Wailing Shore Threats LARP

Some of the new releases at Dystopia Rising Wailing Shore

Threats of the Wailing Shores Part one

Threats Unique To the Wailing Shores

The majority of the threats around the Wailing Shores are not uncommon from the rest of the wastelands. Raiders. Zombies. Massive radiation storms. People. None of these threats are unique to the Wailing Shores, even if how they engage the environment or how often they occur is unique to the region. In the region of the Wailing Shores there are only a few unique threats that are found here that are not found anywhere else. Primarily caused by the steady mutating influence of the radiation beneath the Emberstone Reef, the plants that existed in the area prior to the Fall, and the unique harsh environment which has made the Wailing Shores the unique apocalyptic vacation home that it is. Content within this document is only for use at Dystopia Rising Connecticut.

The Flesh Floor

Lets talk about the giant undead elephant in the room first, shall we? The Flesh Floor is an amalgamation of hundreds of thousands of zombies that have been fused together at the ocean floor. Functioning as a cluster of interconnected massive creatures, the bulk weight and size of the Flesh Floor is what prevents this horrific entity from being more of a threat. The Flesh Floor extends beneath the silt of the Wailing Shores region and extends as far out as far as being within a few miles of Old York and as wide as nearly reaching the shallows of the land across the sound from the Wailing Shores. The Flesh Floor, due to external damage from conflict with ships or due to storms, at times can break into massive biomasses known as “Mass Graves” (pg 228 DR Evolution Core). Since the individual portions of Mass Grave have broken away from the Flesh Floor, with their (rela- tively) smaller biomass they became a real threat to any landmass that the Mass Grave adheres to or any area where the Mass Grave has come close enough to the surface to entangle ships. The Flesh Floor, while moving and acting as a series of giant mile wide entities, are made up of the congealed forms of dozens to thousands of zombies. Flesh Floor zombies are used for scenarios where many attackers are engaging a single target, and both player characters and story guide characters are attacking across miles of terrain. They are primarily used as threats to avoid, massive scale battle targets, or story points that may make players consider the use of weapons of mass destruction.

The Flesh Floor LARP Mechanics -

Keyword: Irradiated Below Threshold - Contains the Body, Skills, Mechanics, and Advantages of up to 200 undead. Each undead, while part of the larger mass, when within range of a threat may act individually. Above Threshold - Contains the Body, Skills, Mechanics, and Advantages of 200+ undead. Each undead, while part of the larger mass, when within range of a threat may act individually. Mutation: Water Bound - The main body of the Flesh Floor is across the oceanic floor around the Wailing Shores, and with that, while portions can break off and become massive threats the Flesh Floor is primarily bound to this underwater region. Mutation: Zone Implied - For the sake of mechanics that affect zombies or undead, the Flesh Floor counts as hundreds of individual undead instead of a single undead threat. Effects that tar- get a single undead target one single “zombie” within the Flesh Floor instead of the whole entity of the Flesh Floor. Mutation: Overwhelming Numbers - Due to the number of targets within a Flesh Floor all “By My Voice/Sight” effects are reduced to the impact of a 10 ft AOE. All 10 ft AOE effects are reduced to 3 ft radius. This is due to the sheer volume of biological material functioning as a psionic, shrapnel, and damage absorber.

LOCAL ZOMBIE - DEEP WATER HUNTERS

Zombie Name: Deep Water Hunters Zombie Genus Theme: Lurking Threat Zombie Visuals: Deep Water Hunters should have pale, corpse-like features (make sure to use the appropriate paler skin color for your casted character and not just white), and should have hollow cheek bones and dark circles beneath their eyes. They have a number of bone shards that have protruded out from their mouths like a spreading maw, and are found only in the deep water around the Wailing Shores Zombie Behavior: While nearly immobile on land, in sea, a swarm of Deep Water Hunters can turn a day out fishing into a chummed water of red mist in seconds. Mostly maws with a desire to ambush, the Deep Water Hunter quickly descends on their victims, rips off shreds of meat, and dives deep into the water to leave giant gaping wounds.

