• Home
iRoleplay | Apocalypse Chronicles
Notify Message
Setting of iRP/AC

Last updated on September 24th, 2018

 

Bestiary

 

Pictures and some texts were borrowed from the The Last Of Us Wiki, and other sources. I do not claim ownership, but rather compliment to the great work of the creators.

The bestiary is split between the Seattle area, resembling the nuclear apocalypse, and the forest area, resembling the infection/virus apocalypse. While surely players can include enemies of the respective other area into their roleplay, during Lead Gamemaster sim events, the enemies will be kept in place according to this list.

 

FOREST: Infected

 

The Infected, also known as Fungus Hosts or Shroomheads, are the result of a sudden outbreak of a biological warfare agent, a virus spread through fungus spores, that affects human and, given the right high dose also other mammal beings. The fungus reportedly originated in far east Asian jungles, the virus is human made in European scientific facilities. The virus infects the human brain, and if the dose of inhaled fungus spores is too big, it grows mycelium inside the brain tissue and kills the brain's cells, turning the infected non-sentient. This erases the Infected's memories and drives them insane, modifying their instincts to seek no goal other than spreading the spores to others and to feed on others. The Infected are - still alive - highly aggressive, and will attack any uninfected human on sight.

Infected still feel pain, but they do not react to it anymore other than becoming even more aggressive. Ways to defeat Infected so includes, aside the typical cerebral trauma, other means of disabling them beyond the ability to physically function anymore: beheading or other harsh dismemberments, enormous bloodloss, fire or acid based traumas, and likewise. Eventually also the fungus kills its host at a point, and will then grow out of the host's body to spread spores.

Killing an Infected can lead to it turning either into a pile of dead meat for fungus growth, or even lets them raise again moments later as zombies if the fungus growth within them still allows that.

The following types of infected occur:

 

Stalkers

Occurrence: FOREST: Rare

StalkersStalkers are the first stage of the infection. They have the vision and speed of a living human, with the ferocity of Clickers. The most notable physical traits that define the Stalkers are the distinct croaking noises they make, the beginning of fungal growths on the head and face, the development of pseudo-echolocation, and their discretion upon spotting a victim at distance. They will strafe and take cover, eventually closing in on the victim, hence the name "Stalker". Up close, Stalkers are very aggressive and will charge directly at the victim.

Infected will stay in this stage anywhere between a week to a month after the infection turned them non-sentient and last up to a year. Their strength is equal to a fit human being. Their grab attack is hard to be shaken off. The modus operandi of a Stalker is to "hide and ambush victims." Their croaking may be heard from a distance in various areas. Stalkers are rather rare.

 

 

Clickers

Occurrence: FOREST: Frequent

ClickersClickers are the second stage of the Infected and take roughly a year to reach this stage of infection. They have had prolonged exposure to the fungus, and now possess strength that significantly surpasses the average human, which makes them deadlier. Yet as the fungus as likely grown all over the head by then, their vision and other facial senses are either very weak or non-existing anymore. However, Clickers are able to maneuver through areas by utilizing echolocation, which produces noticeable clicking/screeching noises to locate sources of sound, hence their name.

Clickers appear less human than the prior stage of the infection, with heads and faces that are completely skewed and scarred by fungus developed from their infected brains. The fungal plates have apparently adapted to keep the host/pathogen alive and able to spread. Clickers are dangerous and much more aggressive than Stalkers, they no longer resist the fungus because their humanity has been completely eliminated. They seem to have enhanced strength. When provoked, a Clicker will immediately enter into a "berserk mode," aggressively flailing its arms and roaring. At this point, if a survivor has been "spotted" by a Clicker, the Clicker will attack head-on and will not flinch when taking damage themselves.

 

Bloaters

Occurrence: FOREST: Rare

BloatersBloaters are the third, final, rarest, and most dangerous stage of infection as they take the longest to develop, taking years to reach this stage. They are covered in thick fungus all over their body already, which effectively acts as armor. Because of this protective covering, they can withstand multiple hits from even heavy weapons, both ranged (e.g. hunting rifles, shotguns) and even melee (e.g. hatchets and machetes). This makes them extremely tough to eliminate. Bloaters are extremely aggressive, but are rather slow-moving, making them more predictable than other infected. Like Clickers, Bloaters see using echolocation to locate and trap a survivor. Because the fungus has completely deformed their face and blinded them, their echolocation is a lot less refined than the Clickers. If a Bloater grabs a living survivor, it will violently rip them apart through brute strength, or grab the head and smash it. Bloaters can throw sacks of mycotoxin, which explode on impact, spraying the target with the toxin. The mycotoxin hurts a hit victim over time, so it is recommended to avoid these deadly clouds.

