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FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#1: Oct 20th 2012 at 5:29:53 PM

Alright, so this is the out-of-character discussion thread, right? So anything from asking about stuff in the RP to friendly chatter and random stuff you've found can go here. Also, anyone not actively participating in the RP is welcome, (Except for three specific people. They know who they are because I've told one of them.) though if you're looking to join you need to go here.

Just one rule for this thread: Don't be rude. Your character being rude is one thing, but if you behave like a jerk in here I'll give you a warning. Keep it up and you're out of the RP.

Oh, and the main RP thread can be found here.

A bestiary can be found in the second post below. In the third post is a collection of side stories that I made to help give a feel for the setting, which you may feel free to have your characters mention references to. (Which since it's quite a scroll down, here's a link.)

And finally a recap page can be found here.


List of active characters
(If your character isn't on this list, it's either because I'm lazy, or because I've assumed you've dropped out. If your character is not on this list that does not necessarily mean you are banned from returning.)

  • "Red" Vreekill, Male in his late thirties/early forties, former boxer turned bounty hunter; played by Fantasy Liver.
  • Elisa "Lisa" Garren, 19 year old Female, modern cowgirl bounty hunter; played by Plumbum.
    • Is actually Goldilocks, Female over 50, succubus vigilante turned bounty hunter; now played by Firock Finion.
  • Earl Harper, 26 year old Male, U.N.A.M. conscript; played by Fantasy Liver.
  • Isreal Garcia "Pyro", Male about 35, bandit turned caravan guard turned bounty hunter; played by Troyand Hawk.
  • Rafaella Bianchi, 19 year old Female, Singer and Dancer trader; played by Atomic Nut.
    • Is actually Israfel, nearly 200 year old Female, dominion undercover agent; played by Atomic Nut.
  • Ana "Chiquita" Rodríguez, 16 year old Female, street rat turned mercenary; played by Atomic Nut.

edited 22nd Jan '15 5:16:14 AM by FirockFinion

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FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#2: Oct 20th 2012 at 5:30:18 PM

This post is the bestiary. The first part is the basic list of known monsters; below that is sections for greater detail on specific monsters that have called for larger summaries. Also included on this list is angels, which only some consider monsters, and notable Human organizations. (Since this is the best place to put them.)

(Warning: This is a big post. If you're looking for something in particular, I recommend using ctrl+F.)


MONSTER LIST

The most common and commonly known monsters are typically separated into five "family" categories and two "rarity" categories. The "family" categories are Beast, Undead, Demon, Cthulian, and Fair Folk, while the "rarity" categories are simply Common and Rare. There's also angels, which some consider monsters while others don't, but also have common and rare categories. Common monsters can come in either droves, hunting packs, or solitary, but there's still usually enough of them around any given city or large area enough to call them common; at least, when that family is present in said area. Rare monsters are usually alone, though occasionally come in small packs. Rare monsters are usually, but not always, more dangerous than common monsters.

Oh, and common knowledge is that most monsters avoid sunlight, despite the fact that very few of them are actually harmed by it in any way. This is just yet another reason Humanity has fought back so well.

This is by no means a complete list of every single monster in the setting.

  • COMMON BEASTS: The beast category refers to monsters that are very beast like in appearance and behavior for the most part. Most were originally animals, but some were originally Human or seemingly came from nowhere.
    • Feral dogs (pets): While a lot of pets were abandoned during the apocalypse, it is dogs that most commonly turned feral to the point of being dangerous. There's also things like cats of course, but they mostly avoid humans. The dogs however, if desperate enough, will attack humans, usually in packs. Unlike dire animals, they are not tainted by evil in any sense; they're just feral, and can theoretically be re-domesticated.
    • Giant rats: Yup, giant rats. Unnaturally aggressive, but still just giant rats. Oh, and their average size is the size of an adult person.
    • Giant spiders: Like giant rats, there is little special about these other than an unnatural size and aggression. The smallest of these measure about two feet across, while the largest have the body alone, not counting the legs, the size of a van. Always come in large swarms containing many different sizes, with tons of smaller, Male spiders and just a few or even only one larger, Female spiders.
    • Dire wolves: Simply put, mostly normal wolves that may or may not have been tainted by a bit of evil force. Those that were are typically stronger, faster, tougher, larger, and more aggressive than normal wolves.
    • Dire [ANIMAL NAME HERE]: While wolves are again the most common for this to happen to, at least in the U.S., there doesn't really seem to be a limit to what animals can become slightly tainted by evil, except for cats.
    • Plague beasts: Technically a variation on dire animals, and similarly coming in many different species, the most common plague beast of choice for evil forces seems to be cows, probably due to their large body size. In appearance, a plague beast will almost always appear sickly and bloated with inflated growths at random points on its body. In addition to whatever regular attacks the animal would have, a plague beast also gains the ability to violently puke forth bile from their mouth, which it is fairly easy to get sick from should it get on you without having a good bath within a few hours; and practically guaranteed should it get in you. Finally plague beasts have one last nasty surprise up their metaphorical sleeves; when they die, their body almost always splits apart, almost explosively, leaving a horrid mess of rotting, toxic flesh, which not even flies will go near. These messes have been known to still be toxic over a month after a plague beast's initial death. On the flip side though, plague beasts are a lot more fragile and easy to kill than their dire or even normal counterparts; their bodies tend to split open much more than they should when punctured, which bullets do in abundance. Stories of hunters taking out two or even three plague beasts with a single rifle caliber bullet are commonplace. Informational pamphlets given out by GPS on occasion usually recommend burning the corpses of plague beasts when they are mentioned.
    • Lycans: AKA werewolves, for the most part. More information will be further below.
  • RARE BEASTS
    • Yeti/Sasquatch/Bigfoot: While suspected and believed by many to have existed long before the apocalypse, it was only shortly after it began that undeniable proof of their existence arrived. In the form of a video tape of one ripping people apart at a campground. Resembling large Human/ape like figures covered in fur, they are known to be fast, have incredible senses of hearing and smell, and enormous amounts of strength.
    • Giant ants: Classified as rare due to their infrequent occurrence rate, but if you see one there's bound to be a few hundred to a few thousand more not far away. Giant ants don't really have anything special going for them besides their abnormal size; the smaller typically being about the size of your average dog and the bigger ones being the same size as people; the queens will usually be about the size of a truck or van. They come in great numbers, but thankfully not as great as their relatively harmless tiny counterparts. Regardless, most instances of giant ant colonies have had to be met with military intervention.
    • Dragon: The one known instance of a dragon is commonly known due to the popularity of dragons in fiction. However, little is known about it besides its appearance, that it is likely as hostile as other monsters, that it can fly, and that it probably has some way of producing fire. The dragon was caught on tape three years into the apocalypse flying through the sky of Northern Britain. Its appearance and estimated size in the video match with the typical Western interpretation of dragons, (along with body size ratios) and was red in color. Shortly after the video was taken, a village not far from the site was found burnt to cinders with no survivors. While there is no proof the dragon burned the village down, that's what pretty much everyone believes. It has never been seen since.