LOCAL ZOMBIE - DEEP WATER HUNTERS

Rank 1 Predatory Zed Subtype: Hook Swarmer Visual/Behavior Distinction

Swarmers can be easily mistaken for coral or sea-anomalies, until a patch of a few dozen of them bolt towards any Lineage or Raider that enters the water. Made up of mostly a mouth, the upper part of a torso, and protruding spines around the mouth the Swarmers attack in large numbers (at least five, but up to twenty). Body: 10 Skills: Cannibalism, Immune (Fear), Can’t Speak or be Reasoned With, Ranged Reduction (Minimal Damage), Full Movement, Predatory Stealth x1 (One use of stealth, can avoid areas or actions which would

end stealth), Proficient Enhanced Movement x2, Choking Blow x2, Immune Mangle (“No Effect, No Limbs” when mangle is used), Proficient Malicious x2 (Strike, Call: ‘Mangle’) Attacks: • Brawling (Single contact safe monster attached to pole). • Enhanced Brawl: swing 5 once per two flurries or 10 seconds (whichever comes first). • Proficient Malicious x 2 (Strike, Call: ‘Mangle’) Keywords: Undead

LOCAL ZOMBIE - DEEP WATER HUNTERS

Deep Water Hunter Zed 2 Subtype: Chumaker Visual/Behavior Distinction: Chumakers attack in groups of three, nine, or twelve and often are followed by a number of Hook Swarmers. These horrific creatures are able to move on land, slowly, but they never spend long away from the waters of the Wailing Shores. They attack their targets, removing the ability to move or speak, and continue to thrash messily at the flesh while dragging their victims below. Body: 30 Skills: Cannibalism, Immune (Fear), Can’t Speak or be Reasoned With,

Ranged Reduction (Minimal), Full Movement (in water only), Predatory Stealth x2 (One use of stealth, can avoid areas or actions which would end stealth), Basic Enhanced Movement x1, Basic Awareness x1, Strong Arms (arms immune to Mangle (Call “No effect, strong legs”), Strong Legs (legs immune to Mangle) Defend x2, Balance x3 Attacks: • Brawling; swing 10 once every flurry or 5 seconds (whichever comes first) • Take down x 3

• Break Armor x 5 • Choking Blow x 5 • Knock back (only downward direction in water) 10 x 5 Keywords: Undead

LOCAL ZOMBIE - DEEP WATER HUNTERS

Deep Water Hunter Zed 3 Subtype: Widows Waves Visual/Behavior Distinction: Whats horrible, nasty, and is undead under the sea? We’re not talking about any sort of sponge. No, we are talking about the Widows Wave. Partially connected to the Flesh Floor, the Widows Waves are columns of flesh, bone, claws, and fangs that have attached themselves to sunken remains and outcroppings of the ocean floor. The Widows Waves not only cause hell for many divers and ships that run too close to the bottom, but also function as an attraction beacon for the Flesh Floor. Lovely.

Body: 75 Skills: Cannibalism, Immune (Fear), Can’t Speak or be Reasoned With, Ranged Reduction (Minimal), Zero Movement, Strong Legs (“No Effect, No Legs” when mangle is used), Strong Arms (“No Effect, Strong Arms” when Mangle is used). Adrenaline x1 (“Adrenaline - By My Voice, All Zombies Run”), Stealth x5, Basic Awareness x2, Balance x2, Defend x3, Avoid x1, Attacks: • Brawling; swing 5 Body with each attack; swing ‘Mangle’ once per flurry or 5 seconds (whichever comes first) • Blinding x 3 • Break Shield x 3 • Choking Blow x 1 • Single Mutation (Area of Effect: Blinding) x 5 • Single Mutation x3 – Summon Swarms (Spawn 1-5 Hook Swarmers from base of rock connection) • Single Mutation x1 – Hive Awareness. When the Widows Wave engages combat a psionic pulse is sent to the Flesh Floor notifying it of food. Keywords: Undead

