NATION

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A World of Secrets [FANTASY ZOMBIE RP][OOC][OPEN]

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Flarbinia
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Founded: Apr 29, 2012
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Zombie Outbreak Timeline

Postby Flarbinia » Sat May 19, 2018 1:42 pm

TIMELINE
• 60,000,000 BC
    The first outbreaks of the zombie virus begin. However, due to the geographical isolation and small population of the areas where these outbreaks occurred, the outbreaks were short-lived and easily contained.
• 2031
    The first large scale zombie outbreak begins in China. Fearing that the west will view them as weak if they found out about the outbreaks, the Chinese Government covers up its search and destroy operations by claiming that they are dissident crackdowns. Refugees begin fleeing China.
• 2032
    Outbreaks begin in California, Oregon, Washington, Arizona, Nevada, Idaho, Utah, Vancouver, and Tijuana. The media dismisses these outbreaks as a Mad Cow Disease epidemic. ASCLEPIUS Industries, an up and coming pharmaceutical company founded by Yale Professor of Biology Stephen Leon and his partner Doctor Sybil Martinez, begins researching anti-Mad Cow Disease treatments. Deaths are reported, but all are blamed on either drugs or Mad Cow Disease and grisly details are covered up to avoid a panic.
• 2033
    The virus spreads to Arizona, Texas, Montana, New Mexico, Kansas, Arkansas, Oklahoma, Colorado, Wyoming, Louisiana, Mississippi, Alabama, Georgia, Tennessee, and South Carolina. The Mad Cow Disease treatment Testudo is released to the public. Outbreaks are reported in Mexico City and Winnipeg. Emergency services in urban areas are stretched to the limit as 911 calls begin flooding in, increasing the death toll as there are not enough police officers to answer dispatches.
• 2034
    The truth about zombies is revealed, causing panic throughout the United States. New York and Washington DC are overrun. Last stands are made in Memphis, Montpelier, and Bismarck, but all three are nuked as military positions are overrun. The Governor of Florida, seeing that an offensive would be suicide, orders the remaining Army, Navy, Air Forces, Marine, Special Forces, and National Guard units in Florida to retreat to the Florida Keys, the Governor of Alaska and Maine's State Senate implementing similar strategies.
• 2035
    The Mid-Western Safe Zone is overrun, leaving the remnants of the United States Military divided between various generals, admirals, warlords, and state officials. The Iroquois, Huron, Cherokee, Seminoles, Sioux, Osage, Apache, Cheyenne, Kiowa, Blackfoot, Cree, Ojibwe/Ojibwa/Chippewa, and various other tribes in North America begin reclaiming lands that were abandoned by fleeing refugees and retreating militaries as new settlements are built and new kingdoms emerge.
Last edited by Flarbinia on Tue Aug 20, 2019 2:35 pm, edited 13 times in total.

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Flarbinia
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Founded: Apr 29, 2012
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Laws Of Magic