  • COMMON UNDEAD: The undead category refers to monsters that were usually once Human, although it does contain a few monsters that were most likely not Human to begin with. Not all of them are 'undead' in the strict, technical sense, but are filed under undead anyway either due to similarities to undead or simply not fitting in any other category.
    • Zombies: In (usually) slow walker flavor and fast, infected style runner flavor. More information will be further below.
    • Ghouls: In strict technical terms, what people call "ghouls" are actually just one particular type of walker zombie. The distinction comes from the fact that for whatever reason, ghouls are much, much stronger and tougher than any Human body missing most of the skin and charred black should be. They also come with glowing red eyes.
    • Skeletons: The magic required in getting an undead body to move around with no flesh at all is a bit stronger and more complicated than what's required for walkers. As a result, skeletons seem to be faster and smarter than walkers, despite the lack of muscles and brains. Skeletons usually come equipped with melee weapons, shields, bows and arrows, and rarely even guns.
    • Ghosts: While these are another that come in tons of flavors, there is again a most common. A simple apparition the shape of whoever they were originally that can only be seen via their casted shadow. They are intangible, and only dangerous because as there's more space you and a ghost are occupying simultaneously, the chance of you suddenly and inexplicably experiencing a fatal event approaches 100%.
    • House spirits, AKA possessor spirits: A specific variety of ghosts, these spirits possess either a building or an object, which they can project telekinetic control over the inside of. Said control is typically about as strong as a person, though much less restricted in movement, and can, in a way, be seen. It manifests as tendrils ending in hands that can be seen by their shadow, just like regular ghosts, but unlike them these tendrils pose no threat to Humans on their own. The danger from these spirits comes when they start flinging things around, like knives. As mentioned above though, they cannot project their influence outside of whatever they possess, so it's usually a building. However, there's been some known, terrifying instances of these spirits instead possessing a vehicle, and thus being able to move it around. While there is no conventional way to combat these spirits other than complete destruction of what they possess, certain rituals and exorcisms will get rid of them.
    • Animated statue: A clear example of something that isn't actually undead being put in the category anyway because it's the best place to fit them, an animated statue is usually just that; a statue that's been animated and able to move around as if the statue suddenly was what it looked like. However, the animated statue is not its own real entity, only the result of a certain complicated ritual. An animated statue will only do what whoever or whatever initially created it tells it to do, and will otherwise not deviate or think for itself in any capacity; however, they can be given complex sets of orders, such as changing what it's doing when certain parameters are met. Overall, animated statues get their characteristics of speed and durability based on what the statue was made of, but tend to be slow yet tough.
    • Slashers: An attempt by the various dark powers that be to advance necromancy in response to the fact that simple zombies tend to get shot dead pretty easily. However, since the dark powers are not all in communication, mass production is basically impossible so not all of them are the same; slashers are simply a common idea thought of. Slashers specifically are more or less standard undead with blades (usually curved) either replacing their hands or jutting out of their forearm pointed forward, depending on the materials available to the one doing the reanimation and their ingenuity. Slashers are usually as fast as runners, to get full use of their bladed weapons, and the higher quality ones that still have hands can typically climb around on walls and ceilings too.
    • Choppers: Another commonly thought of "upgrade" to the more standard undead, and very similar to slashers. What distinguishes choppers from slashers is that choppers get axes instead of longer blades, which almost always replace their hands entirely. Higher quality choppers usually have inverted legs to help avoid chopping themselves, and can leap impressively far.
    • Small & big abominations: "Abominations" is the term universally used for cases when someone or something doing reanimation used random parts from multiple bodies. As expected, abominations are extremely random in their makeup and abilities, making them impossible to categorize except by very broad definitions. "Small" abominations would be ones smaller than a person, usually made up of a collection of fingers, toes, hands, feet, heads, and sometimes a limb or two, that commonly move around like some kind of spider and simply claw or bash at their target. "Big" abominations would be ones bigger than a person, usually made up of multiple whole bodies put together into either a random mass or squished into some purposeful shape; a common theme with big abominations is a large, somewhat obese humanoid shape that will also be given some unconventionally large melee weapon.
    • Vampires: Blood sucking, bat-morphing fiends. More information will be further below.
  • RARE UNDEAD
    • Lich: An undead, usually resembling a skeleton, that has been raised with enough power that it is both fully intelligent and capable of using various magic on a whim, mostly based around raising and commanding more undead.
    • Reaper: A spirit of sorts that always looks like a floating skeleton with no legs wearing a black cloak and wielding a large scythe. Extremely but not completely durable against normal weaponry.
    • The Charnal, AKA Jack in Irons: It is unclear if there is only one Charnal or if only one has ever been encountered at a time, but current popular theory is that there's only the one. Having only made appearances in England, the Charnal is a skeletal figure approximately fifteen feet tall. It's known that proportionally, if the Charnal were as big as an average person, its torso and head would be too small, its legs too long, and its arms way too long, as they reach almost down to its feet. The Charnal's torso and head are always seen to be covered in rags, with chains and meat hooks attached to the rags on the torso; said rags and meat hooks are all well blood stained. Last in appearance is the strange beams of blue light that come from the Charnal's eyes onto wherever it is looking, almost like search lights. Behavior wise, the Charnal seems to wander around the English countryside exclusively at night, avoiding populated areas and searching for isolated people. Whomever it finds it will do its best to grab and impale on one of its many hooks, sometimes killing them first, sometimes not. Where it takes these people and what it does with them nobody knows, and nobody ever grabbed by it has ever been seen again, dead, alive, or otherwise. Those who know about the Charnal tend to also know that there is a specialized team of bounty hunters specifically trying to hunt down the Charnal; every time they've managed to find and engage it, the Charnal has fled as soon as it realized it was far outnumbered. Where the Charnal's popular name came from, nobody can really say for sure, but some have taken to calling it by an old Yorkshire folktale of a giant called Jack in Irons, due to similarities between the tale and the Charnal.
    • Skarecrow, AKA wickerman, AKA the forgotten: When these Humanoid plant things were first encountered, they were categorized as normal monsters because it wasn't quite clear yet exactly what they were, and didn't seem all that dangerous. The first known tale of one came from just over a year into the apocalypse; from a Kentucky farming town that kept getting attacked by one at least once a day. What was confusing was the almost clockwork regularity of said attacks and that there was only ever one at a time. Finally a team of bounty hunters investigated the direction the attacks came from, and kept having to fight one of these things at a time more and more frequently as they closed in on a corn field. Then after taking one down with a flamethrower for about the dozenth time, the team saw what was happening; a patch of corn that looked twisted and partially dead suddenly became quite animated, and seemed to grow in size despite still looking dead; the plants twisted together and formed into yet another of the same skarecrow they'd been fighting the whole time. Only after torching the plants themselves did the creature's essentially respawning cease. After being better documented and some info being leaked by a member of the coven, it's known that these are the result of a very specific set of circumstances coming together; they're each the reanimated spirit of a person who was murdered in cold blood and left right where they died, never given proper a proper burial or funeral rights, and had no friends or family left to remember them when they died. Then, when a specific and very powerful ritual is used on their forgotten grave, whatever plants were growing on top of them become twisted and dead looking, then can be used to make a new body for the spirit, as many times as it needs. In combat, Skarecrows tend to be fast yet fragile, yet have no weak points to speak of, and are weak against fire; offensively they rely on their fingers basically doubling as claws. Although, there is some variety depending on exactly what type of plant they keep reanimating from. Typically the only big danger from Skarecrows is their respawning, since they will just keep coming back no matter how many times they're killed until the plants reanimating them are destroyed.
    • Elm Shadow: A terrifying spirit that takes the form of its target's greatest fear. The true form of an Elm Shadow is still unknown, and it's been speculated that they're possibly more common than people think. The only way to distinguish an Elm Shadow from another monster, (especially if its target is most afraid of a particular monster already.) is when they die; a dead Elm Shadow melts away into shadows, leaving no evidence that it was ever there in the first place. Some still wonder if an Elm Shadow has ever really been killed or if that's a defense mechanism for when they get hurt and need to retreat. Since it's nigh impossible for an Elm Shadow's target to successfully fight back, all known kills on Elm Shadows have been people ganging up on one, since it can only take the form of one person's greatest fear at a time. (Unless more than one person happen to be most afraid of the same thing.)

  • COMMON DEMONS: Demons come from Hell. Or at least, some other world that is by no means a pleasant place for Humans, or even for some Demons. While the original Demons are in fact fallen angels as The Bible would suggest, it seems they twisted themselves in their fervor to make themselves different from their holy brethren. The result, and their many spawn, are like a completely different set of species. All common Demons are spawn, while the rare ones may or may not have originally been angels.
    • Imps: Half a foot tall little red-skinned humanoids with bat-like wings, a barbed tail, hoofed feet, and a goat-like head with small horns. Wingspan is about twice their height, so about a foot. They do not speak except for little chirps that Humans have not deciphered but other Demons seem to understand perfectly. They rely on trickery and numbers to actually try taking on Humans themselves. Otherwise they usually serve other Demons, acting like a mix between item fetchers, scouts, and spy drones, especially for their 'big brothers' just below.
    • "Goblins" AKA "Hobgoblins" AKA "Moblins" AKA "Gremlins" AKA "Fallen" AKA...: Humans are a little unsure what to call these guys because other Demons call them "Imps", just like the little guys above, which suggests there is some kind of relation between the two. These guys are about 3-4 feet tall red-skinned humanoids with hoofed feet and a goat-like head with horns. They're usually wearing some kind of fur loincloth and some straps of metal armor. They speak through unintelligible grunts and yells that Humans have not deciphered but other Demons seem to understand perfectly. They also pretty much always carry weapons; usually medieval melee weapons, shields, and crossbows, but the more successful groups incorporate some Human firearms in as well. Oh yeah, they also almost always come in groups.
    • Succubi/Incubi: Horny sex fiends, basically. More information will be below.
    • Fiends: Basically the less horny, less attractive cousins of Succubi and Incubi. Fiends lack the shape-shifting, illusions, and telepathy of Succubi, but are stronger, faster, and tougher. In appearance, fiends are much like Humans, but with skin colors between dark tan and dark red. They also come with gargoyle-like wings, a tail with a pointed end, clawed feet and hands, long, sharp teeth, pointed ears, black eyes, and are always bald. Heights are around 7-8 feet, and their wingspans are always 2.5 times their height. They also never wear clothes, but there's nothing really there to cover up anyway.
    • Hell Hounds: Hell Hounds are so named because they resemble extremely underfed large dogs or wolves with no fur and very dark blue or very dark purple skin. They also come with a random number of eyes, anywhere between one and a dozen, which will glow either red or yellow. They are extremely fast, and stronger than their appearance would suggest. They are a bit fragile, though.
    • Flame Beasts: Flame beasts come in various shapes and sizes, but are usually beastly, as the name would imply. What unifies flame beasts is that they all constantly secrete a highly flammable oil from pores in their almost rock-like skin. Since this secretion is constant, flame beasts are usually constantly on fire unless submerged in water long enough/hit well enough with a fire extinguisher/buried in sand for a bit/etc.. Even when a flame beast is put out, all they need to do is rub their skin against something hard enough, and that will usually reignite them. This oil can be difficult to harvest from dead flame beasts, but if done so successfully will usually sell well.
  • RARE DEMONS
    • The Deceiver AKA Overlord: There's only one case that was confirmed to be the work of a Demon that has since been nicknamed "The Deceiver". Though events similar to it have cropped up, and are suspected to be the work of The Deceiver or other, similar Demons, none were ever confirmed. Basically, a little town in rural France started going through the "quiet town with a dark secret" cliche story, where everything seemed normal save for the part where any newcomers would either soon leave, disappear, or suddenly decide to start living at the town. When government investigation turned up some nasty dark rituals and Human sacrifices going on in secret, full military intervention was called in. After a battle with the brainwashed townsfolk, some undead, and some Demons, the military force confronted the Demon now believed to be The Deceiver. The Deceiver was an eight foot tall humanoid figure with red skin, hoofed feet, and a goat-like head with horns. He wore robes similar to priest robes but with pentagrams instead of any other religious symbol. He wielded a staff, and in the confrontation used powerful illusions and magic at a whim, mostly to seemingly assault the soldiers' minds directly. While he was concentrating on a few infantry squads however, he failed to notice a jeep with an automatic grenade launcher mount that had stopped about thirty meters behind him. To this day, the exact abilities of The Deceiver are still unknown, but he is essentially considered the 'wizard counterpart to warlords'
    • Warlord: There have been roughly a dozen confirmed warlords encountered in various places on Earth. Each one was summoned through a massive and powerful ritual which would open a portal to hell. In each case, a single warlord would step through first, then be followed by their army of Demons. Why only one warlord ever comes through each portal is unclear, but considered a Godsend. Warlords are massive red-skinned Humanoids, ranging from 20-30 feet tall, with different features. They would either wear an almost full suit of heavy armor, excluding only a helmet, or wear a large loincloth. Their heads have been either Human-like but with large, sharp teeth and sometimes horns; while others have had a head like a bull with massive horns. Some have had large "dragon-like" wings, but were never seen using them to fly; said wings usually had a wingspan 1.5 times their height. Some have had large "dragon-like" tails. The ones without armor have always had hoofed feet, while the armored ones have had Human-like feet. Each has carried one or two massive medieval melee weapons, all far too large and heavy for any Human to wield. The unarmored ones are faster while the armored ones are tougher, but both types seem nigh indestructible against anything that isn't high-ordinance. Every instance of a warlord appearance has had to be met with strong military intervention, to deal with both the warlord itself and the army of Demons supporting them.