Local Vegetables: Parasitic Corpse Cabbage

The Parasitic Corpse Cabbage is a distant, and deadly, relation to the pre-Fall Eastern Skunk Cabbage. While its ancestry has a uniquely odorific history in the wetlands of the pre-Fall lands of the Wailing Shores, the Parasitic Corpse Cabbage has evolved to much deadlier levels. Growing in marshy areas, the Parasitic Corpse Cabbage is a leafy green plant that grows from the spring until the late summer. Its wide, flat, veiny leaves grow outward like unfurled heads of cabbage with a dark purple conch shaped flower head that begins to sprout in early summer. The Parasitic Corpse Cabbage has a series of roots that plant deep into the soil, sprouting from undead bodies that are beneath the swampy surface or buried shallow within the soil. The Parasitic Corpse Cabbage releases hard seeds at the end of each summer that are sharp convex edge pyramids in shape. The odor released by a Parasitic Corpse Cabbage smells similar to bloody raw meat, and tends to attract predators and undead to where the plants are located. In doing so, zombies will often step or crawl through Parasitic Corpse Cabbage seeds. These seeds will eventually grow into shoots and root systems that cause the zombie, after having carried the seed for some time, to fall over and start a new growth cycle. The zombies act as the host for the Parasitic Corpse Cabbage to relocate in the instance that their host (or the plant) is being harmed. While living animals or Lineages step on a Parasitic Corpse Cabbage seed, the sharp Corpse Cabbage does not kill the undead. Instead the zombies function as a way for the plant spines of the seed may puncture leather. If so, the seed will break off in their new host and cause necrotic rot that may result in limb loss or death over time.

LARP Mechanics

Zone of Mechanics: Corpse Cabbage Field: Any damage to a corpse cabbage causes “By the sound of my voice, Attract Undead - Undead Echo”*. Running without the use of Enhanced Movement will cause Corpse Cabbage Field trigger. Corpse Cabbage Fields are often riddled with Trap - Corpse Cabbage Seed *Undead Echo is a mechanic where in each Undead then in turn calls the mechanic to cause a chained, wide reaching effect. In this example all Undead within the effect of the initial call would then repeat the call OOC to chain the “Attract Undead” mechanic

Corpse Cabbage Infected Undead

Zombies infected with Parasitic Corpse Cabbage maintain all of the existing mechanics and gain the following mutations. Mutation: Fast Grow - Zombies infected with Parasitic Corpse Cabbage regain all health if not engaging in combat for 5 minutes. Mutation: Seed Field - Every third Corpse Cabbage Infected Undead can drop up to five “TRAP - Corpse Seed” cards. Stepping on, touching, or attempting to “disarm the trap” causes the Trap to activate. The seed punctures the skin causing zero damage but inflicting “Corpse Cabbage Infection Stage 1.” Moving the seeds with tongs or other such devices is fine. Gloves, boots, and even armor will be pierced by the sharp Parasitic Corpse Cabbage spines. These seeds have a 1 hour expiration.

Disease / Affliction: Corpse Cabbage Infection

Transmission Vector: Stepping on, touching, or making any form of contact (gloved, booted, or otherwise) with a Corpse Cabbage Seed Trap. Moving the seeds with tongues or other such devices is fine. Gloves, boots, and even armor will be pierced by the sharp Parasitic Corpse Cabbage spines. Description: Parasitic Corpse Cabbage is a resource that is very useful, but also without care, can cause a deadly affliction to those that interact with the sharp spines that the vegetable uses to spread. Stage 1 - Ouchie. Mild Tenderness in the limb that touched the Corpse Cabbage Seed. This may be self remedies through spending a Resolve and ten minutes of active roleplay removing clothing from the afflicted area, pulling the barbed spine out of one’s own flesh. Stage one Corpse Cabbage Infection is easy to self diagnose since it has outward localized symptoms and a GIANT SPINE STICKING IN YOUR SKIN. Instead of spending a Resolve, a second person with both Lore Medical and Lore Nature may remove the spine. This route requires 2 minutes of active roleplay and costs the afflicted 10 body as it rips out a massive section of flesh and muscle with the removal of the spine. If not cured within 1 hour of infliction, it progresses to Stage 2. Stage 2 - Limb Narcosis. If allowed to progress to Stage 2 the limb impacted by the initial infection, or the limb closest to the point of contact, is considered Mangled and unable to be mended. Stage 2-4 all have the same cure, which is outlined below in the section named “Advanced Cure”. If not cured within 6 hours of reaching Stage 2, it progresses to Stage 3. Stage 3 - Agonizing Body Decay. In addition to the ongoing effects of Limb Narcosis, the afflicted’s total body and mind are reduced by one half their total potential maximum. No mechanical effects can cause the afflicted to have Body or Mind above half of their normal total pool (rounded down). Stage 2-4 all have the same cure, which is outlined below in the section named “Advanced Cure”. If not cured within 6 hours of reaching Stage 3, it progresses to Stage 4.