Bloaters, like all Infected, are vulnerable to fire. When set ablaze, a Bloater will wildly thrash around, trying to put out the flames. After being immolated, they will be charred, black, and smoking. Their armor will also be charred and brittle, making them vulnerable to low-powered weapons. Despite this weakness, fire-based weapons such as Flamethrowers or Molotov cocktails still require multiple uses before killing a Bloater. Their other, less effective, weakness is armor piercing rounds which are ultra-rare to find though. Considering the rate at which Cordyceps grows after its fruiting body has emerged from the hosts head, the infected is estimated to take from 10 to 15 years to reach this stage.

 

Screamers

Occurrence: FOREST: Rare

ScreamersScreamers are quite rare, and gain their title by having maintained the ability to literally scream, and the desire to do so. They make an ear-piercing wail that can attract the attention of other nearby infected and zombies. As well as this, the scream will often stun survivors, leaving a ringing sensation in the survivor's ears for hours to come. They may also shriek upon injury, alerting other infected or zombies of potential threats and will often let out a "death-scream" further alerting zombies. Although not as dangerous as Clickers, survivors should silence them as soon as possible, otherwise, they will continue to attract infected and zombies and make the living vulnerable to attack.

 

 

 

 

Infected Animals

Occurrence: FOREST: Frequent

Infected Animals usually are mammals of the size ranging from rats over cats and dogs to horses. They origin from a very high dose of spore exposure. While those animals in the beginning were not sentient, they often continued their lives just as normal as a rabies infected animal. And likewise now that their bodies are overgrown by fungus in a varying degree, they are extremely agressive and attack on sight.

 

 

FOREST: Zombies

 

Zombies are reanimated corpses of a usually human being that has regained limited function and mobility, as well as developed an insatiable hunger for flesh while they decay. These beings, while not immortal, will not "die" under typical conditions that would ordinarily cause the death of a living person. They do not appear to feel or respond to pain, can survive even the most brutal injuries, and despite their bottomless appetite for flesh, they do not need food, water, or sleep to survive.

They show no other bodily function that relates to a human, showing no signs of self-healing or response to extreme temperatures. The brain maintains limited abilities of the body, allowing for movement of the limbs (provided that they are not decomposed to the point where the bones are not strong enough to bend without breaking), jaws, neck, and even the use of its sensory systems. While the walkers are notoriously weaker than humans, their lack of feeling pain makes them not care about broken bones, strained muscles or torn tendons, which again makes them appear equal or much more strong comparable in figure living being. The only way to kill one is to destroy the brain. Despite severely weakened frames, they will continue to hunt for living animals to consume. Even when decapitated, the head will remain active, even though it would be practically harmless at such point.

The term "zombie" originated with the Haitian practice of voodoo and refers to a person who is reanimated as a slave in the thrall of another person. They are often called different though. Examples are Roamers, Lurkers, Biters, Lame-Brains, Geeks, Monsters, Meat Puppets, Empties, Deadies, Creepers, Dead Ones, Eaters, Psychos, Abominations, Creepy-Crawlies, Goons, Decays, Walking Bodies, Walking Corpses, Skin-Eaters, Stinkers, Rotters, Cold Bodies, Deadheads, Skinbags, Wendigos, The Dead, The Wasted, Lab Rats, Groaners, Deaders or also other language terms like Muertos (Spanish).

The following types of zombies occur:

 

Runners

Occurrence: FOREST: Rare

RunnersRunners are the first stage of zombies who have just recently died and risen back, but will keep their ability to run at living human speed and still move as agile only for one to three months after their death and reawakening. Their moans are still human, just like their overall appearance. They have still a quite good vision, yet the typical mediocre hearing and lousy smelling of living humans. A way to tell them apart from normal survivors is their glowing orange eyes.

When passive, they stay in a hunched position and their body language is sluggish. Yet they are, as all zombies, already extremely aggressive and will charge even from a distance, at a living human's run speed. Their attacks are quick, strong, and come with the flailing of their arms in attempts to trample, topple or even jump their victims. Once gripping their victims, they are extremely difficult to be shaken off.

Runners are rare due to the brief time they stay in this early state of decay, and can appear alone, in packs or in mixed packs with other zombie types.

 

Walkers

Occurrence: FOREST: Frequent

WalkersWalker is a term for the normally appearing member of the legions of the mobile deceased, who have come to dominate the world following the outbreak of the contagion that spawned them. These walking dead are at least 3 months dead and re-risen again. They are slow, move at max walk spead of a normal living adult human. They appear in various states of decay and various levels of damaged bodies, e.g. by being eaten to a low extend by those Biters who had originally killed them and made them turn, or having survived a fight against a living human or other accident.