  • COMMON CTHULIANS: Originally thought to be more demons, but turns out Cthulian monsters are their own faction, fighting both Humans and other monsters for reasons unknown. Current origin theories on Cthulian monsters are that they're either from outer space or another dimension, with the latter being more popular. Besides all being on the same side, Cthulian monsters have little unifying features; some are intelligent enough to use tactics and weapons, others are basically wild animals that can be easily tricked. There are two things common amongst Cthulian monsters, (Though not universal; there are exceptions.) the first being an apparent disregard for physics as we know them, both in their own body make and their actions; the second being a tendency to have negative effects simply from looking at them while they're still alive, including any photos or video of them. However, despite common myth, none of them will make you go insane by looking at them.
    • Striders: Human-spider beings with impossible legs that know where you are when you look at them. More information will be below.
    • Phase bears: Phase bears are one of the dumb Cthulian monsters, but setting up traps for them is very difficult. In appearance, phase bears mostly resemble a small bear, but with six legs, no fur, and a head covered in what look like bug eyes and no other features, including any mouth. Phase bears are apparently completely blind and deaf, but if they come within five feet of you, they will become aware of your presence, even through walls; masking heat, smell, visual, and any combination of such have all failed, but using magic to hide has worked. Phase bears also have the ability to move through any solid object like it isn't there so long as it isn't organic. Because of this, normal weapons mostly don't work at all, but punching them in the head is surprisingly effective at stunning them, meaning they aren't actually that hard to fight or get away from. Looking at them has no ill effect.
    • Puppeteers: One of the only less direct-method Cthulians, puppeteers look like an orange, floating head with four arms coming out the sides. Puppeteers will attempt to get directly above their target, at which point they start controlling their target's actions, and move their arms like they're actually pulling puppet strings. Puppeteers are fairly fragile and since any Human controlled in this manner can still call out normally, puppeteers are a tricky but not impossible enemy to defeat. Looking at a living puppeteer causes one's vision to become tinted orange, which wears off a few seconds after looking away.
    • Merfolk: Currently the only known attempt at any sort of infiltration on the part of the Cthulians, merfolk are amphibians that appear Human, except that each and every merfolk will have at least one "fish-like" attribute. So while some end up looking like a straight up swamp monster, others look like perfectly normal people with a set of gills on their neck or fish-like eyes or something else relatively minor. Those that have easily hidden abnormalities will usually cover them up under clothing, then attempt to pass as Humans to infiltrate Human operations. Since they're just as intelligent as Humans and can usually speak just fine, this works more often than people would like it to. They're most commonly found around ports, docks, and other locations close to large bodies of water. Looking at them has no effect.
    • Basilisk: At a distance, a basilisk looks like a large, eyeless toad or frog, usually colored dark purple but some have been seen as different colors, and about the size of an old beetle car. Closer up however, it can be seen that a basilisk is actually made of tons of tendrils all formed together into the rough shape of a toad or frog; while the basilisk overall will move around just like a toad or frog, the individual tendrils will all wiggle around and pulsate individually. In combat, a basilisk will attempt to 'swallow' its opponent with a mass of tendrils that shoots out like a tongue. Once 'swallowed' though, since it lacks internal organs to speak of, instead of being digested the target will usually be killed through asphyxiation, as the tendrils will all close tightly around the target once inside. Though technically made up of tons of separate little things working together, basilisks are surprisingly easy to incapacitate. When one of the tendrils is killed with, say, a bullet, not only it dies but all of the ones in contact with it seem to die too through what some guess is a sort of psychic feedback shock on whatever system lets them normally work together. Once some tendrils are dead, the remaining tendrils will either eject or abandon the dead tendrils and reform into a new, smaller, less threatening basilisk. Looking at a basilisk causes one to start remembering events from at least one year ago, and the bigger the basilisk is, the more this effect will focus in on bad memories.
    • 2-D: Appearing to be a foot wide square of a still image of static, the 2-D is so named because it seems to be exactly that, two dimensional. It moves around on surfaces at about the pace of a run but with incredible acceleration and turning ability, making it extremely difficult to avoid except at a dead set sprint in one direction. A 2-D will attempt to catch up to and "attach" itself to its target; after completely moving onto its target it will instantly appear to be floating a few inches behind the target's back, parallel to their back. At that point, no matter what the target's personality is or how much they actually know about how 2-Ds work, they will ignore it, and if asked, insist that it's "nothing to worry about/it's harmless/it's not doing anything", and will react negatively to any attempts to remove it, up to and possibly including reacting with violence. Despite their insistence though, the 2-D is in fact something to worry about, as it will start slowly draining the health and strength of its target, while also growing larger, at a rate of an extra inch of length and width every hour. Once the 2-D is big enough, always bigger than its target is, it will "slide" beneath them, then begin folding itself up on the target; said folding never meets any resistance from the target, and for all intents and purposes, "erases" them. It will continue folding until it is back to its original size, at which point it then begins the process from the start again. The only way to harm a 2-D in its first stage is to destroy the surface its on, but a 2-D "attached" to a target is extremely easy to dispatch, about as difficult to kill as breaking a very thin sheet of glass. Looking at a 2-D in its first stage does nothing, but looking at one in its second stage will cause one to hear glass wind chimes in the distance.
    • Darwin slug/bug/fish/monster: A somewhat terrifying cthulian, the associated name to which depends on what stage it's currently in. It begins as the darwin slug, a simple black colored slug, indistinguishable from normal slugs. After a set amount of time, or perhaps after certain conditions are met, the slug will die as if of old age; the darwin bug will then emerge from its corpse, an anamalocaris capable of moving on land and about a foot long, having impossibly fit inside the smaller slug. At this point the cthulian starts behaving in a typical hostile manner. After about a few hours, if the darwin bug isn't killed, it will again seem to die of its own accord; the darwin fish will then emerge, a three foot long tiktaalik with sharp teeth. After what is assumed to be about a day, it repeats again, and finally the darwin monster emerges; the darwin monster has the appearance of a typical fantasy "lizard man", but stands about eight feet tall and displays strength, speed, and brutality about the same as a werewolf. Since it has no weakness to silver and scaled skin though, it is harder to take down. It is theorized that the darwin monster may have yet more stages beyond that, but thankfully no darwin monster has survived long. There is never any effect of looking at the darwin cthulian, in any form.
    • Eye Stalk, AKA Stalker: An eye stalk is a giant eyeball, about a foot in diameter, with fleshy stalks coming out the back that it uses to move around like tentacles, about three feet long. An eye stalk has no effect from looking at it, and never harms anything directly, but will tag along with other cthulians to make fighting them harder. An eye stalk will attempt to move up to a target and tag it by touching them with its eye; at that point the tagged target will no longer see from their own viewpoint, and will instead see everything from the eye stalk's viewpoint. The eye stalk can only do this to one thing at a time, and will usually flee as soon as its tagged its target, leaving them nearly helpless in the fight against the other cthulians. When cornered, the eye stalk won't panic or keep attempting to flee or fight back; it will simply turn to its attacker and stare at them while they kill it, giving its target the disturbing experience of seeing the attacker kill them.
    • Void lion: The void lion itself has the appearance of a giant ant lion, about the same size as a person, but with an extra set of pincers set above the normal set and tentacles in place of the legs. However, the effect of looking at a void lion is that it can illusion itself into looking like anything to the person looking at it, so the appearance doesn't matter much until it's dead. The void lion hunts much like the comparable ant lion, but with spacial anomalies instead of sand pits; the anomaly takes the form of a sphere, about thirty feet across, which it will place right over normal space. From outside, the anomaly will initially look like one is looking at the area through a fish eye lens or like it's inside of a glass globe. Over time though the anomaly will slowly appear more and more normal, though from current observations, it's impossible for the anomaly to ever appear completely normal. From the inside, the anomaly becomes non-euclidean and looks like an MC Escher painting using whatever was inside the anomaly when the void lion placed it. Once inside, there is no way to get out of the anomaly, except to kill the void lion, which will disperse the anomaly; the void lion will be actively hunting you and using the effect of looking at it to full effect in the meantime...
  • RARE CTHULIANS
    • Shoggoth: An amorphous, black mass that constantly shape shifts each part of its body into whatever it finds most effective at the time, which usually means lots of mouths, claws, and tentacles. Shoggoths will always start small, but grow larger by eating anything organic, which is their only drive in life. A shoggoth will always start rampaging on non-Cthulian monsters and Humans alike, and won't be subtle about it. Since a shoggoth can shape shift so easily, the only known way to make damage stick is by burning them. Like other powerful monsters that just start rampaging, most shoggoth encounters have been dealt with by military intervention. Anyone looking at a living shoggoth will start to feel itchy.
    • The Thing: The biggest problem with the creatures classified as "the thing" is how little is known about them, due to the effect of looking at them; or rather, looking away from them. Once you look away from one, you immediately forget every moment of when you were looking at it. It is known by examining their dead bodies which don't have the same effect that they seem to have four long legs going out from a center mass of organs about the same size as a human torso, which also extends a lot of thin tentacles. If they look any different while they're alive is unknown. It's assumed that they fight using their tentacles, based on the injuries inflicted on their prey, which apparently cut through matter very easily. While nobody remembers fighting them, the weapons and amount of ammo typically used up during the fight would imply that they're fairly tough.