Stage 4 - Mind Roots. In addition to the ongoing effects of Limb Narcosis and Agonizing Body Decay, when Parasitic Corpse Cabbage affliction hits Stage 4 the afflicted loses the ability to expend Resolve for any reason. Enhanced Movement or movement enhancing effects can no longer be used nor any stealth related skills or effects used. Speech becomes difficult for the Afflicted at this point as they can feel the roots starting to spread within their brain. Cosmetic blood around the eyes and ears should be used. Stage 2-4 all have the same cure, which is outlined below in the section named “Advanced Cure”. If the afflicted character is a Full Dead, this affliction will not progress to stage 5. Stage 5 - Total Infection Loss. Character is now dead, no longer recoverable, and becomes a zombie with a corpse cabbage affliction

Note: Immunity or resistance to Parasitic Corpse Cabbage Affliction cannot happen for any reason.

Advanced Cure: Once the Parasitic Corpse Cabbage Affliction has gotten beyond Stage 1, it becomes difficult (and painful) to cure. The procedure involves the manual removal of the network of roots that the Corpse Cabbage has intertwined along the circulatory system (as well as along the spine and brain-stem). Curing Stages 2-4 of Parasitic Corpse Cabbage is brutal, but effective. Due to how robust the Corpse Cabbage plant is, the only cure for Parasitic Corpse Cabbage is immolation. During a period of Active Roleplay of twenty to thirty minutes the Afflicted must take two times their total maximum body (ignore reductions) in fire damage. Use of Pyrokinetics counts double towards the damage done during the “cure”. During this time the Afflicted may be healed, but ALL of the damage must be done via Fire (Body Damage from a fire themed source). For roleplay effects, any BODY damage with the application of fire roleplay is acceptable (roleplay dousing a weapon that does BODY damage in hooch and ‘lighting it on fire’ as example)

Necrophage Mutant

Theme : Biological Horror

Visuals These individuals are people who have either willingly or unwillingly been the subjects of experiments done by Grandfather Nichols criminal associates. They wear tattered clothes and show signs of being restrained – red marks on their wrists and ankles from ropes, necrotic spots on the insides of their arms due to being injected with various fluids. However, they’ve also mutated. This can take various forms, but some examples include an extended mouth with razor- sharp teeth, twisted claws for hands, multiple extra limbs, horrific wounds that never fully heal, or even multiple eyes. Whatever their mutation, it is always gruesome and never silly. It leans into body horror. Behavior : Necrophage Mutants normally move in an erratic way. They’re twitchy and will go from slow, lethargic movements to sudden bursts of speed. Due to the damage done to them during experimentation, they can only speak in short bursts. This can be hideous laughter or short, blunt phrases such as “I see you.” and “I’ll find you.” These Necrophage Mutants feel the driving urge to attack whatever living creature they can find in sight. Once the creature or person is on the ground, they normally tear them apart and smear the bloody innards on themselves. History : While Grandfather Nichols experimented with the Necrophage, he tried many different methods and formulae. Many of these methods weren’t quite as successful as he’d hoped, and transformed individuals into mutated monstrosities. Unable to reason with these subjects, Nichols normally eliminated them or allowed them to escape to cause havoc. Tribe Type : Threat

Subtype: Necro-Soldier

Visual Behavior/Distinction: Necro-Soldiers look almost like Lineages in appearance. Their mutations are normally minor, but are still monstrous. This can include skin lesions, strange marks, or boils. They are violent and are constantly in pain, causing them to cry out at times. The only thing that seems to alleviate this pain is tearing others apart – potentially allow them to focus entirely on destroying something else and allowing them to forget their agony. They are the most coherent of all of the Necrophage Mutants, and will often say things like “I need to make the pain stop.” Tactics: Necro-Soldiers are straightforward. While intelligent and will ambush, they normally prefer to take the method of rushing forward at their intended target and concentrating on them. They will work with other Necro-Soldiers and often swarm like a pack of wolves, destroying as much as they can before leaving to find something else to alleviate their pain. There is no being logical with a Necro-Soldier. All they seek is destruction in order to help mute their pain.

