Status
Not open for further replies.

Kuno

Django Jane
Original poster
FOLKLORE MEMBER
Posting Speed
  1. One post per day
  2. 1-3 posts per week
  3. One post per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Prestige
  5. Adaptable
Preferred Character Gender
  1. No Preferences
Genres
Fantasy, Sci fi, Romance, Historical, Modern, Supernatural
sick_by_kindoffreak-d5m7oy4_1.jpg


IC || OOC || CHARACTER INDEX
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■


█ ▌DEFINITION


August 29th, 2013 was the first dated discovery of Armis. Named after the doctor who died from it, Armis is a highly contagious auto-immune disease spread as a viral infection. Although it is considerably dangerous, it is not recognized as lethal, due to the fact that it forces its victims to stay alive in a state paralleling a zombie-like condition. The process of this virus is as follows: the virus attaches to lymphocytes and slowly suppresses the immune system. Later on, pathogens travel into the brain and damage several parts of the brain, including the frontal cortex. This results in hallucinations, memory loss, and emotional and behavioral abnormalities. Slow to act and hard to see under a microscope, Armis is rarely caught until the third stage of its development. Where this disease was birthed is still unknown; the amount of victims it has consumed is innumerable. For now, scientists can only make the cure, and perhaps in the future, when society has managed to stand upright once more, they can hope to investigate future causes for Armis.

█ ▌TRANSMISSION & STAGES


Armis is transmitted in a similar manner to other viruses. While it is not airborne, it can be contracted through any bodily fluids or through an open wound on the skin. Adults have more tolerance built up against this virus than the elderly and children do; however, when they do contract Armis, it progresses more quickly in them. The reason for this accelerated development is unknown. The stages for Armis are as follows:


STAGE ONE


This stage is known as the sleeper stage. The virus has yet to take on a malignant form, thus giving the host none to mild symptoms, these including: coughing, sneezing, runny noses, etc. It imitates the common symptoms of a cold or allergies, thus making it hard to catch it early on. Patients are prescribed medication and advised to get plenty of rest.

Chances of cure working: 100%



STAGE TWO


This is the trickiest of the stages, and it is sometimes skipped over in the disease progression. By this point, Armis is still hard to detect, although symptoms have grown to include: sweating, paranoia, slight nausea, small rashes, and sometimes early signs of stage three are present, although this is rare. Patients are less likely to go in to the doctor due to increased paranoia, making it harder to diagnose. These individuals are strongly advised to go to the hospital.

Chances of cure working: 95%


STAGE THREE


There is no longer any doubt that this person has Armis. There are both physical and mental factors pointing towards infection, and the symptoms have escalated into: abscesses, leprosy, strong insanity and/or paranoia, as well as various problems that develop on their own. Infected ones are forcibly taken to hospitals the moment they are seen by soldiers or other officials. If noticed by civilians, they must be reported immediately. The cure is administered at the hospitals. In Stage Three, the cure enables damaged skin and brain cells to restore itself and heal. Depending on how long they've been in Stage Three, patients could lose the function to move certain limbs and/or need them amputated. They could also have changed bone structures.

Chances of cure working: 65%


STAGE FOUR


This is the stage dubbed as TFG or "Too Far Gone". When left to their own devices, a victim of Armis will quickly advance to the worse condition possible. These include but aren't confined to: skin lesions, permanent brain damage, insanity, and sometimes even full-blown necrosis. Ordinarily all these things combined should kill a person, but the components of Armis keep the person alive as a hollow and extremely aggressive shell of what they once were. Many attempts were made to save such individuals until it was finally realized that they were beyond saving. Reapers are instructed to kill and burn TFGs on sight, as even the dead ones remain vectors of infection. Caution: TFGs have projectile vomiting. There are also some TFGs who look like stage two or three from afar, but turn out to be stage four at close range.

Chances of cure working: 0%
█ ▌WORLD CONDITION


Not much is left of the old society. Much of the world has succumbed to the plague, and what remains of the population have built tiny cities on the bones of the old. Surprisingly enough, the Internet remains available to those with access. Many have used it to try and find lost loved ones, although the instances of this strategy working out are almost nonexistent. Within the walls, these infant towns struggle to carry on life as it once was before. Over 80% of all major power sources were lost when mankind retreated behind city walls; thus, people-Americans especially-have resorted to using windmills and other natural sources of power. In order to conserve precious fuel for the campers, people no longer drive their vehicles. Properties previously used to sell cars have been converted into storage space for military supplies or turned into farm land for crops. As far as politics, every semblance of a village has seemed to elect some sort of governor of their own. It is currently of great debate whether or not to reinstate a president over the shambles of America. In other parts of the world, they have regressed back to ancient, native ways of living off the land. Some parts of the world have no living people.
 