  • COMMON FAIR FOLK: Fair Folk are more common in Europe than anywhere else in the world, but can still show up anywhere. The most prominent thing about Fair Folk is that they're always in it for themselves; they will ally with or fight against Humans, other monsters, and even other Fair Folk based on whatever best fits their own agenda. (The only exception being Cthulian monsters, which they never ally with.) Fair Folk are usually intelligent, but weak, usually trying to manipulate others or use traps to take down enemies; Fair Folk also more often than not have some kind of connection to nature. Fair Folk are magically bound by their word, but only to the exact wording thereof; this obviously doesn't apply to Fair Folk that can't talk. (To Humans, anyway. Most Fair Folk can communicate with each other no matter what.)
    • Pixies: Sometimes mistaken for fireflies, pixies simply look like a glowing ball of light with four bug-like wings, and on a whole can be any size between a quarter to a baseball and come in various colors. Their wingspans are usually about twice their diameter. Their only defenses are running away and a very small bolt of magic. Pixies can't talk, and mostly just wander aimlessly but are known to be drawn to sources of light, particularly when it's nighttime. If they're killed, they disappear leaving only their wings behind.
    • Fairies: Basically tiny people with bug wings, with the average adult fairy being around six inches tall. Wingspans vary depending on exactly what kind of bug wings they have, since it varies; it's typically between half their height and equal to their height. In personality and looks, fairies can be just as varied as Humans, though their clothes are usually a lot more simple, if they bother wearing clothes at all. All fairies can perform magic at will, though it is usually somewhat weak. Fairies usually form their own societies within the branches of trees and avoid Humans like the plague. Some will even go so far as to attempt killing any Human that discovers them.
    • Gnomes AKA Borrowers AKA Nak Mak Feegle: Gnomes would be easily thought of as the less magical, non-flying cousins of fairies. Like fairies, they're basically tiny people around six inches tall, but gnomes have no wings and can't perform magic as easily. Gnomes make up for this in two ways. First they are more industrious, wearing clothes more like what Humans wear and using tools and weapons they make for themselves out of whatever they get a hold of. Second, by being abnormally fast; despite having legs that are tiny in comparison, a gnome can keep up with a Human running at full speed. Like fairies, gnomes typically make their own societies, though their choice of locations can be more random than fairies.
    • Wisps AKA Nature Spirits: Some people think wisps are just larger, stronger pixies, and it has never quite been proven that they aren't. In appearance, they do in fact look like larger pixies, sizing between a bit bigger than a baseball to a basketball, but wisps don't have bug-like wings. Regardless, unlike their smaller cousins, wisps typically get somewhat territorial. Wisps will choose out some plant or group of plants to be their home, and will float around these plants until someone or something decides to come close. If the wisp thinks they could be a threat to the plants, (Which with Humans they almost always do.) the wisp will quickly move to attack the intruder with bolts of magic until the intruder leaves, dies, or kills the wisp.
  • RARE FAIR FOLK
    • Elves: Tolkien style, so basically Humans with pointy ears, heightened senses, heightened reflexes, affinity to magic, and usually a self-centered attitude to go with it. Elves are universally secretive about their origins, to the point where even torture has failed to get them to talk about it; this has made most people believe that magic is probably involved in making sure they don't tell anyone about where they come from. Since less intelligent monsters commonly mistake them for Humans and attack them as such, elves are among the fair folk more likely to side with Humans out of convenience.
    • Dryad AKA Spriggan: Always a humanoid figure made of wood and sprouting various leaves or flowers from random points on their body. A dryad will behave almost identically to a wisp but on a larger scale, claiming an entire grove or forest as their territory. Dryads are also more powerful, using magic bolts and wind magic, and are known to summon any animals and even beast family monsters within a large radius to fight alongside them. Dryads are tough against most weaponry, but have a weakness to fire; the tricky part is lighting them on fire, since they can control wind.
    • Leprechaun: Looking like a Caucasian, Human, Male dwarf (That is an actual dwarf, like a short person. Not a Tolkien fantasy dwarf.) with curly orange hair and impressive beard, always wearing an old-fashioned, green dress suit, and speaking in an Irish accent; they always have a hat as well, but it's not always the same hat. It was once speculated that there was actually only one Leprechaun that just got around really well. This was proven false when two were encountered in the same place at the same time, but they still looked identical, except for their hats. Now some people believe that Leprechauns are all copies/clones of one fair folk. Whatever the case, there is only one thing that motivates a Leprechaun: gold. Paper currency has no value in their eyes, but for even just a bit of gold a Leprechaun will agree to do many things; except for suicide, anything suicidal, or any kind of long-term contract. Leprechauns also refuse to give their real name, under any circumstances, but each one encountered has used their choice of hat as the inspiration for a nickname to be called. They are known to wield a great deal of magic, most of which is tailored around trickery and mischief. Despite popular rumor to the contrary, (That the Leprechauns themselves don't mind spreading.) a captured Leprechaun has no obligation to grant wishes, or disclose the true location of his gold stash; instead, he will almost certainly lie and make said capture backfire as spectacularly as he can. And on a side note that seems odd to some, they are excellent shoe makers.

  • COMMON ANGELS: Angels are of course the "good" counterparts to demons, however their activity on earth is much more limited. Like demons, angels operate primarily through an army of 'minion' angels, created by the actual angels which are much fewer in number. Angels of course are not enemies of Humanity, but the majority of angels encountered don't really seem to care what happens to Humans either; in fact, some have threatened to kill Humans that get in their way, and there are rumors that they have killed Humans in such fashion more times than once. Due to these facts, popular opinion on angels has gotten pretty torn, but regardless they do not purposely hunt down Humans, and for that reason they are still mainly regarded as allies. While angels hate demons with a passion, the main target of angelic aggression seems to be Cthulians...
    • Cherubs: Not the little fat baby with wings many modern takes on cherubs say, but not the bizarre beast with the face of a man, an ox, a lion, and an eagle that the ancient versions say either. Or rather, they are the latter, but not in a direct, literal sense. Cherubs are shape shifters, or possibly possessors, or both. Their true form is a foot-foot and a half tall humanoid with wings, the entirety of which is always glowing white, making distinguishing exact features impossible; the wingspan is about equal to their height. Cherubs have been known to take many forms, beyond even the capabilities of succubi transformation; their favorites seem to be small animals and inanimate objects. They rarely fight, instead usually paired with dominions as personal scouts.
    • Seraphim AKA Burning Ones: Seraphim are, quite simply, floating balls of fire approximately one foot in diameter, that can warp their exact shape into just about anything. Most commonly they have multiple sets of "wings" that spread out about a foot and a half from their center. Some people have wondered why the floating ball of fire entity is on the angels' side instead of demons, while others simply wonder how they heck you're supposed to kill the things if needed to. (The answer is to either put out the fire, or use magic.)
    • Thrones AKA Ophanim: Thrones have a quite bizarre appearance of two gold rings, one floating just inside the other, about four feet in diameter, and both covered along the outer edges in eyes. While it has been determined through observation that they are their own entity, their main purpose seems to be as a mobile magic amplifier for dominions.
    • Dominions AKA "Angels": The one most of modern society just before the apocalypse immediately think of when they think the word "angel"; the "humans with white, feathery wings". More information will be further below.
  • RARE ANGELS
    • "Principality" or "Ruler": Only two angels of this particular class of angel have ever been observed. Both were about seven-eight feet tall humanoids, who like cherubs were glowing white constantly. Based on their silhouettes, both had either elaborate horns or a crown, a robe of some sort, and a scepter. Both were seen using very powerful magic on a whim, commanded many other angels, and spoke constantly of "matters more important". Some people have guessed that "Principality" and "Ruler" are just the names of those two angels, rather than what angels actually refer to this class of angel by; this is still uncertain.
    • Archangel: Essentially large dominions, only about eight Archangels have been spotted around the world during the course of the apocalypse. They were all humanoid, standing about 20 feet tall; each had either large, white, feathery wings, sometimes more than one set, or something approximately similar in profile, such as one observed having a mass of glowing white tendrils coming from its back that spread out like wings. Full wingspans seem to usually be 2-2.5 times their height, and unlike their closest demonic counterpart, Warlords, they have been seen using them to fly. Some covered their faces entirely with darkened hoods or masks, those who didn't had seemingly varying genders, and had glowing white eyes. Archangels are equipped with weaponry and armor from the medieval era or earlier, though their own weapons and armor are of course so large that it's unlikely any Human could wield them.