Postby Flarbinia » Sat Jun 02, 2018 1:28 pm

Laws Of Magic
• Transmutation
    One born with the power to transmutate objects cannot create something out of nothing. In order to create paper, one must have a piece of wood. In order to create metal, one must have ore. In order to create cloth, one must have wool or linen or silk. Transmutation cannot replicate dyes or symbols/insignias, making it impossible for transmutation to be used for counterfeiting. Transmutation cannot turn solid to liquid or liquid to gas. Transmutation cannot bring an inanimate object to life, turn something that is alive into an inanimate object, or alter the appearance, species, and/or biology of a living thing. One cannot turn lead into gold without the Philosopher's Stone.
• Elemental
    The effectiveness of Elemental Magic is limited by climate. Fire Magic is more effective in a warm dry climate than ice magic and Ice Magic is more effective in cold wet climates. Storm Magic is more effective than Fire Magic and Ice Magic in humid tropical climates. shamans can use the elements, but they need the cooperation of spirits to do so.
• Conjuring
    Conjuring requires one to be powerful enough to bind what they are conjuring to their will. Once it has been conjured, whatever has been conjured requires a large amount of concentration to maintain the amount of control needed to keep it from killing the one who conjured it.
• Illusionism
    Illusions require intense concentration to maintain. Telepaths can detect someone creating illusions and animals can sniff right through the illusion. Illusions cannot harm someone and any deaths caused by that illusion are either self-inflicted or caused by one's confused comrades.
• Blood Magic
    Blood Magic requires the use of human blood given of one's free will to cast spells and/or perform rituals. While a Blood Mage can use his own blood, the blood of others is preferred, as the body can only lose so much blood before it passes out and/or dies. Additionally, a Vampire have access to more powerful spells and rituals than a blood mage due to not expending their own blood.
• Divination
    Divination, while allowing one to peer into the future, is not one hundred percent accurate, as the future is not set in stone. A predicted outcome may not occur for the one asking for their fortune to be told or may not occur at all. Those who fail to take their visions with a grain of salt are driven to madness, making them a danger to everyone, themselves included. The odds of someone being born with Chrono Vision, the ability to see events as they occurred, as they occur, as they will occur, is a million to one.
• Dream Walking
    Dream Walking, the mental ability to enter, walk through, and interact with the Dreamlands on a whim, is double edged sword, that only one in twenty billion are born with. Dream Walking does not require the use of portals, allows one to travel through areas that residents and even other visitors would not have access to, and are able to warp reality to a small extent. However, wounds that afflict the Dream Walker in the dreamlands afflict them in the real world and if the mind dies in the Dreamlands, the body will inevitably follow. Another weakness of Dream Walkers is that, like others who can enter the Dreamlands without a portal, they can only enter the Dreamlands by naturally falling to sleep, meaning that those who rely on sleeping medication to sleep or are placed under anesthesia will be unable to use that power. Another weakness is that entering another person's dream requires a ritual to be performed outside the Dreamlands.
• Necromancy
    Necromancy, the ability to reanimate corpses as one's slaves, requires a piece of one's life force in order to reanimate the dead or perform rituals, limiting the number of undead slaves that can be created and the number of rituals a necromancy can perform.
• Hexes/Curse, Charms, and Enchantments
    Whether or not Hexes/Curses, Charms, and Enchantments can be cast depends on the magic used to create them. If all users of a particular magic die off, then all Hexes, Charms, and Enchantments related to that magic cannot be cast by any modern day magic user without a grimoire or scroll written by users of that particular magic. Some hexes/Curses require a cursed object to be in proximity to a cursed object, others require line of sight and/or being in earshot, and the rest require an object belonging to or related to the person they curse (a picture, a fingernail, a toy, etc.). Charms and Enchantments, no matter how powerful, can be broken, either through the use of Anti-Magic, Atlantean Silver, or the right combination of magic and brute force.
• Voodoo/Voodou Magic and Hoodoo
    Voodoo/Voodou Magic and Hoodoo are Folk Magic granted by the Loa. Hoodoo is used for improving one's life while Voodoo/Voodou Magic is primarily used to cause harm. However, unlike Hoodoo, Voodoo/Voodou Magic comes at a price depending on the Loa that granted those powers, the deal being symbolized by an object. If the object is broken or the one using Voodoo/Voodou Magic is otherwise unable to honor their side of the deal, they will be dragged into the Spirit World by that Loa.
• Runic Magic
    Runic Magic is the most powerful magic a Mortal can obtain, though any magic user familiar with the tale of Odin obtained knowledge of the runes knows that Runic Magic has a price and that becoming a Rune Mage is not for the faint of heart. One must sacrifice a body part (a finger, a toe, an eye, etc.) to drink from the Well of Urd, hang themselves from a branch of Yggdrasil (doing so by the neck is not required), stabbing oneself, and fasting for nine days and nine nights. However, if a magic user can endure such things, they will receive knowledge of the runes, allowing them to use spells and rituals that no other magic user has knowledge of.
• Daemonic Magic
    Daemonic Magic, magic used by Warlocks, comes at a price. This price is usually a soul, though the Demon who provides that particular magic will sometimes ask for a body part or a magical artifact. Demons can also use Daemonic Magic, but they only gain the ability to use the more powerful spells once they reach the age of 4000.
Last edited by Flarbinia on Wed Oct 10, 2018 2:03 pm, edited 14 times in total.

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Flarbinia
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Founded: Apr 29, 2012
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Vampire Weaknesses

Postby Flarbinia » Fri Jun 15, 2018 10:34 pm

Decapitation.
Sunlight (effects vary by age).
Wooden stake to the heart (paralysis).
Fire.
Drowning.
Cannot cross ocean unless in coffin or on ghost ship.
Vampires get weaker the further they are from their homeland, as they must sleep in native soil.
No reflection or shadow.
Must obey Laws of Hospitality (varies by time period the Vampire lived when they were mortal and the culture they were raised in).
Losing large amounts of blood leaves Vampires powerless and vulnerable.
Ancients and Elders hibernate when the human population becomes too small to sustain the Vampire. Counts, Vampires, and Neophytes cannot hibernate if deprived of blood.
Animalistic urge to feed and kill can cause Vampires to Feral.
Once blood has been given to a hibernating Vampire, a Blood Bond is created between the Vampire and the Human that the blood belonged to. Once a Blood Bond is created, a Vampire cannot harm or kill that human and must obey their every command.
Female Vampires cannot have children, Dhampyr or otherwise. Dhampyr can only be created through a combination of occult ritual and sexual reproduction.
Last edited by Flarbinia on Fri Jun 15, 2018 10:59 pm, edited 2 times in total.

