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Realistic or Modern x How to kill a Zombie x - The Need to Know

Bellz

Straight Judgin'
Roleplay Availability
Roleplay Type(s)


✕A Fight For Survival ( An Apocalyptic Rp ~with a twist)✕



survival of the fittest; phrase of survival;
Keep your friends close, and your enemies closer. ;


XXX C A N 'T S U R V I V E W I T H O U T D I R E C T I O N XXX
x A Fight for Survival x ~ (An Apocalyptic Rp) x -The Survivors

The Need To Know


Waves white flag
This is the Information page where everything related to setting, resources, deceased list, and anything else I can think of that would be helpful to you, will go!
PLEASE READ ALL OF IT BEFORE POSTING TO IC FOR THE FIRST CHAPTER


once you have read everything below that is offered, please comment "brains" in your IC post so I know who read it ^.^ Thank bbs! have fun and happy reading!

tags; Misty Gray Misty Gray Melanin-Gxdess Melanin-Gxdess Moka-chan Moka-chan Hysterical Hysterical nighttimecatplayer nighttimecatplayer



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Beyond the Wall-Khal-



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The northern city of Khal sits 30 miles beyond the wall, tucked within the desolate shadow's of Harlem.

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Khal is the city of runaways, of outlaws, and pathfinders. Founded on the principles that anyone, no matter their past, is welcome to Khal. And with this group mindset, the city is prosperous in many ways. Almost all of the city lies within the deep snow and building that look like mountains, shielding those from the cold and the wonder bug, while also preventing untrained eyes to spotting them. Within the wall, Khal survives on its own water sources, and southern raids help benefit the overall wellness of the city.

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The people of Khal live more civilized than most believe. The stronger and smarter prosper more, while the weak and dumb are sifted out of society. Children are taught by their parents, or by a family friend, and at age 10 must choose a trade. Furs are a frequent fashion necessity, and eye protecting from the snow-glare. Khal has three vehicles, using for southern trips only, and only a certain are even allowed near. A small colosseum sits centered in the city, known as “The Pit” and weekly fights are held. Winners are given a reward, while the loser is sent to labor, or death.
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The Pit is the focal point of entertainment, as well as the ultimate law within Khal. Once a week, a series of fights will occurs throughout the day. Starting with the weaker or less amusing in the morning, which mostly are death sentencings, occur in the morning. Not many attend these. Although the evening fights are the most entertaining, usually bringing out crowds up overfilling the stadium, and leaving the web of tunnels empty. Fighters or prisoners are condemned to certain rules. No guns, no crawlers, and no quitting. Only melee weaponry, and armor is allowed. However most choose a sentimental animal to embody, using their furs and makeup to transform into their alter egos.
 
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The Wild Wild West-Saloon




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Saloon is located approximately 40° 45' 17.7552'' N and 73° 59' 2.4576'' W. in New York city and is about 143 miles from the wall itself.


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in this faction, the people are aware that if you don't thicken your skin, you won't make it out alive. The Westerners have a fighting spirit that never seems to die. Always sticking up for the little man, Saloon's culture is very much family oriented and the people who live with its territories consider everyone family. The Hudson river to the further west of them provides them with water. However due to the lack of good soil, the westerner's had always had a problem growing proper crops and keeping them alive. They trade with the east for soil, seeds and other agriculture needs in exchange for the abundance of fish they catch. The culture is centralized on the ideals of family, protection and survival. None take kindly to strangers in this town and one will be lucky if they were to get out of the Wild Wild West alive.

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The Westerners are the "moles" of all the factions, taking to the ground for protection and living. It had taken years to develop the underground infrastructure that housed all of the Saloon residence, but it was finished a few years after its beginning development in 2000. Further below the residences flats, HQ is held directly beneath it. Staying out of view at night and safely tucked away.

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Welcome to Crawlers Saloon!!

Henry Withers, the founder of Saloon named the town after his favorite game at the carnivals as a kid, "Wild Wild West Saloon: Shooting Range", he loved it so much, that the man swore by it as a training method for taking care of Skin Crawlers. The man was called crazy by many people until he demonstrated for himself. His idea was to effectively take the dangers of shooting ranges out of the picture but at the same time focusing on realism. The Saloon set up works just like one would work at an amusement park, except you don't really have to pay anything and this one is designed to keep track of your reflex speed and agility along with a full list of the targets you hit and where you hit them , giving the trainee all the tools needed to understand where the mistake was and how to fix it.

Bexley, the current leader and daughter of Henry has continued this tradition vigorously with her people and make sure that everyone learns how to properly handle a fake gun before placing a real gun in their hands. Both her and her father believe that mistakes only happen if you let them and that if you give someone the proper tools, little to no mistakes will happen.