  • HUMAN ORGANIZATIONS: Because I want you guys to have as much information as possible that your characters would have, and since this setting I've made is pretty particular and I don't like dealing with the "no, that's not a thing" kind of scenario, here's a list of the well known Human organizations currently operating, in alphabetical order.
    • "Bandits" AKA "Raiders": Of course, bandits are not one specific organization, but rather a large collective group of small organizations all clumped together under the same title. When the apocalypse started, a surprisingly large number of people just assumed that things were going to turn out like a Mad Max movie, and decided to get a head start on things, lest they be at the bottom of the food chain after the collapse of society. Of course, society didn't entirely collapse, but by the time that became apparent, many of these people were not welcomed back in due to all the raiding, pillaging, and such they had already done. These people, along with people who are just straight up crazy or insanely greedy or what-have-you, make up the raving bands now mostly known as bandits.
    • Cults: Like bandits, cults are not one specific organization, but rather a collective group of small organizations. Also like bandits, cults are almost always considered enemies by most people. Cults are, simply put, people who worship monsters. Cults are pretty rare, since recruitment has to be done entirely covertly, plus the whole selling point of, "let's worship the things that ruined our lives and want to kill us all" doesn't go over well with most people. Go figure. Cults usually pick out one or more specific family of monsters to worship, though those that worship cthulians usually worship cthulians exclusively.
    • The Global Postal Service: The Global Postal Service, sometimes heartily or mockingly referred to as "GPS", is a disjointed organization, or more accurately, collection of organizations, all working under the same goal and principle. That principle is, "the exchange of messages across vast areas between people who cannot meet directly is what separates successful civilization from unsuccessful civilization." In other words, GPS believes that in order for humanity to survive, communication is essential. And so, GPS is made up of couriers, pilots, radio operators, maintenance personnel, and other such individuals, all working towards delivering messages and making sure that communication lines such as radios and telegrams stay operational. Satellites are still used, though not as much, since it's almost impossible to keep a successful space program going these days and all the old satellites are starting to fail or fall out of orbit. The GPS slogan, ripped and simplified from the old postal service slogan, is "no matter what it takes, the message will get through."
    • The New Catholic Church, AKA the New Holy Church: With the existence of demons and angels now undeniable, the Vatican church simply further reasoned that God must also exist, and have taken this knowledge as all the justification they need to kick their operations into overdrive. With plenty of former disbelievers converting (Hey, if angels and demons suddenly turned out to be real things, wouldn't you strongly consider converting too?) and joining, the New Catholic Church has grown powerful enough to rival any current government in military power. While they dislike people who still don't believe, the New Catholic Church does not openly attack other Humans, except for cults, bandits, and witches. They despise all monsters, (Except angels, but that only counts if you consider angels to be monsters too.) even fair folk trying to be on Humanity's side, which has put them in disagreements with the Global Postal Service and the U.N.. And whatever you do, do not call them a cult to their face.
    • Trade caravans: Like bandits and cults, trade caravans are not one massive organization, but rather several separate organizations that work similarly enough to be bunched together under one name. However, where bandits and cults are usually seen as bad/evil, trade caravans are more like neutral; willing to help their fellow man, for the right price. Due to the crippling of the internet and general way of life being torn apart by the apocalypse, those who still seek to do mercantilism find that the old, old fashioned method of traveling from place to place and trading as they went a good way to continue turning a profit. And since traveling around is dangerous in these times, grouping together for safety in numbers with hired guards naturally followed. Trade caravans are usually a collection of merchants that either collectively decide where to go or have a leader (Said leader is sometimes the head of their guards, rather than a fellow merchant.) decide, or some combination thereof. Together they'll travel in a large convoy that is almost sure to be equal parts mobile shops and poor-man's military.
    • The U.N.(A.M.): While the U.N. has not yet officially changed its name, most people now call them U.N.A.M., or "United Nations Against Monsters". The U.N. has gone from a diplomatic organization with limited enforcement forces, to a sort of centralized global military command, where efforts are being taken to coordinate all of the world militaries in one massive effort to fight off the monsters. Their name has not officially changed, but their slogan has, to "Humanity undivided against its enemies". This new slogan, along with the fact that a lot of people already call them "U.N.A.M." has also earned them the nickname "Unanimous".
    • Vampire Hunters' Guild: The VHG was founded approximately three years into the apocalypse after a particularly bad vampire outbreak in Russia. Being a Russian organization, their operations rarely go outside of Asia or even Russia, but cooperation with GPS has let information they know about vampires get out to more of the world at large; this is what has partially culled some of the misconceptions about vampires, and is even where the little known fact about vampires not getting along comes from. Considering themselves separate from U.N.A.M., the New Catholic Church, and refusing to take the title of bounty hunters, the VHG, as their name implies, exclusively target and hunt down vampires, only fighting other monsters when they get in the way. Unlike bounty hunters, they do not take jobs and only accept voluntary donations after the successful hunt of a vampire(s). VHG members are always armed with a specially made crossbow that fires stakes, in addition to a backup sidearm and melee weapons; they always wear some kind of bulletproof vest, which they sew crucifixes into in addition to their outer shirt and pants. This sometimes creates the false assumption that they are New Catholic Church members, but the VHG do it purely for practical purposes. ("A vampire will have a hard time grappling you when many spots on your clothes burn their skin off.")
    • The Witches' Coven, AKA "The Sisterhood": Yes, there are witches, and yes, almost all of them answer to one organization. More information will be further below.


Found here is the section for more detailed info on certain entries; in the order that they appeared in the basic list above, because why not.

Lycans
  • Lycans are typically considered along the same level of individual danger as vampires, though for different reasons. Lycans come in both many different species and various types in line with different lycan lores and some apparent randomness. Werewolves are the most common lycan, for reasons not entirely known. All lycans were once Human, until infected by another lycan or afflicted by a dark force.

  • Lycans are also the most morally disputed monsters, making drawing the line between which are "half" (AKA "good".) and which are not very difficult. The fact that not all of them follow the same rules doesn't help.
    • That said, the majority (AKA at least half of them.) work as follows: During the day they are Human, indistinguishable from anyone else minus heightened senses of smell and hearing. At night, they turn against their will into a half-Human, half-wolf (or whatever other animal) form that usually fight on hind legs but move faster on all fours. Because this half-animal form has no interest in things like "morality" or "not harming people you like", lycans either don't last long or go live out on their own/with other monsters. Lycans are also one of the few monster types that don't avoid sunlight.

  • It is commonly known that lycans are weak to silver, but can still be killed through other means. For example, silver bullets will kill them in a manner expected like any other bullets-vs-large-animal scenario, taking only a few or even just one to do the job. Normal bullets however, take anywhere between five to ten times as much firepower put in to take a lycan down.

Zombies, AKA Walkers and Runners
  • "Walker" is associated with zombies that were dead, then raised by some kind of magic. Walkers come in many flavors depending on the exact nature of the revival method and how long the person had been dead. (Meaning that some are almost indistinguishable from runners.) The most common heavily resemble the old George Romero style zombies, since the various dark powers that be find that long-dead corpses come in great supply; especially at graveyards. They move slowly not through a lack of trying, but out of a literal incapability of moving fast because of rotted legs. (Which again is why, for example, a walker that died only five minutes before revive would seem a lot like a runner.)
    • Although some can be killed through other means, the only guaranteed way to stop a walker is to heavily damage or destroy the brain. And even then, the body may keep moving for a bit. So although walkers are slower, they can take more punishment than runners. Until the brain is dead, a walker will likely keep moving; some can even continue to control body parts that were severed off entirely, so long as the brain is still intact.

  • "Runner" would be referring to zombies that were living people infected by either an infectious walker or another runner. Unlike walkers, runners only come in one flavor; basically think the new "infected" style zombies ala 28 days later, Left 4 Dead, etc..
    • Also unlike walkers, runners can be killed through any means that would kill a regular person, minus those that rely on pain or putting the person into shock, since they don't do either of those. (So for example, blood loss would kill a runner, but it'd take longer to incapacitate one with it than a normal person, because it wouldn't care that it was losing blood.)

Vampires
  • Vampires are typically considered to be the one monster type with the worst "how dangerous they are:how many of them there are" ratio, with the exception of when hell invasions happen. This is mainly because vampirism spreads just like zombie runners or lycans, but unlike just about all of those vampires can make a conscious decision to leave a victim alive so they'll become another vampire.

  • Vampires are fully intelligent, and also retain all their memories of their time as Human. (Same as most lycans in Human form, except all the time.) Thus that almost all of them are evil anyway and wouldn't hesitate to suck their loved ones and close friends dry is even more unsettling.
    • Vampires can use Human weaponry. They usually don't out of favoring feeding off of or turning their victims instead of killing them; when neither of those are a priority, they will use weapons. Usually to full and devastating effect, too.

  • Vampires have heightened senses of sight, smell, and hearing. They also have heightened reflexes, making stealth-killing them incredibly difficult.

  • Vampires can give orders to non-intelligent monsters. The amount of control they can exert is about on par with succubi/incubi, except that vampires can't use telepathy to do so. (Because they can't use telepathy by default, just like Humans.)

  • Sunlight is, as expected by most, lethal to vampires. Exposure to sunlight causes vampires to start turning into ash. When partially exposed, only the areas hit by sunlight will start turning into ash. Having holy water poured or splashed on them or touching a crucifix have the same effect.

  • Vampires must have blood to survive; while human blood is their favorite, animal blood will also suffice. When feeding off humans or large animals, vampires need only to feed about twice a week; off smaller prey, they must feed more often.
    • Vampires can choose to eat human food if they wish, but it holds no positive or negative effects for them. Except for garlic, which will always give them food poisoning and even be fatal in large doses.
    • Less commonly known is the relation vampires have with other monsters in terms of blood feeding, since this knowledge has pretty much only been obtained via cooperative "half" vampires. Zombie blood is apparently poisonous to them, from walkers, runners, and turning infectees; vampires can tell this when they smell them, somehow instantly knowing without having to experiment. Lycan blood apparently gets them "drunk in a bad way"; while vampires can instantly tell a lycan by the smell, they do not automatically know of this effect like with zombies. And least known is the effect of demon blood, since there's only one recorded instance of a half vampire attempting to feed off a demon. Regular, evil vampires have never been seen trying to drink demon blood.

  • By appearance, most vampires can be spotted by their slightly exaggerated fangs and pale skin. They can also morph into an alternate form like werewolves. Said transformation is voluntary unless the vampire has gone too long without feeding, in which case they might transform involuntarily and go into a mindless feeding frenzy until they either feed enough or die. This alternate form resembles a cross between a bat and a human; large bat-like wings sprout from the back, the ears elongate to a point, the fangs become even more exaggerated and the other teeth sharpen, and the nails sharpen into claws. In this form, commonly nicknamed the "bat mode/form", they can fly. Wingspan is about twice their height.
    • Less known is that vampires can pick and choose any of the different elements of the bat form when they feel they are appropriate. When they're not going into a feeding frenzy, that is.

  • Also like werewolves, there is a commonly known "easy way" to kill vampires: a wooden stake to the heart. Again however, other methods also work, just requiring an extent that would overkill a normal human. (A normal bullet to the heart or head usually won't stop them. An entire 30-round magazine fired at full auto though...)