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Flarbinia
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Founded: Apr 29, 2012
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Dimensional Attrition

Postby Flarbinia » Wed Jun 20, 2018 2:29 pm

Dimensional Attrition is a card game in which the goal is to gain a hand with a value that is higher than an opponent while staying between twelve and twenty-five. It is popular enough that there are tournaments in every inhabited realm in the Fay Empire. The rules are very simple:
There are four suits: Centaurs, Trolls, Einherjar, and Scarabs.
There are fifty-two cards with two Imps.
A hand worth twelve or lower is a Rout while a hand worth twenty-five is a Decimation. If a player gets either hand, they will lose.
In order to draw new cards, one must place a card on the table. If it is placed facedown, it is an Ambush. If it is placed face up, it is a Charge. There is a limit three cards per player. The value of the cards can be added to or subtracted from the value of the hand. Once all five cards in a player's hand are shown, a card cannot be placed down.
A player can switch a card on his side of his side of the table with a card on the other side if they believe that they drew a card that can cause a Rout or Breaking Point. This is called a ceasefire. However, they can only do this twice and once a hand is revealed, there can be no more Ceasefires.
There are seven officially recognized winning strategies: Royal Surprise (a player places a King facedown and the other player, fearing a Rout, performs a Ceasefire, only to end up with a Decimation when they flip the card face up), Imp's Gambit (a player draws an Imp from the deck while having the Ace of Centaurs and the King of Trolls in their hand), The Valhalla Trade (a player places an Imp facedown and performing a ceasefire with a face up King of Einherjar, causing a Rout when the card is flipped), Desert Charge (a player places three cards in the Scarab Suit face up while having the King of Scarabs and Ace of Scarabs in their hand), Scarab And Raider (a player places the King of Einherjar and the Ace of scarabs face up), Imp and Scarab (a player places an Imp and the King of Scarabs face up while having the Ace of Einherjar and Queen of Centaurs in their hand), and The Queen's Folly (a player places a Queen face up without placing down any other face card, duping the other player into performing a ceasefire that only results in the value becoming sixteen).
Last edited by Flarbinia on Fri Mar 31, 2023 5:14 pm, edited 2 times in total.


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Flarbinia
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Founded: Apr 29, 2012
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Important Update For All Players

Postby Flarbinia » Tue Jul 10, 2018 4:37 pm

After careful consideration, Nephilim is now a playable race. The Nephilim were the children of Angels and Humans cursed to live only two hundred years, a group of which were saved from the Great Flood by Búri (Odin's grandfather and the first king of the Aesir) and given a realm that was named Nephilimheim. However, their adopted homeland became corrupted by a great unspeakable evil and they were forced to flee, Búri staying behind to seal Nephilimheim off from the rest of the Cosmos to prevent the corruption from spreading, creating the Realm of Darkness. After centuries of wandering the Astral Sea, they reached Hyborea, a realm that was still undergoing an ice age, and began settling it, sticking to the warmer areas until the climate became warmer. However, an Elf discovered a gold deposit in Hyborea and the Fay Empire soon began colonizing the realm. The Nephilim could not defeat the militarily superior newcomers, so they made an alliance with King Oberon: warriors and access to hunting grounds with sizable gold deposits in exchange for some autonomy and a share of the loot, an alliance that has lasted to this very day.
Last edited by Flarbinia on Wed Jul 11, 2018 5:29 pm, edited 2 times in total.

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Suryak
Minister
 
Posts: 2249
Founded: May 22, 2018
Ex-Nation

Postby Suryak » Thu Aug 02, 2018 9:05 am

Tagging this.

I am not what you call the best rpper, what is the post limit here?
Private First Class of The Black Hawks

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Flarbinia
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Posts: 5822
Founded: Apr 29, 2012
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Postby Flarbinia » Sat Aug 04, 2018 1:02 pm

Suryak wrote:Tagging this.

I am not what you call the best rpper, what is the post limit here?

One or two a day. Feel free to ask me anymore questions if you need help with anything else.

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Flarbinia
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Posts: 5822
Founded: Apr 29, 2012
Iron Fist Consumerists

Postby Flarbinia » Sat Aug 18, 2018 9:06 am

After careful consideration, I have decided to split this RP into two parts, as my latest post is a good stopping point for this RP.

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Ralioskener
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Posts: 653
Founded: Jan 22, 2016
Ex-Nation

Postby Ralioskener » Sat Aug 18, 2018 9:40 am

Tagging.
Are demons and Great Old Ones playable?
dead nation oof

mainly used as an rp account now

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Flarbinia
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Founded: Apr 29, 2012
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Postby Flarbinia » Sat Aug 18, 2018 5:42 pm

Ralioskener wrote:Tagging.
Are demons and Great Old Ones playable?

Yes.

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Ralioskener
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Founded: Jan 22, 2016
Ex-Nation

Postby Ralioskener » Sat Aug 18, 2018 9:49 pm

Flarbinia wrote:
Ralioskener wrote:Tagging.
Are demons and Great Old Ones playable?

Yes.

Ah, do I use the existing Great Old Ones from the mythos or could I use my own?
dead nation oof

mainly used as an rp account now

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Flarbinia
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Posts: 5822
Founded: Apr 29, 2012
Iron Fist Consumerists

Postby Flarbinia » Sun Aug 19, 2018 2:04 pm

Ralioskener wrote:
Flarbinia wrote:Yes.

Ah, do I use the existing Great Old Ones from the mythos or could I use my own?

Existing Great Old Ones
Last edited by Flarbinia on Sun Aug 19, 2018 2:55 pm, edited 1 time in total.

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