User blog:Kouryuu524/Zombie AU RP: Fight For Life

Hello everybody, I'm here looking to start an AU RP using our OCs with current world tech and weapons (meaning no RWBY gun swords), no semblances, and no super powers in a Zombie survival situation.

Premise-

Roughly 25 years ago the Grimm plague swept the planet, killing most of the worlds population. Unlike all plagues before it though, the Grimm plague used its victims as weapons, turning them into the living dead. Both humanity and faunus were pushed to the brink of destruction, managing to survive by creating Sanctuaries; large cities and work areas walled off from the hostile outside either by natural or man made barriers. Since this turning point mankind has begun to rebuild its self and continues to search for a way to stop the Grimm and the plague that creates them.

Terms to know-

Grimm: The living dead reanimated by the Grimm plague. The freshest Grimm (recently turned) have super human strength and speed, being able to push their mostly intact bodies well past normal human/faunus limits. However Grimm can not regenerate from wounds and will slowly decompose over time, eventually wasting into nothingness. The plague that drives Grimm also give them pack instincts when enough of them begin to converge. This allows them to heard people into ambushes and prevent themselves from instantly going after a target as they would if alone.

Sanctuary: Large walled off cities (the walls are either man made, natural, or a combination of both) where the majority of people live while not working at the Work Yards. All schooling, medical research, political, business, and manufacturing jobs are contained within the Sanctuaries. Hunters constantly patrol the walls in order to keep the Grimm away. People who work at Work Yards only live here for 2 months at a time before going back to the Work Yards for 4 month work rotations. People with jobs within the Sanctuary work normal work schedules.

Work Yard: Large, walled off facilities that are focused on gathering the recourses necessary for the Sanctuaries to function. Several types of Work Yards are farming, timber, mining, ranching, and oil refining. Normal employees at Work Yards work for 4 months at a time before being relieved by another group of workers, who work for 4 months, etc. Work Yards have all the necessities needed to keep their employees healthy with a few recreational areas meant to relieve stress (the conditions depend on what company a person works for and what job they have). In addition to normal Work Yards, there are also Penal Work Yards. Penal Work Yards are institutions where convicted criminals go to work for the entirety of their sentence.

Outposts: Hardened facilities in the wastes that are meant to be rest and resupply waypoints for Hunters. These can range from small villages that have been retaken and walled off, to a single hardened building that has been cut off from any access by Grimm.

Forsaken: Cities, villages, and other areas over run by Grimm. These cities will never be able to be taken back so long as mankind doesn't have a cure.

How this will work-

We'll use our existing OCs for the RP minus their weapon and semblance. If you wish to create a new back story for them immediately you can when applying. If not you can create it on the fly. For weapons and technology, we will use current Real World weapons and tech, Prototypes are okay to use, but only if it has been produced and it must be as is, not as they hope to have it. All people leaving a safe zone will be required to carry one weapon, one backpack, and one Survival Kit. A Survival Kit will consist of the following: -100 Ft 550 LB test Para-cord rope -1 Fire striker -1 Folding shovel -1 Mess kit (Compact pots/pans, forks, spoons, etc) -1 Bed roll -1 week of toiletries In addition to this gear a person may carry up to 2 more weapons (3 total), ammo, and a reasonable amount of gear (I'll determine what is the limit per each character.)

If a character is bitten, their natural defenses will have a chance to save them. The way this will work is for every bite the person occurs I will roll 3 D20 IRL for them. If on one of the rolls they score higher than a 10, they survive while being sick for a short period of time (must act sick and slow down the group). If they score more than a 10 on 2 rolls, they survive without any sickness. If they score more than 10 on all 3 rolls they gain a temporary immunity to bites (negating the next 3 bites they get).

I will play the roll of the guiding hand in all RPs, setting off certain events (like the group getting swarmed by zombies or stumbling upon raiders) and will determine their successfulness on handling a situation based on their responses to a situation (determining if they get any loot, if they get bitten, etc).

Finally, while a character may only be able to carry 3 weapons into the field, they can own many more, being able to switch them out at their home for what a mission needs.

Example OC

Darian Nightshade Primary Weapon: Bushmaster ACR-5.56 NATO -3-12X44 Scope -Suppressor -Flashlight -Foregrip/Bipod Secondary Weapon: Beretta M9A1- 9MM Luger -Flashlight -Ergo-grip Melee Weapon: M9 Bayonet Clothing: Black Leather Trench Coat, Grey 1/4 Zip Sweater, Navy Blue Cargo Pants, Black Combat Boots, Black Knee pads, Black Mechanic Gloves, Black Leg holster for M9A1 and bayonet. Other Gear: -Molle Chest rig with pouches for ammo and Other gear -7 30-Round 5.56 NATO P-MAGS (ACR Ammo Magazines) -7 17-Round 9mm magazines (M9A1 Ammo Magazines) -2 Med Kits -1 Multi tool -1 Medium Back Pack -1 Compact 3 person tent -1 Survival Kit -1 2L Water Bladder (integrated into backpack) -2 1L Water Bottles -3 Days Dehydrated Food Rations

(The above load out is similar to what a soldier going on a foot patrol would carry so use that as a basis)