  • Due to the large number of different stories containing vampires and some basic Human misunderstanding, there are several misconceptions about vampires. (For each that your character doesn't know is a misconception, they most likely think they're true.) Misconceptions like:
    • Vampires can turn into bats. (They can't, though they can turn into a form kind of like a bat. See above.)
    • Vampires are technically "bat-lycans". (They're not.)
    • Being exposed to garlic is fatal to vampires. (Ingesting enough garlic is, but just wearing some around your neck won't stop them.)
    • Wearing a crucifix on your person will force vampires to avoid you. (Touching it directly affects them like sunlight, but indirect exposure doesn't harm them at all.)
    • Exposing even a bit of a vampire to sunlight/holy water/a crucifix is fatal to them; the ash-turning effect will spread across their whole body. (While the area immediately around where the ash-turning happened is in for a bad day due to obvious medical reasons, this is otherwise false.)
    • Vampires don't have a reflection. (False except for mirrors/reflective surfaces that have been either blessed by a priest or soaked in holy water. And in those, their possessions and clothes still show up.)
    • Vampires can't cross over running water or enter households without permission. (They can.)
    • Vampires get along with each other. (Easily the most common misconception, since most exposure to vampires is via combat where they will work together, so this is another fact pretty much only known via "half" vampires. While they will hunt with each other, especially against humans, they do not actually enjoy each others' company when hunting time is over. They instead prefer the company of any other type of monster. The reason for this is unclear, even to vampires.)

Succubi and incubi
  • Succubi and incubi, while just as dedicated to killing humans as any other demons, also have a liking towards sexual activity, even with humans. While this liking does drive some of their actions, they are just as intelligent as humans.
    • Just about everyone who's had intercourse with a succubus or incubus is dead now. However, cause of death is almost always fairly mundane; the most common being slitting/slashing/tearing out of the throat. That said, a lot of the victims also end up as a zombie too; that is, an actual walker zombie. Since just about all succubi/incubi know how to raise a zombie from a dead corpse, and as long as they've got one right there anyway...
    • Of course, due to the fact that, again, just about all first-hand witnesses are dead, and the Human tendency to spread rumors as fact, there's all sorts of false versions about what succubi and incubi do going around.

  • Their primary ability is to shape-shift, through which they can take any form barring certain size limitations. (They can't go too small or too big from their default form.) Hence they almost always appear human or humanoid, and typically highly attractive since they find it hard to break that habit.
    • There is in fact a ritual based around forcing them to take their real form. It involves luring one into a ritual circle with just the right pattern set up and some special ingredients, like a lot of rituals. Their true form always involves horns on their head, bat-like wings, and a long, thin tail. Exact shapes of the horns and tails vary, but the wings are always bat-like; in their true form, the wings have a wingspan that's twice their height, but under normal circumstances they can change this via shape shifting. The exact upper limit of this is unknown to Humans, but none have been seen with a wingspan greater than about 2.25 times their height.

  • They can also make illusions to an extent, which combined with the shape-shifting does make them one of the more tricky demon types to deal with. Although they can camouflage themselves, actually turning invisible seems very difficult even for experienced succubi and incubi.

  • Succubi and incubi can order around unintelligent monsters, though not to the extent of rare demons. They do this through telepathy, which they can also use on Humans if they so choose.

  • And lastly, they have some kind of ability based around tempting humans, or at least making them hold still. Exactly how this ability works is unknown except to those that have experienced it, and most of them are dead for obvious reasons.

Striders
  • Striders are considered a dangerous enemy mainly due to their intelligence and use of (almost) conventional weaponry; firefights against striders have been compared to regular firefights against Humans, albeit against an enemy that has firearms inferior in most respects save for two, and the ability to literally cheat physics to know where you are; almost like fighting against a hacking opponent in an online first person shooter game.

  • In appearance, striders are almost Human-like; their top half may as well be a Human torso, complete with head and arms like ours, however the fine details are off. Their skin is a dull blue color, while their eyes are completely black with no discernible kind of pupil or iris. Their ears are pointed at the top, and they have no hair whatsoever, not even eyebrows. The bottom half loses any similarity to the Human body whatsoever though; instead of two legs like ours, striders have spindly insectoid legs, similar to those that spiders have, except the legs point down instead of out, so striders still end up at about the same height as your average Human. The legs is also where the main physics/reality breaking aspect of the striders comes in; the number of legs that they have changes as they move around, the legs phasing in and out of reality at random, though never in such a way as to slow the strider down or mess up its intended movement. In fact, attempting to trip striders or get them to set off a tripwire trap has been known to fail by sheer merit of the strider "just so happening" to phase its legs in and out of reality to perfectly avoid it. The number of legs striders have stops changing when they die, and has been counted to be anywhere between three and a dozen.

  • Like most cthulians, looking at striders has a certain effect, and it is among the most immediately detrimental and disadvantageous to combating them, in fact. Looking at a strider, or a picture of a strider, or video footage, or reflection of it, will make that strider know exactly where you are, so long as the strider is still alive. This effect has been proven to apply no matter how well hidden or far away from the strider you are.

  • As mentioned, striders are smart, operating at seemingly equal levels of intelligence to Humans when it comes to battlefield tactics. Since they almost always appear in groups, this is known to include maneuvers such as flanking, pincer moves, and driving enemies into traps. There is still a bit of widespread confusion as to how they coordinate these movements, since they have been observed opening their mouths as if to talk but they have never been heard talking... By Human ears. It was discovered only a couple years ago by thoroughly examining a security tape from a U.N.A.M. base that striders attacked; striders had been audibly communicating, but in a pitch that is too low for the Human ear to hear. Attempts to decipher the "language" that they speak is still underway, and despite attempts by GPS to clear up the confusion, there are still many that believe striders are telepathic.

  • As you may have caught on to above, striders also use firearms in combat, hence battles with them turning into full on firefights. However, striders don't use Human firearms, but rather their own, seemingly bizarre firearms. These have been collectively nicknamed as "spikers", and come in semi auto pistol and fully automatic rifle variants. Their overall shape is much like Human firearms, complete with handles and triggers almost identical to our own firearms, probably due to the fact that the striders basically have the same arms and hands we do; but, spikers always seem to come covered in superfluous sharp edges and points sticking out at random angles all over except where the hands are meant to be placed. This means that any Human trying to use a spiker could get hurt simply trying to handle it or move around with it; one would think this would end up applying to the striders too, but in the seemingly default unfairness of the apocalypse, it somehow never does. In exact shape and color, no two spikers are the same, though their palette tends to be made up of dull greens and blues.
    • Despite also fitting their appearance to an extent, spikers are actually nicknamed so because of the ammunition they fire; they fire a "spike", seemingly made of bone, sized and shaped almost exactly like a pencil with both ends sharpened. Spikers have no magazine, and seem to be able to fire indefinitely, the projectiles seemingly fading out of existence a minute after being fired; however when fired by a Human, adverse health effects will start afflicting the user the more they fire it. The exact effect is random, though always involves a deficiency of something in the user's body; the conclusion being that the spiker literally drains from the user as it fires. The sound spikers make when firing is a lot like the sound of a soda can being popped open, just much louder. In terms of range, accuracy, and projectile speed, spikers are far inferior to Human firearms, yet despite that the stopping power and piercing capability is still comparable to a modern assault rifle, for both variants of spikers. Considering both their advantages and their disadvantages, spikers put striders on an almost equal footing against Humans in firefights.

Dominions, AKA "angels"
  • Dominions, as mentioned, are the angels that most of modern society and popular media just before the apocalypse thought of when they thought "angel". Their appearance is most easily described as, "Humans with white, feathery wings", though of course it goes a bit deeper than that. Dominions seem to make up the central core of the angelic forces, acting as both front line troops and commanding officers over other common angels. They are usually paired up with one or two cherubs, and possibly a throne as well.

  • Other than their wings and simply "unnatural" sounding voice, dominions look entirely like Humans. Dominions have appeared looking like men or women, and some that even look androgynous. Current popular theory is that they are all genderless, and that their appearance and tone of voice are just coincidental one way or the other. But whatever the case is, dominions still identify themselves by whichever gender they more closely resemble. Their wings are bird-like, specifically shaped most like a bird of prey, and are always about 2.5 times their height.
    • For their clothes, armor, and weapons, all dominions exclusively outfit themselves with items from the medieval era or earlier, and almost all of them can be identified as a warrior/soldier archetype. Though their items always come from more ancient times, the country of origin of said items has been seen to wildly vary; for instance, along with plate mail wearing, long sword toting "knights", there have also been dominions that more closely resemble samurai or vikings, or just about any other ancient warrior.
    • They also almost always carry a small orb that seems to be made of glass, just a little smaller than a golf ball. This orb is usually imbedded into the hilt of a weapon, or a piece of their armor, or some other item on their person. They seem to use this orb as a sort of magical amplifier; though not as powerful as thrones, these orbs still allow dominions to use more magic without the need of ritual circles than they could otherwise. These orbs do not disintegrate when dominions die like their bodies and the rest of their equipment do, so a number have been collected by people; however, it would seem that nobody has found out how to use them properly.

  • As for abilities, based on recorded encounters and observation, any dominion seen with a weapon can be assumed to be highly skilled in the use of said weapon. In other words, there are no "incompetent" dominions, as far as everyone knows. Whether this is a fluke or if any such dominions are weeded out before being sent to earth is unclear.
    • Most dominions have also been observed capable of certain magic on a whim, even without any amplifier. The specific spells dominions can use in this fashion seem to vary a bit, with the exception of telepathy, which they can all do.
    • Though rumors abound that say otherwise, currently there has been no recorded instance of a dominion hiding itself among humans, or otherwise disguising its wings or voice.

The Witches' Coven, AKA "The Sisterhood"
  • The Witches' Coven, also sometimes called "The Sisterhood", is a very secretive group of almost entirely women, believed to be operating out of somewhere in Europe. What truly distinguishes them from other groups or anyone else simply claiming to be a "witch" is that these witches actually have a high amount of magic they can perform on a whim, without a ritual circle; something that no other Human has yet been recorded to do with as much success.
    • As mentioned, they are only almost entirely women. There have been recorded encounters with Male members, called "warlocks". Which is why they seem to be trying to downplay the use of "The Sisterhood" as the title of their organization.
    • The method by which the witches have gotten so much magic power is their most highly guarded secret. However, they have said that only certain people can be witches or warlocks, but that it can sometimes be trained.