GUN SLINGER COMPETITIONS
That being said above, the Withers still enjoyed a good time. Turning the amusement park game turned training station back into a game for all of those in the west to enjoy. Competitions are normally held on sundays and everyone is encouraged to enter and participate ^.^
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the location is 40° 45' 17.7552'' N and 73° 59' 2.4576'' W, yes, both East and West have the same coordinates as they both are part of Midtown New York but of course, Taurus is east of the border.

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Known to the west as the "PeaceKeepers" or "Hippie Trash" The East is known for its spread of good feeling and happy times. The East never openly retaliates against another Faction but don't let this fool you. The East are just as sneak as the rest. The smile kindly in your face as they rob you blind. (according to the west) The Culture is calmer and less rowdy compared to that of the West. They believe in fair trials for crimes committed with a jury of peers. Although family is important, the East tends to focus more on the individual self as a way to strengthen the entire faction as a whole.

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Unlike the Westerners who burrow under the ground to protect themselves. The Easts get a bird's eye view of the city by living in the high sky scrapers, efficiently watching over both the West and North for anything unusual. Most residence live in the same building and the headquarters are in the basement.


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Key:
Black Line = Wall
Red Line= Separation of territories between East and West.
Stars=Civilization location
 
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Rule 1. Cardio:
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This one comes up in Zombieland and clearly makes a lot of sense. How many fat people do you see at the end of the world when its zombies doing the ending? I better hit the gym or I am screwed because I am far from an athlete now!

Rule 2. Doubletap:
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Carrying a gun is a great idea but it should never be your primary weapon. When you do end up using it for that last-minute ‘oh shit’ moment remember to double tap. If your attacked by zobmies why skimp? One bullet more in the head will go a long way to ensuring your survival.

Rule 3.Beware of Bathrooms:
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Any good apocalyptic zombie survivor should know better than going into a bathroom, small closet or any other small room with one way in or out.

Rule 4. Seatbelts:
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It’s a safe bet unless you’re a complete idiot ( see rule #7 ) you’re not going to travel on foot in a zombie outbreak. So when travelling on four wheels wear your seat belt. Nothing worse than finding yourself ejected out of your car into the loving and oh so hungry arms of zombies.


Rule 5: No Attachments:
This is a tough one but you can not have attachments. If you have kids or a wife your less likely to survive then the gal or guy who has no attachments and nothing slowing him or her down. Attachments lead to bonehead decisions like ‘going back into the room’ or ‘nobody gets left behind’.

Rule 6: Travel in a Group:
The best way to increase your odds of survival when travelling in a zombie outbreak is to make sure you’re a traveling buffet. Going it alone gives the zombies no choices but to eat you. Going it with the old man with the limp, the little kid who can’t run and the middle-aged woman with the bum leg gives the zombies more options and you better odds.

Rule 7: Keep the Morons Close at Hand:

One of the most sure-fire ways of making sure you survive is keeping the less intelligent as close at hand as possible. When you find somebody who asks you ‘Whats going on? What Happened? Those are the ones you want with you. That way when the zombies come they are likely to stupid to realize its not Amway calling and run.

Rule 8: Kill with Efficiency:
It’s not about pretty its about efficiency. A lot of folks run for the gun cabinet but the truly savvy go looking for the most blunt and effective way to destroy the brain. That is anything from a baseball bat… to a toilet lid! Kill with Efficiency… don’t use weapons that need something else ( like bullets ) to work. Use weapons you can swing over and over and over since you don’t tend to run into one zombie at a time.

Rule 9: Guns Are for Hunting, Not for Zombie Killing:
This one is simple. Guns need bullets. When your running who has time to stop for bullets? Keeping a shotgun with buckshot on hand is important but only when your pinned in and need a quick getaway. It’s not a proper means for killing zombies as guns run out of ammo and need reloading. Remember a Cricket Bat, or Toilet Lid do not need loading!

Rule 10: Be Quiet:
It’s the end of the world so try to avoid squealing like a 4th grade school girl and perhaps invest in some good sneakers. Nobody said you have to kill all the zombies and there is certainly no shame in sneaking around and surviving versus tearing around like a madman and ending up being an undead happy meal.

Rule 15: Know Your Way out!
Nothing worse than a poorly planned escape. If you are going to be a hero it’s always a good idea to plan ahead and as the rule states.. know your way out.

Rule 17: Don’t Be a Hero:
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The hot chick who want to give you some sugar is not worth being eaten alive. So when the going gets rough hot chick or not its time to flee. In the land of the zombies there is no making a stand and no point in ending up a brave zombie. Better to be a coward that is alive .