As all zombies Walkers use their low visual and acoustic abilities, as well as their smelling to find their victims. Yet, as all non-sentient infected and zombies they cannot sensuously define their victims. If it fits into at least two out of the instinctive category of victim (two out of three from vision, smell, sound), they will move to it, attack it, and try to bite and eat it.

 

 

Giant Zombies / Behemoths

Occurrence: FOREST: Rare

BehemothsGiant Zombies, or Behemoths, are extremely rare and powerful zombies that have been exposed to radiation for very long times and by that mutated into an extremely gigantic size. Also the remains of former really fat living humans or bodybuilders fall into this category. Their size and strength make them an extremely deadly opponent, they may also throw heavy debris at a survivor.

Their speed ranges from the speed of Walkers to Runners, and as those they are extremely agressive. As all zombies Walkers use their low visual and acoustic abilities, as well as their smelling to find their victims. Yet, as all non-sentient infected and zombies they cannot sensuously define their victims. If it fits into at least two out of the instinctive category of victim (two out of three from vision, smell, sound), they will move to it, attack it, and try to bite and eat it.

 

 

Mutated Zombies / Ghouls

Occurrence: FOREST: Very Rare

GhoulsMutated Zombies, or Ghouls, have also been exposed to radiation for very long times and by that mutated. Though unlike the Behemoths, their mutations caused them to maintain a very high, or even superior to living humans physical abilities. They are reported to be faster than Stalkers or Runners even, which derives from mutated spores that grew fungus pretty much all over their humanoid bodies.

Their speed surpasses the speed of Runners and Stalkers, and they can climb over simple barricades and walls - and as they do not care about own pain or comradry anymore, they even use their own brethren or other infected as "ladder" if needed. This results that when they come as a herd, they pile even up until they can get over an obstacle. As all zombies also Ghouls are dead, yet their hunger is compared to other infected or zombies insane: They even feed on slain infected and zombies (i.e. who got a brain trauma to finish them off for good) if no living humans or other beings are close by - which was the reason for their name. Only yet moving infected or zombies are safe from them.

 

Crawlers

Occurrence: FOREST: Frequent

CrawlersCrawlers, also known as Halvers, Chopped, and Ankle Biters, are a well known and very annoying type of Zombie. Crawlers are completely disabled in their lower bodies and cannot walk or run like other types of undead. They can be disabled through muscle severing or leg severing; crawlers can also have their legs crushed by a heavy object or car. Crawlers must support their upper torso with their arms and must crawl along on the ground slowly to move to their desired destination. Due to their low profile, they are harder to spot, as well as their low speed makes them a highly dangerous zombie if not paid attention to. The second one neglects to pay attention, they can be taken down by a crawler. The Zombie can latch onto the survivor's leg and bite down, infecting as well as maybe disabling their leg.

 

 

 

Creepers

Occurrence: FOREST: Rare

Creepers are a more feral type of Zombie. Creepers are quadrupedal, which means they move on all fours. Nothing is known as to the cause of the animal-like movement. A popular theory is that the Zombie's brain has degraded so far that it stepped back on the evolutionary chain, reducing them to unnatural locomotion, or that their spine is broken, backmuscles ripped, or similar. This movement increases their speed, making them faster than standard Walkers, but slower than Runners. Due to their lowered profile, they may be harder to spot in tall grass and dark environments, and due to their movement style their heads shake and jerk around, making them harder to hit with a ballistic weapon.

 

 

CITY: Raiders and other gangs

 

Not only the infected and zombies may pose a huge danger to the survivors in the post apocalyptic world. Also some living humans bunched up and terrorize their surroundings to ensure their own survival and likely recently developed group culture.

The following descriptions are examples for usage as NPCs in Lead Gamemaster events (as the infected & zombies above) as well as for inclusion into player emotes and character backgrounds. They are not playable factions or groups.

 

Types of Raiders and other gangs

 

Queen Riot Seahawks

Occurrence: CITY: Frequent

Once known as the Seattle Seahawks football team, the CenturyLink Field stadium became a refuge during the apocalypse for all kinds of people. Considering themselves isolated and as sole survivors in the nuclear contaminated lands a bit later, the former professional whore and domina Silver Muffin became the leader of the bunch of refugees, and with the help of a few rowdies installed new laws and regulations for the world - the entire world should they find other survivors. Silver Muffin installed herself as Queen Riot, and her laws mostly evolve around hailing the Queen and entertaining her gang. The name of the gang comes from a mix of Seattle's nickname "Queen City", "Queen Riot" and the old football team name.

The CenturyLink Field stadium, now called "Queen City" itself, is basically a huge fortress, located in quite another part of the Seattle wastelands than New Seatown is. Inside though it is a Gomorrah of sins and pleasures: Gambling, orgies (as much as booze and food supplies allow), gladiator battles, drugs, and slave trade. The Queen Riot Seahawks are aggressive, highly violent, crazed punks, worshipping their queen, seeking flesh for their gladiator arenas and brothels, and to be traded as slaves to gain other goods they lack.

