[Interest Check] Dystopia Rising (Horror Post-apocalyptic RP)

Kuroshi

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Hi there! I was wondering if people would be interested in doing a roleplay based on the tabletop game and larp Dystopia Rising. From what i've experienced from actively experiencing the larp the universe is very fun and dark, and if you know me you'll know I absolutely love edgy and emotional rp. I'd want to get a decent number of people active in the rp if possible, possibly even making a skype group relating to the diverse rp.

I'll briefly describe lore and strains of humanity for those interested in a fallout-esque horror survival rp. The exact setting would be the city state of "Lost Angels", with political and economic struggles as a monarchy of Pure bloods rule over it, and it could also move around depending on access to vehicles. Though for all intensive purposes the central plot would be based in the city. ("Lost Angels" would be the IRL city of Los Angeles and it's surrounding area)

At least, the world we currently know ended a long time ago. Somewhere at least four generations ago humanity was lost to the end of times. A plague of the living dead scourge came up from the ground, the living quickly fell and joined the ranks of the enemy, and society as we know it was purged from the planet.

While this blood born fungal infection caused the dead to rise countries attempted to slow the rampant spread of the infection. Weapons were erupted on both the ground and in the air to knock out means of mass transportation, to prevent the pre-fall aircraft and ships from carrying the plague carrying infection hosts to places not yet touched, and humanity declared war on itself with the hopes of culling the plague before it could go any further.

As humanity acted in desperation to eliminate the threat the blood born fungal infection mutated, changed, and adapted to the weapons that were thrown at it. The plague began to adapt the bodies of humanity into different forms of undead hunters. As the plague spread, the reaction that humanity had to the infection changed.

Humanity is long gone.

Generations after the world has fallen, after modern civilization was lost, the mutated strains of humanity rose in the wake of what was the greatest civilization of mankind. As the irradiated winds blew and the undead threats of the land continued to hunt, the living became mockeries of what life used to be. While the bodies became stronger, able to shrug off all but the most grievous wounds, the flesh grew to be a new host for the parasitic entity known commonly as 'The Infection'.

Inside every survivor strain is the roots of the Infection. From the barely sentient Full dead to the prideful Pure Bloods each and every strain carries within them the truth that eventually all of the strains of life will fall to the grave mind. All of the strains of life will join the undead legions. Everything can, and does, still get worse.

STRAINS OF HUMANITY

Citizens of the remains of the shore, Bay Walkers are smart and serious, highly specialized to the area where they were raised. Bay Walkers are folk raised and grown in coastal regions, along major lakes, and in territories where their cities were spared the brunt of radioactive destruction but were not spared the drowning of the rising tide waters. To Bay Walkers, the tradition of scavenging in the drowned ruins continues to this day, as old supplies are pulled up and a decent – if cloistered– existence is maintained in the wasteland.

In areas of the Bay, the legions of shamblers that threaten most areas are significantly lessened for them– slowed by the risen waters. Instead, the Bay Walkers are constantly tested by the more specialized forms of the undead, far more prevalent here than anywhere else for unknown reasons. From packs of Hunters lurking in the shadows to the numberless Sleepers waiting just inches beneath the marshy streets, most adult Bay Walkers have survived by scavenging and building lives while being hunted, stalked, and harried by the worst of the worst- and learning to do the same without hesitation.

Bay Walkers are very organized and often educated people. Calm and serious, they have a strong trust in rules and government, needing such discipline to survive the terrors of the dead coast. Bay Walkers, commonly found in coastal and maritime regions, pursue a pragmatic lifestyle.

Bay Walkers are not restricted to having been born in The Mass, an area thick with Bay Walker culture. In the years and generations after the fall a number of Bay Walker families found their way to coastal settlements via ship. In addition to the expansion of the culture of The Mass, small cloisters of maritime-focused settlements across the globe have had near parallel evolutions to create Bay Walkers.

Bay Walkers are typically calm and composed people, a byproduct of being terrified for most of their early lives. Most prefer getting involved with stable groups and clear organizations, and have little patience for loners or other antisocial types. Their clothing is typically practical and sturdy, favoring subdued shades like browns and blacks, along with many, many pockets and pouches to contain whatever Scrap and scavenge comes along. After all, it’s better to grab it now rather risk death coming back for it later. All Bay Walkers have small but noticeable tattoos related to their home on visible or easily revealed portions of their bodies, both to identify themselves to other natives of the Mass and occasionally as a warning for would-be highwaymen: “This is probably not one of your better ideas.”

Their immune systems are also weak to toxins, often leading to death if poisons are not dealt with quickly.

As far as anyone knows, Full Dead were once the corpses of humans that died before the fall and were reanimated by the infection. They are the next closest thing to undead creatures; while they are still intelligent, they have no need to sleep, drink, or eat the way most living things do. As such, they tend to relate more to zombies than the other Strains.