Rule 18: Limber Up:
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When fighting a zombie or running from zombies it’s not a great time to be pulling a muscle or throwing your back out. So limbering up is a must. Stretch it out a little.. it may save your life.

Rule 19: Blend in:
Much as Shaun did in Shaun of the Dead its important to blend in. When is the last time you saw a zombie try to eat another zombie? Not easily done but with the right odor and smearing of bodily fluids on your face and body it can happen.

Rule 20: Find The Right Shelter:
Shelter is key to survival but you should ask yourself why does the shelter needs to be a house or building. For me a motor home or large all terrain vehicle that seats a half-dozen would do nicely. Plus when zombies arrive in your neighbourhood there is no last-minute scramble to pack and leave. Just put it in drive and roll!

Rule 21: Zombies can’t Climb.
Much like you have never seen a zombie eat another zombie when’s the last time you saw a zombie climb a wall? Well other than the debacle that was the remake of Day of the Dead which had SpiderMan zombies but lets just pretend that movie never happened. Zombies can not climb so get to high ground when you are not moving.

Rule 22: Be ruthless:

Much like the rule of having no attachments being ruthless is key. When your bride turns into the undead, reach for the lid to the toilet and be ruthless. The weak and compassionate will not survive in the world of the undead.

Rule 23: God Bless Rednecks:

Rednecks are stereotyped as loud, brash, well armed and ready to kick ass. So when a redneck shows up in your group I say its the best news yet. Sure ‘rednecks’ can attract zombies with their gunplay and brash carrying on but they also are well armed and have big balls. Best of all they are good bait for you to make your exit while they are busy with the gunplay and making a mess of the zombies.

Rule 24: No Drinking

This one should be pretty obvious. Escaping zombies is tough enough as it is how well do you think you will do after downing a couple of shots of Jack Daniels? Drinking is not a good survival tactic in Zombieland.

Rule 31: Check the Back Seat.
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I can’t tell you how many times somebody has met their end or in this case been eaten because they are just not smart enough to check the back seat. Always check the back seat friends. Always!

Rule 32: Enjoy the Little Things:
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It’s the end of the world. Dont sweat the small stuff. Loot a neighbourhood or two, trash a car, speed, run some red lights! Do the little things and enjoy them. Who knows how long you have to live!
 
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The English word "zombie" is first recorded in 1819, in a history of Brazil by the poet Robert Southey, in the form of "zombi." The Oxford English Dictionary gives the origin of the word as West African, and compares it to the Kongo words "nzambi" (god) and "zumbi" (fetish).
Zombie:
The reanimated corpse of a human being that has regained limited function and mobility, as well as developed an insatiable hunger for flesh.
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Reanimated human beings, while not immortal, will not "die" under typical conditions that would ordinarily cause the death of a living person. They do not appear to feel or respond to pain, can survive even the most brutal injuries, and despite their bottomless appetite for flesh, they do not need food, water, or sleep to survive.

They show no other bodily function that relates to a human, showing no signs of self-healing or response to extreme temperatures. The brain maintains limited abilities of the body, allowing for movement of the limbs (provided that they are not decomposed to the point where the bones are not strong enough to bend without breaking), jaws, neck, and even the use of its sensory systems. While the walkers are notoriously weaker than humans, the only way to kill one is to destroy the brain. Despite severely weakened frames, they will continue to hunt for living animals to consume. Even when decapitated, the head will remain active, even though it would be practically harmless at such point.
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TYPES based on behaviors:
Walkers:

"Walker" is a term for a member of the legions of the mobile deceased, who have come to dominate the world following the outbreak of the contagion that spawned them.
Roamers:
Roamers are known to "roam" around looking for food. They are the most commonly encountered type of zombies.
Lurkers:
Lurkers are the zombies that just sit around playing "dead" until something approaches them and then bite. Lurkers can be the real threat because they can appear to be a dead corpse. Oftentimes, lurkers have suffered some type of major injury or are otherwise in some kind of a weakened state, preventing them from walking around.
Herd:
One zombie might brush his hand on a door knob, and another will see this and mistake it as an attempt to get in. Then he will beat on the door to get in, and the first zombie will see this and try to get in. This will spark a chain reaction.


How the Virus Works:
When an inidividual is bitten by a zombie, the active pathogen is transmitted into them as well as a plethora of bacteria and other infectious agents that reside in a zombie's mouth. In the event that amputation fails or is not possible, it is believed that the active pathogen then induces a fatal and irreversible cytokine storm, causing a high fever, aches, extreme fatigue, and nausea. As the infection progresses, the active pathogen invades and spreads through the brain like meningitis, infecting synapses and other neural structures that are concentrated in the brain stem and parts of the cerebellum. At the climax of the infection, the adrenal glands hemmorhage and the brain completely shuts down. All brain activity would cease, followed by the major organs and the body would be clinically dead: no measurable brain activity, no refexes, and no respiration or pulse. The time between the onset of the symptoms and death, followed by reanimation is very dependent on the severity, location, and numerosity of the bite wound(s) of individuals who cannot be saved. Those who are bitten turn within a 2- 13 hour period.