 

81st

Occurrence: CITY: Average

The 81st is a pseudo military group, descendants of the 81st Brigade Combat Team, which was a part of the National Guard and stationed in the Seattle area before the apocalypse. They uphold a strict discipline amongst their members, in terms of what they consider to be military tradition, and are highly territorial. They also try to keep up also military looks and uniforms, as far as possible, which leads to the wildest mixes of looks. They want to conquer all Seattle and restore the old laws and orders again, under military command of course.

As the former base of the National Guard was destroyed by a tactical nuke the day the apocalypse came over the world, the remains of the 81st moved over to the Northgate Mall, fortifying the trade hub and changing it to their headquarter. Aside of New Seatown, the 81st are heavily armed, hold lots of weapons and ammunition, and not only in the city area, also in hidden stashes and bunkers in the surrounding landsides. Yet after a huge battle against New Seatown, and their defeat, in the year 2034, they are considered too weak for a full blown attack on another gang or settlement. But for serious skirmishes their forces well suffice yet.

 

Splinters

Occurrence: CITY: Average

The Splinters are literally a bunch of trashy punks and hobos living in the sewers of old Seattle that are yet mostly intact. They are damn poor, starved, often sick from radiation and other pests, dirty and ragged. The name of this gang origins in a pre-apocalypse franchise called "Teenage Mutant Ninja Turtles", which were coached by a mutant rat called Splinter. Nevertheless the Splinters are far from being as skilled as ninjas, and the mutations that are valued high amongst them are in real cancer ulcers.

This gang is very chaotic, selfish for their gang, and can appear both offensive as helpful, the later though only for a high payment. The Splinters have a high affinity to Fleshers of all kinds (see below), and eat everything that can remotely be eaten, ranging from leather boots over human flesh and even infected or zombie flesh, to the rare occurance that they get hold on normal food. They are also highly reproductive, rape what they can grab, no matter the gender or infection status. Due to this lifestyle, most Splinters are rather young and die early. They are not known to be any educated, but highly mistrusting and chaotic aggressive.

 

 

BOTH CITY & FOREST: Raiders and other gangs

 

Bikers

Occurrence: CITY: Frequent | FOREST: Average

Bikers are traveling gangs of people, be it families or more something alike the pre-apocalyptic biker gangs. They are not always evil, usually neither though very trusting and friendly at the start. Neither they only drive motorcycles as they have to take what's available. So they come with all, ranging from motercylcles over cars, campers, trucks. Just heavy military armed vehicles are rarely seen as their fuel consumption is commonly too high.

The bikers come in all kinds of appearances and apparels, ranging from the sturdy leather outfits of pre-apocalyptic times (as little as such is intact yet today), over the normal every day apparels of the average survivors, to the most crazed punk and makeshift garments and armors. Commonly though they are pretty strongly armed as every night they need to secure and fortify their new camp.

 

Fleshers

Occurrence: CITY: Rare | FOREST: Rare

Fleshers are a category of gangs and small families, not just a single big gang. They descend from people who, after the apocalypse, failed to find sufficient food in their areas and were unwilling or unable to travel to other parts of the lands. To make up for their lack of found canned food or huntable prey, they usually manipulate and trick living humans into false trust and traps, to finally feed on their flesh.

The Fleshers come in various kinds, appearances, apparels. From the kind old grandma and grandpa couple a few doors further, inviting you to a nice tea and homemade cookies, to naked, tribal raider gangs setting out to get hold of several living victims in open threat and battle, one can find all kinds of fleshers, also known as cannibals. The look of Fleshers varies from looking like normal mostly healthy people, to quite degenerated, tumor degenerated creeps due to their years long feeding on radiated, cancerous flesh and maybe incest.

 

Emerald Tribe

Occurrence: CITY: Average | FOREST: Average

The Emerald Tribe is a bunch of mostly very young humans. They descend from the students of a well protected boarding school at the eastern limits of the city of Seattle. The former children, meanwhile young adults, kept themselves sheltered in the school campus area initially, so that no one came in, but also rarely went out themselves - resulting in their surroundings being mostly scavenged clean when they finally looked to find needed resources.

As the name tells, the Emerald Tribe, is a tribe, its members being meanwhile mostly living a savage's life. Dressed in tiny scraps of leather or fabric - if not going all naked - and using makeshift made weapons as well as various tribal body paintings, they are relatively peaceful, yet ferocious if it is about to rescue one of their's. Also their perception of property has - out of need - developed into an "everything belongs to everyone", which means they take what they think they need, from whoever thinks to own it.