Full Dead tend to dress in formal attire and somber colors. They appear pale and corpse-like with dark, sunken eyes. They are incredibly calm and civil. They don't move around unless they need to, and have an unnatural gaze.

Being that they look as if they were corpses, Full Dead can often blend in with zombie herds to avoid conflict with them or just be ignored by them when they come looking to eat the living. Full Dead are also able to eat and digest dead flesh to meet their needs, though eating it not necessary due to the state of their body.

Full Dead constantly hear the undead Grave Mind, and sometimes find it hard to see undead as a threat.

Lascarians evolved from those who took shelter underground after the fall. They survived on canned goods, military rations, and even their fallen enemies or comrades. They strongly believe in survival of the fittest, preferring not to waste what precious few resources they have on those who can't make it. They prefer practical concerns to further education or high culture.

Lascarians are rather primitive; they dress in ragged leather or cloth scraps in dark colors. They are sensitive to the sun, so they need dark glasses or goggles, hoods, cowls, or broad hats and show very little skin. There is no common fashion among them, they only make do with what they find, but clans might share a common marker. They also collect trophies to impress or intimidate others.

Lascarians cannibalize most not undead humanoids as a way of survival, and it is a very notable trait of the strain. Not unlike Full Dead, Lascarians consume and digest flesh with ease, though they cannot process the undead.

Lascarians are hurt by the light, burned skin and blindness are both side-effects of living underground. To avoid this pain, they have 100% skin coverage, including dark glasses or goggles.

There were those that blamed the fall of man on the unchecked influence of science and progress; these people chose to return to a simple life of living off the land. They retreated to the forests and open plains, forming small tightly-knit groups to survive. Natural Ones reject fancy technology and luxuries in favor of depending on the earth. Tribes meet at regular intervals of the seasons to trade, matchmake, and test themselves against others and the wilds. Any conflicts are settled in ceremonial combat, which is similarly used to choose new leaders.

All Natural Ones bear a prominent mark to signify the tribe they belong to, including scarification, tattoos, body paint, clothes, trophies, colors, etc. They might also have unique accents, slang, or religious views. Natural Ones take great pride in their marks, and insulting someone else's mark will earn you an enemy, if not a fight.

Aside from their marks, Natural Ones tend to wear simple, primitive clothing and decorations. Furs and leathers are common, and they don't carry items that don't have a practical use. They might wear modern clothing, but wear or decorate it with a more primitive style. They always recognize the spring high holiday regardless of where they are, and if there aren't many other Natural Ones to celebrate with they might invite prominent warriors of other Strains.

Natural ones are naturally adept with primitive weapons such as bows, melee and thrown weapons. Natural Ones often have a fear or hatred of guns and other pre-fall technology. Anyone outside of their tribe, even other Natural Ones, are treated with distrust at first most often.

Before the fall, the upper echelons of society had more then enough power and resources to stay on top, and not much changed after the fall. Pure Bloods came from rich families who sequestered themselves away in private bunkers to survive. Once the chaos was over and new civilizations started to rise, they used their control and influence to once again place themselves on top. They fastidiously maintain their bloodlines and indulge in symbols of riches and opulence from the pre-fall world. Their politics are complicated and rarely discussed in the presence of other Strains, but no one is in doubt over their social and business skills.

Pure Bloods dress in eccentric clothing that suggests high style and riches. They favor using lots of colors instead of monochromatic color schemes, with lots of makeup and jewelry. Whether or not they are in their family's good graces, lineage is still very important. Greed, pride in the family name, and networking skills are all valued by Pure Bloods.

most Pure Bloods are incredibly paranoid about exposure to radiation contaminating their bloodlines, so they avoided even mild exposure after the fall. As a result they haven't built up a resistance to it the way other Strains have, and any exposure to radiation causes them to experience acute radiation sickness if not worse.

The descendents of those who were enslaved after the fall, Iron Slaves are strong and hardy. After long hours of toiling in mines or working night and day, they developed a red bioluminescence around the neck, wrists, and ankles. In some areas they are considered legal property, but those who have escaped or earned their freedom greatly cherish it.

All Iron Slaves have scars, brands, or tattoos that mark them as property in highly visible areas. They wear heavy, utilitarian clothing that doesn't draw a lot of attention. Also, when it gets dark they emit a red glow. Players are required to have red illumination which will shine through clothing and be visible at a distance at their neck, wrists, and ankles.

They are naturally strong, and useful for construction work.