  • Obviously, paranoia and rumors about the witches has run rampant around the world, which the witches themselves have confirmed is the main reason for their secrecy in public statements made via anonymous letters to the U.N.. In these same public statements, the witches have also claimed that they are on Humanity's side, and not on the side of demons as many of the rumors state.

  • There have been many attempts by others to try and determine some way to universally recognize witches in disguise, since it is known that the Witches' Coven is extremely secretive, and so their members must move about in secret. However, other than various rumors, nothing has been determined for certain.
    • The typical "witch" outfit of a black dress and black, pointy, wide brimmed hat has been recognized by the Witches' Coven for what it represents, but there have been plenty of encounters with witches and warlocks who weren't wearing it, since it's a dead giveaway. Only the boldest witches and warlocks have gone about actually wearing said outfit, but most of the time anyone wearing it is just a wannabe poser.
    • The closest anyone's come to figuring out a way to identify witches has also been widely disregarded as being too cliche' and obvious. And yet, it does in fact seem as if almost every confirmed witch and warlock falls under this category; and that is, every one of them owned a cat.

edited 4th Jul '14 6:41:06 PM by FirockFinion

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FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#3: Oct 20th 2012 at 5:30:55 PM

Side stories of the apocalypse

  • List of "half" (AKA good) monsters and example stories.
    • Lycan: One of the most famous examples is a man known as Stephen Rorrik, a bounty hunter who got bit by a werewolf two years into the apocalypse. Like Anarchy, he still has control over himself while in werewolf form and can choose when to transform, except that he had that right off the bat and doesn't suffer from split personality disorder. It wasn't long after that mister Rorrik ended up under the employment of U.N.A.M., as one of their best trackers. Today he is still working in that field, and is known to have a pack of at least twenty dire wolves under his command.
    • Walker: Two and a half years ago, a U.N.A.M. Japanese strike team was having a routine clearing out of some undead in Hawaii. After thinking they'd taken out everything in a small condo, one of the members stopped for a smoke break, but found he had no lighter on him. A helpful hand came forward from his side with a lighter, getting the cigarette going for him. He turned to thank the individual, only to find instead of a man, a walker in a tattered, brown business suit and matching fedora. After nearly killing it in shock, the team took the walker back to base to figure out who he was. Turns out the walker could talk, barely, but preferred not to unless forced. He refused to give a name, and when someone pointed out the similar appearance of this walker to a certain Stubbs the Zombie, the walker then started going by that. Stubbs eventually ended up in New Hollywood, working in the movie business as a natural cast choice for, well, a zombie; he even starred in that Bill Murray film. A few months ago, Stubb's left arm was severed at the elbow in an accident; this only skyrocketed his fame even further, as he found out he could still control his arm despite it being separated. Unlike his video game counterpart though, he has trouble actually moving it around in any hurry.
    • Runner: At the opposite end of the spectrum, the most commonly known case of a half runner was a man who simply went by "Gregory". Gregory was a foot soldier in the New Catholic Church's military, who got bitten by a runner during one of their operations about one year prior to the start of the RP. Of course, rather than end up a mindless, rabid cannibal, Gregory retained his full mental faculties; but being a devout member of the NCC, he now viewed himself as an unclean monster fit only to die, and his superiors agreed. Rather than just execute him though, Gregory made a case to his superiors that he be sent on the most dangerous, suicidal missions; after all, he was unclean and thus his death wouldn't be a real loss, and better that he attempt to redeem his impurity by fulfilling the lord's duty with his sacrifice. They agreed. Gregory actually survived his first two missions as complete successes, but died during the third; a raid into a cult group trying to gain major power in central Africa. Specifically, Gregory died by blowing himself up- along with the rest of the cult's facility.
    • Skeleton: "Sergeant Ricollister", or as he dislikes being called, "Mister Bones", was a skeleton found wandering around Virginia a year and a half into the apocalypse by a U.N.A.M. patrol. What set him apart from other skeletons was the old, faded Union army uniform he was wearing, and the fact that when they found him, he was busy fighting a pair of giant rats with a bayonet. Unlike Stubbs, Ricollister literally cannot talk at all, due to a lack of lungs and vocal cords, but has explained through (very poor) writing that he was a Sergeant in the Union army who died in the (first) Battle of Manassas, during the American Civil War. As he himself put it: "we been fighting the confeddies under dowel, and i was holding positin wen a bunch of them came carging in and i felt a lota shot hit me. after that was like waking up after sleping, where you dont now if you been asleep a few secons or eternty. there was this fella standing over me talking abut man kind falling down or some what. he seemed shifty to me, and then he talked about torching new york, so i gutted him." Ricollister now works for U.N.A.M., wanting to "fight the good fight", but is still known to be having trouble adjusting to the changes that have occurred over the last century and a half that he's been dead for.
    • Possessor spirit: Literally only one case is known of a good possessor spirit, but GPS loves to spread the story around because they find it kind of adorable and awesome, so it's fairly commonly known. As the story goes, two years before the start of the RP, the US military managed to reclaim a stockpile of weaponry that they previously had to abandon during the dark month. Among them was a collection of M4A1 assault rifles that were quickly put to good use, and one of them was found to be seemingly lucky. It always seemed to already be clean whenever they cleaned it, and never jammed except in a case where the soldier had nearly shot a fellow soldier on accident. For months, it was simply assumed to be a fluke, until one day when a soldier entered the armory only to hear what sounded like someone whistling, "Take me out to the Ball Game". Turned out to be the "lucky" assault rifle, whistling through its shell ejection port. Through some careful observation and asking it questions to be responded to with bolt slides, it was determined that yes, the gun did in fact have a possessor spirit in it, and it was quite benign. Soldiers ended up nicknaming it "Little Ruth", and it has since become one of U.N.A.M.'s prize pieces of equipment for special operations. Little Ruth keeps his home clean and prevents it from jamming unless pointed at a friendly target. Recently the specialist who usually uses Little Ruth has begun coordinating with it; he would aim the gun around a corner and pull the trigger, but Ruth would only make the gun fire when actually pointed at a target, allowing the specialist to blind fire from cover with actual effectiveness.
    • Slasher: The most famously known instance of a half slasher is also the one with the most fictionalization surrounding it. No less than two New Hollywood movies and even a graphic novel have been made either about it or at least containing it within them. But here's the absolute facts on what's known. 15 months into the apocalypse, after the outbreak and defeat of another warlord demon, U.N.A.M. forces were attempting to evacuate people from the demon and undead overrun city of Stuttgart, Germany. An evac point was set up facing down the length of a major road, and many people had been evacuated, but a horde of monsters was approaching down the street. Still fleeing from the horde was a pair of brothers, ages eight and twelve, and despite fire support from U.N.A.M. fire teams, it seemed certain the boys would be overrun before they reached the evac point. The slasher had come running out of an alley between the boys and the horde, and to the surprise of the fire teams, turned on the horde. Standing alone with their support, it was able to keep the horde at bay until the boys were safe; the U.N.A.M. fire teams attempted to call the slasher back to safety as well, but it either didn't hear them or ignored them, and continued fighting until it was cut down. No positive identification of the slasher has ever been made, except that it was almost certainly a woman; the most popular theory is that the slasher was the boys' mother, who had gone missing before their escape and has never been seen since.
    • Chopper: Australian soldier Steve Fargo went missing just less than a year into the apocalypse during a patrol on the Western coast of Australia, along with his whole squad. They were assumed either dead or AWOL. Seven months later, he walked into the U.N.A.M. Sydney headquarters and is known to have said, exactly, "Sorry sirs, I woulda' rung you on the telly sooner, but some bastard went and replaced my hands with axe heads." He is still under U.N.A.M. deployment, but stays on defensive duty since his inability to use any weapons besides his "hands" puts him at a significant disadvantage.
    • Vampire: Yakin Volya wasn't just a Russian vampire in the VHG. He was one of the founders of the VHG. Self experimentation on Yakin's part and interviews with him are in fact where most of the misconception breaking specifically came from. His contribution was among the most important for the guild, up until about half a year ago. During a vampire hunt in which the VHG had to fight some demons, a captured succubus tricked Yakin into drinking her blood by feigning panic at the idea. (Yup, this is the case where that happened.) After drinking her blood, Yakin didn't gain any powers or die or get sick; instead, he became just as evil as any of the vampires he'd been hunting up to that point, and after killing two of his former comrades in a surprise attack, was shot through the heart with a stake crossbow. To this day the VHG still considers his death regrettable.
    • Fairy: 20 months into the apocalypse, a U.N.A.M. team found a tribe of fairies in a tree, and in exchange for keeping the location of the tree a secret (but not the fact that they found one, mind you) and keeping it safe, the tribe agreed to supply them with fairies that would assist either a whole team or one agent, and mainly act as sentient spy drones and minor magic support. The most infamous of these is Windbranch Blossom, AKA WB, AKA Navi, AKA "that little bitch". WB gained her infamy after staying at a safe zone between missions and observing a few soldiers playing an old video game on an old system that they had managed to salvage. The game? Legend of Zelda: Ocarina of Time. WB not only realized that the repetitive "hey, listen!" of the fairy from the game was highly annoying to most Humans, but also thought it was hilarious. She very quickly spread the word to all the other fairies of her tribe, who also found the annoyed reactions of Humans to it to be hysterical. It doesn't help her infamy that she (along with pretty much all the other Female fairies of her tribe) can imitate the voice perfectly.
    • Gnome: It wasn't long after they started appearing that gnomes started making contact with Humans and either challenging them or siding with them, or sort of both. Nine months after the start of the apocalypse, a gnome by the name of Eoghan Clock In The Living Room approached a U.N.A.M. soldier while she was sleeping in her barracks, and presented her with an offer; though by the way she later retold it, he said it more like an ultimatum. Basically, he challenged that he could keep even her, a "helpless big folk lass" safe, even though she continually marched herself into incredibly dangerous situations; in return for keeping her safe, her part of the deal would be... To keep marching into incredibly dangerous situations, so he could keep fighting to keep her safe. Since Eoghan had of course said that's what he was going to do, then by the laws of the Fair Folk, that's what he was going to do, even if the soldier didn't like it. (Though as he pointed out, all she had to do to get out of the deal was stop going on dangerous missions.) To this day, Eoghan still "works" for U.N.A.M., accompanying the soldier everywhere she goes and proving himself to be more than capable as a fighter. His kill record, not even counting the ones that couldn't be confirmed as his kills, includes 734 beast monsters, a staggering 1,084 undead monsters, 667 demon monsters, 640 cthulian monsters, and even 250 other fair folk. Despite being only five inches tall, U.N.A.M. has openly stated that he is easily one of, if not the most deadly asset they possess.
    • Wisp: Remember how the UN took control of a cruise ship to have conferences out at sea? Well, aboard that cruise ship is a number of small trees and plants out on the deck for some nice decoration... And one of them has a violet colored wisp guarding it. It was about four months into the apocalypse that it first appeared there, though from where nobody is certain. At first, they considered removing it, but it was determined that the wisp only became hostile if someone actually touched the small tree it was guarding. A small barrier was put up around it to remind people of that, and they decided to let it stay. It has been simply nicknamed "Violet".
    • Elf: Sindran Phormas was an Elf who openly approached U.N.A.M. about a year and a half ago about joining them and providing what magical knowledge he could. His contribution helped expand their database on known magical rituals by at least double, and from his statements, he could have supplied much more. Unfortunately, nine months ago Phormas was killed when a bomb went off in the building where he was working. It is widely suspected, but has not been proven, that the attack was carried out by the NCC.
    • Leprechaun: With their motivation for gold, it's no surprise that some Leprechauns have specifically sought out Humans to offer services to in exchange for for the substance. The most widely known though, nicknamed himself "Cappy", due to the ball cap he wears. Cappy has done many favors for U.N.A.M. in exchange for gold, between supporting U.N.A.M. squads in combat or explaining some things about magic to U.N.A.M. scientists. Cappy is also the one that's been the most spotted all around the world; it's been confirmed that he's appeared in every European country, the US, Canada, Mexico, Brazil, Russia, China, and Australia, always to seek out people with gold. However, Cappy's also become somewhat infamous, after it was confirmed that he's also done work for monsters, including demons, in exchange for gold. Cappy himself has said, "business is just business. It's nothing personal."