Stats: Body: 50

Defend x 3. Balance x 2, Proficient Malicious x 1, Proficient Mental Endurance x 1, Proficient Florentine, Proficient Strike x 1 Minor Biological Mutation: Destruction. After knocking target into bleedout, spend 15 seconds roleplaying tearing target apart. Target goes to the Mortis Amaranthine and loses 1 Infection. Nothing can prevent this infection loss.

Subtype: Necro-Titan

Visual Behavior/Distinction: Necro-Titans look far more monstrous than Necro-Soldiers. Their mutations have caused them to twist and warp, becoming something horrific. Necro-Titans normally have protruding limbs, bubbling skin that has twisted over on itself, or strange protrusions from their bodies. Their mutations are always horrific. Speech is impossible for them, though they do yell and scream in rage. Pain is no longer an issue, but they are instead transformed by blinding anger and rage. Tactics: Necro-Titans normally don’t hunt together. Instead, they normally are in the midst of a group of Necro-Soldiers. Necro-Titans will normally allow Necro-Soldiers to swarm in before bursting from the back as they destroy targets. Stats: Body: 100 Body Proficient Anger Mutation x 1. Avoid x 3. Balance x 2, Proficient Malicious x 2, Proficient Mental Endurance x 2. Proficient Strike x 2 Minor Biological Mutation: Destruction. After knocking target into bleedout, spend 15 seconds roleplaying tearing target apart. Target goes to the Mortis Amaranthine and loses 1 Infection. Nothing can prevent this infection loss.

Subtype: Necro-Horror

Visual Behavior/Distinction: Necro-Horrors don’t look anything like a Lineage. They’ve been warped into something that looks totally inhuman and monstrous. These are beings that look as if they are some strange combination between an undead monstrosity and an animal. It’s not uncommon to have a being with multiple, gaping mouths over a warped surface as multiple eyes blink outwards, glowing with faint radiation. Effects such as fog or glow effects are common. Necro-Horrors should largely be used in the evening and night hours for best effect for the horror element. Tactics: Necro-Horrors are the final stage of the Necrophage Mutant. No longer in pain or suffering from rage, the Necro-Horror has one drive: to consume. When a Necro-Horror ventures forth from behind the ranks of other Necrophage Mutants, people tend to run. They venture forth like a slow-moving horror and consume anything in their path.

Stats: Body: 150

Alert x 2. Base Damage 10. Apocalyptic Spike Damage x 1 (50 damage), Proficient Combat Tactics, Terror x 4. Minor Biological Mutation: Consume. Spend 15 seconds roleplaying consuming up to 3 Targets within arms’ reach in Bleedout. Target/s goes to the Mortis Amaranthine and loses 1 Infection. Nothing can prevent this infection loss. Major Biological Mutation: Mutated Flesh. Immune to all Takedown, Stun, Blinding, Mangle, and Murder effects due to not having limbs and senses like normal people or animals.

Local Plot Mechanic Kit: Drowning Death Procedure Made with the help of brewing and distilling pieces of the Flesh Floor, the Drowning Death Procedure is one of the most closely guarded secrets of the Wailing Shores. It’s done by restraining a participant and then injecting them with the distilled serum. Then, it requires introducing an electrical current into the individual so that they don’t pass into the Mortis Amaranthine, and stay alive “enough” so that the serum takes effect. The procedure is intensely painful, though the after effects are useful for those on the Wailing Shores. In all, the procedure takes 5 minutes. Drowning Death causes the individual to temporarily become dead, receiving all of the benefits of being a Full Dead. This includes not needing to breathe underwater, having cold, clammy skin, their heart ceasing to beat, and hearing the whispers of the dead in the back of their minds. Fueled only by the Infection from the Flesh Floor serum, the individual also can dive to great depths without the pesky symptoms of the bends. The effects of the Drowning Death procedure lasts 1.5 hours total, after which time the individual’s heart begins to beat once more and they painfully begin to need to breathe again. Becoming “alive” again is just as painful as the initial procedure and causes Agony.

Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 Page 8 Page 9 Page 10 Page 11 Page 12 Page 13 Page 14 Page 15 Page 16 Page 17

Made with FlippingBook Learn more on our blog