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Those bitten expereince the following symptoms:

Dizziness
Weakness and Fatigue
Fever
Delirium/Hallucinations
Chills
Nausea/Vomiting
Pale skin
Diluted pupils
Soreness
Fluid discharge
Peeling and picking of layers of skin
Spontaneous aggression or anger
Fainting
Hair loss and missing scalp pieces
Dehydration
Coughing up Blood
Pale yellow sclera
Delirium
Internal Hemmoraging
Organ Failure


Their Senses:
Zombies have the ability to detect scents and can differentiate between the living and the dead; they prefer to feed on living flesh. Covering one's self in the scent of decay can act as a camouflage. They can also use sight to distinguish the living from the dead, although they seem to have poor eyesight as their irises fade and decay over time. They make up for this with heightened senses of hearing and smell. Darkness seems to have little effect on zombies' senses at close range, and in areas devoid of light they can still find their way around as they would in the day.

Individual zombie strength depends on the physical makeup of the individual and on how long they have been reanimated. When attacking, zombies often become more lively, exhibiting full-body effort, and can produce enough force to quickly overwhelm an adult human. Zombies have been shown to be able to rip open human and animal victims with ease, and they can even rip off human limbs with enough force. As zombies decay, however, their muscles, and consequently, their entire body, becomes slowly, but surely, weaker.

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Their Pain Tolerance:
Zombies feel no pain. Although slow and seemingly unintelligent when not active, they can react quickly to sufficient stimulation, and can rapidly overpower a victim they have taken by surprise. Though their bodies are no more or less durable than a non-decomposed human body, they can absorb all manner of physical damage, even when badly decomposed. Anything other than a head attack, spinal cord severing, or dismemberment leaves them seemingly unfazed. As long as their brain remains intact, everything that is attached to the brain can continue to function as normal, even if only the skull remains and is severed from the body.

The Attack itself:
Zombies can also be found lying on the ground or in piles of other bodies, and can appear to be dead until stimulated. If they are pursuing a possible victim, zombies can move somewhat more quickly, roughly equivalent to a very light jogging pace. They can also lunge very short distances to grab close prey. They are difficult to shake off if they do manage to grab their victims, often allowing their arm to be ripped off before they will begin to let go.
A reanimated body responds to stimuli such as light, scent, and loud noises. Oddly, even if the head is separated from the body, as long as the brain is intact, the head will still attempt to eat anything within reach. The body of a zombie does appear to be truly dead, which means that it does not feel pain, has no reflexes, and wounds to it will not heal; its rate of decomposition slows drastically but does continue.

There is anecdotal evidence that some retain vestigial elements of memory and personality and this is shown some repeating behavior such as clinging to possessions, attempting to open doors, and even using large rocks to break through windows and doors. Zombies though, are incredibly unintelligent and generally unable to use tools or understand the need for them. It has been hinted at that newly reanimated corpses retain some basic sense of intellect and perhaps memory, and can perform very basic tasks such as opening doors. They have no sense of self-preservation other than eating, and will not react at all to the deaths of other zombies or to potentially lethal dangers to themselves.

Zombies instinctively bite whatever prey they come in contact with, but have also been observed clawing at, tearing, and even punching humans and animals in order to topple them.



How to kill them completely:
Because a zombie is derived from a human form, it is limited physically by many of the same constraints that a human has. But because a zombie is, by definition, dead, it slowly rots and decays like other dead organisms. Over time, flesh and muscles deteriorate, and it becomes less and less formidable.
They are only truly killed by destroying the brain, a common theme in many zombie variations. A severed head will remain animated and aggressive until the brain is destroyed or eventually disintegrates from decomposition. Fire has little effect on zombies, other than possibly angering them further, and normally lethal things such as acid or electricity also do little to impede them. They can be paralyzed if their spinal cords are severed, though this does not kill them, even if their heads are severed from the bodies.
 
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Like regular walkers, it should be noted that canine’s that fall against the virus suffer from necrosis, but far more severe resulting in exposed muscles, tendons and even bones as well as a significantly decomposed face.They are extremely fast (and capable of leaping great distances far beyond an average dog's capabilities. The dogs typically roam in packs of two or three and adopt random attacking patterns. They frequently encircle their prey before charging in with a leaping attack, pinning them to the ground and ripping their throat out, decapitating them.
 

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