to the discovery that when bodily fluid contact was made—between saliva and blood via biting in the aforementioned attack—the stem cells would replace the victim's own cells. After this discovery, the mysterious condition was soon dubbed as a virus due to the mutated cells functioning as pathogenic microbes and weakening the immune system to resistance. The virus quickly spiraled out of the laboratory, starting with the infected scientist, and spread across the world.

The virus eventually gained a new strain through animals, who also became capable of becoming infected. Caution is to be had when encountering and dealing with animals, especially if bearing the intent to use it for food.

Our characters are in this world, where to fight for survival is necessary to live.
 
The Environment
Radioisotopes have infiltrated various substances. In areas where often heterosporous plants are in abundance especially, the aforementioned isotopes are likely to infiltrate the air. Such areas tend to be on the outskirts of the city, and should be avoided as much as possible. When fungal plants are encountered within the city, they are best avoided, and not to be touched nor consumed.

Plants are overgrown in general, so a careful look should be taken, as not all of them are harmful.

It should be noted most importantly that the water is prone to being toxic for consumption. This is common knowledge amongst citizens, and having filters is common. However, those who do not have filters should take caution with the source of their water. Toxic water will be identifiable by its slightly cloudy surface and discoloration, as well as notably bitter taste when ingested. Should it be consumed, it should be purged by any method immediately, as it can prove itself to be fatal, often containing radium, arsenic, lead, and/or mercury.

In regards to the weather, the winters are frigid, and the summers extremely hot. At this point in time, humans would have adapted to the extreme weathers so that it would not cause any fatal damage to their systems by temperature alone. Fatalities from weather complications (i.e.: a slip on ice, or heat stroke) are still possible. Rainful isn't unusual, and on occasions, it is acidic in nature (typically in the outskirts). It should be noted that acid rain feeds mutated plants.

All image references are created by digital artist Dominique van Velsen.

Reference(s) for the main city:
dominique-van-velsen-neon-city-sundown-artstation.jpg


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Reference(s) for the outskirts:
CS3lcua.png
 
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Zombie Types
Links are image references of the respective zombie types. View with caution, as there will be fake depictments of zombies and warped features.

Walkers - inspired by The Walking Dead franchise - The most common type of infected. They come in a variety of appearances, although will always have discolored skin, and a blank stare due to now mindlessly functioning only on instinct, rather than by consciousness. They usually walk with a stumble, and never speak, only communicating in their preferences of groaning, grumbling, shrieking, and bellows. They are only ever truly killed with traumatic damage to the brain, and a severed head will remain animated until the brain is damaged, or it decomposes overtime. Due to generic human physiology, they can be paralyzed if their spinal cord is damaged.


Animals - When in desperation, a zombie will instinctively feed on animal flesh to sustain itself and rid itself of hunger. This is due to zombies functioning on only instinct, and thus, the need to keep themselves animate. When severe hunger strikes, they will feast on even animals. An animal who has survived a zombie attack, although was bitten, can also mutate due to an overload of the stem cells. Even a domesticated animal can become aggressive and animalistic as it searches for its next meal. Mutated animals have a notable glossy-eyed look, as well as excessive drool. In more prolonged mutation, they will foam at the mouth or even spawn fungal growths. Animals feast on other animals, as well as humans. Their bites are also infectious, like a common walker.

Lurkers - inspired by the World War Z franchise - Lurkers tend to appear somewhat skeletal, with even their faces being gaunt and bearing rotten teeth from decayed lips. Although seldom truly seen, preferring to hide until ready to strike their victim, they have blackened skin and an amber glow rendered visible beneath any hollow spaces in their frames. Lurkers prefer to stay hidden in spots hard to see, waiting there and attempting to pounce on their prey with a unique animalistic but hoarse screech. Should they successfully do so, they will violently pin their prey and proceed to maul them. If you can hear the Lurker's rasped, syncopated breaths as it hides, you will have a better advantage to kill it before it can attack you. In the case that it should, any accompanying survivor will be able to save you if they fatally damage the Lurker in time.

Boomers - inspired by the Left 4 Dead games - Boomers tend to be extremely bloated in size, and walk with a stiff waddle. Their skin is often greatly discolored with various bruises, and they typically bear a multitude of warts, boils, and other external growths. They are most recognizable by their size, typically being wider and taller than the average human, and walking with the distinct aforementioned waddle. It is suspected that the virus infiltrated their gastrointestinal system, leading to an overproduction of stomach acid and bile by extension. Boomer bile is infamous for its unique chemical binding which, when spewed, attracts zombies of various kinds; the bile is not only destructive to non-infected flesh. Boomers are very delicate and easy to kill, but it's best done from a distance to avoid being attacked by a hoarde of zombies.

Clickers - inspired by the Last of Us franchise - Clickers are most identifiable by the mass of fungal growths on their face. They become infected after coming into physical contact with one or multiple poisonous spore ridden plants. Although blinded by the growths, they communicate through a series of echolocation clicks to locate the sources of sound. The fungi plates protect them from any fatal damage, such as a shot to the head, which will—at best—take a chunk out of the cluster. Should a plate be completely removed through an attack, it is plausible that you may expose the Clicker's eyes, rendering it temporarily able to see once again. Lacking any humanity from the infection, they are extremely aggressive and dangerous. The best way to survive a Clicker encounter is to run—as their echolocation has a short-range—or use a Molotov Cocktail when available. If you're a good shot, two chest shots will do one in, but the sound will alert them, or any others should they be around.


More types will be added as the roleplay goes on.
 

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