edited 7th Aug '14 8:44:29 PM by FirockFinion

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gbrngfol my planet is here from roughly that way Since: Mar, 2012
my planet is here
#4: Oct 20th 2012 at 8:24:30 PM

Maybe the third post could be a character list?

I think there's no point in signatures.
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#5: Oct 21st 2012 at 3:50:43 AM

That's not a bad idea Gbrn; maybe I'll even write a *

brief summary of each character with it. Or alternatively I'll let you guys write them for your own characters if you so choose.

Also, I just about finished up a post here when I realized something.

@Goodisgood: Rereading your post again, I can't actually tell if this part,

''What property is around here? What's the weather going to be like? The wind? How many creatures are crawling around, and more importantly.......
is supposed to be internal dialogue or external.

I'll save the post I wrote up to a text document and check in tomorrow. For tonight, I've gotta get going. Ciao people.

edited 21st Oct '12 5:29:39 PM by FirockFinion

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FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#6: Oct 21st 2012 at 5:19:28 PM

Double post to let you guys know a few things real quick:

The bestiary post is now edited with all the monster info from the old thread, now conveniently in one place. (If you can call that book up there "convenient". tongue)

Now whenever I add in new monsters, I'll make a new post in discussion with their info, and edit the info into the bestiary post.

I'll also be trying to get the player character list in the third post done by today. EDIT: Okay, now that's done too. It's a list of active characters, so I'll add other characters to it as they start posting.

On an unrelated note, I've got work tomorrow, so I probably won't be active then until very late.

edited 21st Oct '12 6:00:06 PM by FirockFinion

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nman Since: Mar, 2010
#7: Oct 21st 2012 at 9:24:45 PM

[up]Now worries, broseph, I can't speak for anyone else, but I know that I can be patient and sit here. Plus it gives everyone who hasn't posted more time to write something? I guess? Let them prove they're active?

Also, just thought it would be nice to have something here so you wouldn't have to triple-posttongue

tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#8: Oct 22nd 2012 at 10:23:29 AM

A weak first entry I know but it was all I could think of for the moment, having just come back from work. Just wanted to register his presence.

Trump delenda est
nman Since: Mar, 2010
#9: Oct 23rd 2012 at 9:10:00 AM

Anyone else find it funny that the guy named "Tank" is over half a foot shorter than everyone else?

TheLastGreatWarrior When words are not enough from Not here Since: Jul, 2012 Relationship Status: In another castle
When words are not enough
#10: Oct 23rd 2012 at 11:30:53 AM

First post is up.

"Somebody barbequin'?!"
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#11: Oct 23rd 2012 at 3:59:01 PM

Alright, active character list has been updated.

Looking at it, I realize that half our (current) guys are former military, and out of those two-thirds are snipers.

I think I may have to stop accepting sniper characters...

@Nman: Well, tanks usually have a very wide profile. tongue

Now for that main thread post... Hopefully. Damn writer's block and laziness.

edited 23rd Oct '12 3:59:49 PM by FirockFinion

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tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#12: Oct 23rd 2012 at 4:01:33 PM

I will be playing but not until tomorrow at least, maybe Thursday. Should Cranston arrive late (and me erase my one post) or just have him at the back of the crowd.

Trump delenda est
gbrngfol my planet is here from roughly that way Since: Mar, 2012
my planet is here
#13: Oct 24th 2012 at 10:28:29 PM

@Nman Tank was originally named after his jacket. In the 'verse I plucked him from it was a full suit of custom armor, including a helmet.

I think there's no point in signatures.
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#14: Oct 25th 2012 at 5:17:21 PM

Common in-character knowledge is that most of the monsters avoid sunlight, even those that aren't directly hurt by it. Them going into hiding during the day is another reason why Humanity's still alive.

I kinda forgot to put that somewhere... I think I'll edit it into the top of the bestiary.

EDIT: And done. That'll do for now.

edited 25th Oct '12 5:19:41 PM by FirockFinion

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FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#15: Oct 25th 2012 at 7:11:57 PM

Hey TLGW, few things.

First, carrying extra ammo into combat may seem like a good idea on paper, but since it's not in magazines he'd have to load it into his magazines round by round before he could use it. Not really practical in the middle of combat while still weighing you down. This would be a good idea out in the middle of nowhere for days, but not for in-and-out runs with a base to return to. Unless I'm mistaken and you intend him to do that before they leave.

Plus you're having him grab .223 ammo, why? M4 takes 5.56 ammo. Oh, it can take both, apparently.

Also, are you sure you want to sharpen a stick with a katana? That's both impractical and really bad for the katana, especially when he's got a combat knife available to do it with instead.

edited 25th Oct '12 7:16:26 PM by FirockFinion

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tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#16: Oct 26th 2012 at 12:51:05 PM

So I'm not sure it was made clear in game. Are we operating as a team or going for individual kills in competition with each other or is that for us to decide?

Trump delenda est
gbrngfol my planet is here from roughly that way Since: Mar, 2012
my planet is here
#17: Oct 26th 2012 at 1:08:34 PM

[up] Last time it was pretty free for all. We just happened to be firing at the same targets.

I think there's no point in signatures.
Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#18: Oct 26th 2012 at 2:34:07 PM

Sorry I haven't been posting, but I've been quite unwell and not felt up to doing so. It's getting on a bit to post now (I work early in the morning, don't judge) but I'll get back to posting tomorrow for sure.

Curse the ill fortune that led you to me.
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#19: Oct 26th 2012 at 2:36:05 PM

@Tricksterson: That's pretty much for you guys to decide in character. For now at least you'll all be given the same general objective but how you go about it is up to you.

The Sheriff is hoping you'll work together because she figures you'll have a better chance of survival that way; and by extension, have a better chance of success too.

@Plumbum: No sweat man. My real life circumstances have been pretty shitty for the last few days. Though hopefully that should be changing soon.

You are reading this.
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#20: Oct 27th 2012 at 3:04:29 PM

Quick (double) post to mention: I've got work later today and need to do some stuff to prepare for that, so I'm only here for a bit at the moment. Don't expect a main thread post from me until at least when I'm back from work later tonight.

You are reading this.
FantasyLiver Spidophile from The Dagobah System Since: Oct, 2012 Relationship Status: How YOU doin'?
Spidophile
#21: Oct 27th 2012 at 5:57:47 PM

I just posted now. Thanks GM for letting me play even when I was a little late.

"You're an enemy of art and I pity your ignorance" - Domingo Montoya Help save the rainforest for free simply by going to Ecosia.org.
nman Since: Mar, 2010
#22: Oct 27th 2012 at 7:08:24 PM

How did Red get back into town?

FantasyLiver Spidophile from The Dagobah System Since: Oct, 2012 Relationship Status: How YOU doin'?
Spidophile
#23: Oct 27th 2012 at 7:47:51 PM

As detailed in the post, Red was sleeping on the bus when it pulled into town. As it was pulling away, he awoke and told the bus driver to let him off. The bus was only about a mile away from town at the time so Red ran to town and saw the group of bounty hunters

"You're an enemy of art and I pity your ignorance" - Domingo Montoya Help save the rainforest for free simply by going to Ecosia.org.
nman Since: Mar, 2010
#24: Oct 27th 2012 at 7:48:56 PM

But I mean, how did he get past the barricades?

FantasyLiver Spidophile from The Dagobah System Since: Oct, 2012 Relationship Status: How YOU doin'?
Spidophile
#25: Oct 27th 2012 at 8:10:59 PM

He was able to prove he was human. Didn't the sheriff say as long as it was daytime and you were human, she'd let you in the town?

"You're an enemy of art and I pity your ignorance" - Domingo Montoya Help save the rainforest for free simply by going to Ecosia.org.

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