When the apocalypse began, many locked themselves away or fled the suburbs, but for those who lived in urban areas there was no place to go. After radiation, constant undead attacks, famine, disease, and all the other horrors, these people also faced the most virulent forms of the virus. This strain mutated into something not unlike the reanimated dead that constantly threatened their lives, with mottled skin and rotting flesh. In order to distinguish themselves from the undead, Retrogrades often don brightly colored masks - a signal to others that the person behind them is intelligent and reasonable rather than a mindless monster. Some also use these masks to hide features that the rest of society views as ugly and dangerous. Others forgo masks and openly flaunt their rotten features to protest the Strainism their kind faces, but they often meet their end at the hands of an unknowing and trigger-happy survivor.

Retrogrades resemble corpses with skeletal features, sunken faces, and mottled skin. Most typically wear masks to avoid being mistaken for a zombie. These masks are usually brightly colored and decorated, but vary greatly; the nature of the mask itself reflects the personality and history of the wearer. As far as fashion, Retrogrades do not have a distinct style, though they often take cues from the clothing of the dominant strain where they grew up. A Retrograde should not ever be easily mistaken for another Strain, however, due to their skeletal appearance and masks.

Retrogrades have natural radiation resistance. Retrogrades are hideously mutated and have the effective appearance of undead. In a shoot first and don't ask questions environment, this often causes a fatal first impression.

Diesel Jocks are highly nomadic, and their lives revolve around their vehicles. They learn how to maintain their Rides before they learn to read or fight, with ten year olds already being able to operate Forges and bend Scrap into necessary parts. Unlike the similar Rovers, Diesel Jocks can be very hostile to outsiders, and are known to leave behind clan members who can't keep up. The only ones who aren't expected to drive are young children, elders, pregnant women, and the injured. The matriarch or patriarch of the clan drive the elders, who go through a rite of passage called "Moving to the Back of the Bus." After that passage, they are given a ceremonial map and pair of glasses and guide the clan as a Backseat Driver.

What scraps they can't use on their rides are refitted for armor, weapons, equipment, and clothing. They often wear pieces of metal and leather that were hastily cobbled together, and might even be mistaken for a Raider at first glance. They have ringed tattoos around their hands and forearms to represent each full "road rally" or multi-year trip completed around the wastelands. At age twelve, a Diesel Jock is given a working engine and taken to the "Sacred Scrapyards" of their tribe, where they build the Ride that they will have until they die or are too old to drive. They usually keep their Rides about a day's walk away from any town they stay in.

Although most people in Japan did not survive the fall, many of their traditions did. Genjian don't necessarily share a Japanese heritage (after all, the word itself comes from the pre-fall word for "outsider"), but they do share a wish to maintain its cultural customs. The original Genjian were sent out to repopulate the devastated human population, and were the last to succumb to the infection and become a Strain.

Genjian dress in a mix of ancient and modern Asian styles, particularly (but not always) Japanese. There are two main groups: the "Cranes" who lean more toward ancient practices and philosophies of their pre-fall cultures, and "Tigers" who draw inspiration from technology and culture just before the fall. All Genjian have a strong sense of honor and communalism, putting their family and settlement before themselves.

Genjian must follow a specific ritual when they are about to die. They gather their friends together and give away everything they own except one weapon, then find a silent place to commit suicide. If they are interrupted or stabilized/healed before their death, they immediately rise up as a zed.

Genjian may demand recompense or an honor duel with any who tarnish their family name.

When the apocalypse hit, most people banded together with those like them for survival, seeking safety in numbers. Not so with the Remnants, who are less a true strain and more the leftovers who don't quite belong with anyone else. Remnants hail from a wide variety of places, cultures, and heritages, making them incredibly diverse but also sometimes very lonely. Sometimes they are members born to a strain that don't fit in with their fellows, like an inhospitable Rover, a Retrograde that doesn't appear rotten, or a Natural One who likes technology. Other times, they have mixed heritage from two or more strains. In either case, they don't have any of the benefits or disadvantages from their parent strains.

Because of their diversity, Remnants don't have one particular form of dress or something that stands out which they all share. They often have minor physical mutations or mental abnormalities. Remnants can't have the unique physical traits from other Strains (ex: glow like Iron Slaves, rotted like Retrogrades, etc.).
 
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Dark child

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Oh hells to the yes. It's like Resident Evil meets New Vegas.
 

Kuroshi

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Oh hells to the yes. It's like Resident Evil meets New Vegas.
There's a lot more in-depth stuff like religions, common professions, more advanced professions, etc. which I didn't include in the initial post due to both me being lazy and not knowing how well as list of jobs with specific skill lists would translate into writing, I'll probably do that stuff in a follow up post when things get rolling and we have a few more people interested or edit this post under the same condition.
 

Dark child

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Definitely want to get in on the religions. Maybe some kind of cult? Preferably with human sacrifice.

Or maybe badger sacrifices if that's too mainstream.
 

Dark child

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Yes Kiroooo
Is it
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