Last edited:

RulesampProtocol.jpg


█ ▌REAPER PROTOCOL


GENERAL INFORMATION & LAWS


Infected ones must be effectively contained before being allowed entry onboard a camper.


Reapers must check themselves for infection after every trip outside the camper. Reapers who have picked up the infection will be detained in the Sick Bay immediately.


Reapers must do a daily video diary with a personal camera. This is mandatory.


Personal turmoil between fellow Reapers must be handled immediately. If a conflict between Reapers continues for over two days and/or interferes with the mission, the director will find a solution to the problem. If the director is the cause of such a conflict, the director will be reviewed before the Board of Health & Safety, whereupon a decision will be made.


Located between every major city is a checkway point, which is usually in a church or cathedral. These checkway points are where Reapers deliver patients and finished Territory Cards. Reapers also stop here to replenish food, supplies, and the cure.


Reapers receive Territory Cards at checkway points and/or headquarters. These Territory Cards outline the areas where missions will take place; they also hold the estimated amount of infected ones in the area. These areas must be returned when finished and clearly labeled by color (Green means "All infected ones recovered", Blue means "Not affected by infection", and Red means "Burned/Cleared of infection").


Reapers must complete at least three missions before returning home for vacation and/or retirement. Those who have been infected are allowed to stop postpone or quit their service as a Reaper.

REAPER GEAR


Besides their unusual assignments and tasks to carry out, the appearance of a Reaper is what sets them apart from standard doctors. In fact, it is more appropriate to classify Reapers as soldiers. All Reapers must wear a general uniform consisting of solid black army fatigues and thick rubber boots; their class symbol -- such as a flame for The Containment Man -- is embroidered on their right shoulder. Also, Reapers are able to cover their mouth and nose to guard against infection by pulling up a flap of material sown on the inside of their uniform. Each class varies when it comes to specific details and other additions to the standard Reaper uniform. The Director has a striped gold and red collar, as well as a gold crown insignia on the right side of her chest. The Nurse wears a black lab coat in addition to his uniform. His insignia is a silver cross, which is found on the right side of the lab coat near the collar. The Tech Expert wears the standard Reaper uniform, along with a small, lightning symbol decorating the upper right corner of her jacket. The Containment Man, although he wears black fatigues, has his uniform made of sturdier and nonflammable material. He is given protective goggles to wear so that the smoke from his work does not harm his eyes. The insignia that decorates his uniform is that of a flame. The Executioner wears the same sturdy, inflammable material, as well as thick gloves that protect his hands. A red symbol of a scythe occupies his left chest area. The Catcher wears thick material, gloves, eye gear, and a hood to cover her hair. A small, green insignia of a bird with wings outstretched is located on her midsection.


All classes of Reapers are equipped with weapons. Understandably, The Executioner carries far more firepower and more dangerous weapons than the other classes; however, he is NOT allowed to use grenades and other destructive devices. The Containment Man is the only one equipped with a flamethrower, as well as other flammable materials (grenades, gasoline, etc.). The Catcher carries a medical kit that contains protective wraps and tranquilizers. She may also carry other items that she will use to lure out and "trap" the infected, wherefore she will perform a visual TFG check on the patient. The Nurse is provided with everything he could possibly need in the Sick Bay. However, he is only provided with twenty vials of the cure at one time. This means that the Sick Bay can sustain a maximum of twenty patients.


█ ▌NON-PLAYABLE CHARACTERS

SAVAGES


When the mass exodus of humans behind the city walls occurred, not everyone made it. Hundreds of people were left stranded in the ruins with no heat, power, food, or water, and only the infected to keep them company. It was no surprise, then, when they regressed back to the savagery once denounced in the world. Splitting up into tribes, the savages only know one code: kill or be killed. If you're not them, you're a threat, and threats must be eliminated. These tribes range in size anywhere from five to thirty members. The savages are marked by their odd, multi-layered clothes and various tattoos; most of them have full-face paintings. Some tribes are cannibals, while the others have been known to kidnap Reapers as slaves, trophies, or ritualistic offerings to their pagan gods. Recently, one of the larger tribes of savages have acquired armed weapons from an abandoned army base, making them extremely lethal. This tribe currently resides in Unit 14's new assignment. Their leader Nero is known to be fiercely territorial.


Note: The savages are made up of individuals who are either immune to Armis or have not yet contracted it.
 
Last edited:
Status
Not open for further replies.