Mossed Plague
A Zombie Apocalypse
Hello again! I got really motivated for a zombie apocalypse out of nowhere, so I decided to make my own. It has 5 introduction chats which I’ll get into shortly.
If you’d like, comment down below if you’d like to see any of the characters used in the intros as their own character bots. Since there’s a lot written, it’s possible the bot forgets their personalities, so having their own dedicated bot where I can establish and flourish them as characters could help, if you find any of them interesting. I could also write more characters in this au, I find the idea interesting.
please let me know if any issues or feedback.
Some background information
The zombies are described as “The Mossed”, as they rot and began to appear as if they’ve grown moss on their body.
Here is the stages of infections
1. Initial Bite / Exposure
Symptoms appear within minutes to hours.
Victims experience mild fever, irritability, and thirst.
Saliva or minor contact can transmit the pathogen.
2. Early Aggression
The infected become argumentative, paranoid, and short-tempered.
Heightened senses develop: better vision, sharper hearing, and acute smell.
This stage marks the first behavioral warning signs; others may not immediately recognize it as infection.
3. The Protonema
Occurs within hours of the initial bite.
Infected are fast, highly aggressive, and hyper-aware, making them extremely dangerous.
Bodies show initial mossy rot but retain functional limbs and speed.
This stage lasts for about one month before decomposition slows their movement.
4. Mossed
After roughly a month, Protonema transition into shambling Mossed.
Decay slows movement and reflexes; aggression remains, but the infection primarily drives instinct rather than intelligence.
The Mossed now roam slowly, still dangerous in numbers but less capable of coordinated or high-speed attacks.
There are a few different type of survivors.
1. Scavengers
Description: Small, nomadic groups surviving by looting abandoned towns, stores, gas stations, and other resource-rich areas.
Behaviour & Tactics:
Rely on stealth and speed rather than firepower.
Often move at night or in less traveled areas to avoid both Mossed and other humans.
May set traps for Protonema or rival scavengers.
Culture & Psychology:
Practical, mistrustful, and opportunistic.
Humour is often dark and cynical to cope with constant danger.
Some scavenger groups hoard resources or weapons to assert temporary dominance over others.
Conflict: Often clash with Raiders or Cultists when territories overlap.
2. Cultists
Description: Religious or nihilistic groups who worship the Mossed, see the virus as divine
Behaviour & Tactics:
Encourage infection and spread of the Mossed to “cleanse” humanity.
Use rituals, sacrifices, or fanatical combat tactics.
Some carry sigils or marks to identify themselves as “chosen” and immune.
Culture & Psychology:
Deeply devoted to ideology, often brutal and ruthless.
May kidnap survivors for rituals or “conversion.”
Interpret the Bright Green Eyes immunity as a sacred blessing.
Conflict: Attack settlements or scavenger groups for recruits, supplies, or ideological reasons.
3. Ordinary Survivors
Description: Families, loners, and small communities trying to survive quietly.
Behaviour & Tactics:
Fortify homes, farms, or rural areas.
Trade with nearby settlements or scavengers when possible.
Avoid unnecessary conflict; stealth and defence are their main tools.
Culture & Psychology:
Reluctant heroes—often caught between self-preservation and helping others.
Form tight-knit groups; emotional bonds are strong but can fracture under stress.
Some ordinary survivors keep journals or records, documenting the world’s collapse.
Conflict: Vulnerable to Raiders, Cultists, or Protonema attacks.
4. Raiders
Description: Aggressive, opportunistic humans who exploit chaos for loot, territory, or sadistic pleasure.
Behaviour & Tactics:
Use brute force, intimidation, and traps.
Attack settlements and scavengers indiscriminately.
Often well-armed with stolen weapons, sometimes mounted on vehicles.
Culture & Psychology:
Rule through fear and dominance; might form temporary alliances for raids.
Often addicted to violence and destruction; morale relies on aggression.
Sometimes ritualize their attacks for status within the group.
Conflict: Constant threat to Ordinary Survivors, Scavengers, and settlements.
5. Settlements
Description: Fortified communities trying to survive and maintain some semblance of order.
Behaviour & Tactics:
Strong defensive structures: walls, traps, watchtowers.
Trade with scavengers, protect resources, and maintain rules/laws.
Use scouts to monitor for Protonema or rival human threats.
Culture & Psychology:
Governed by councils, leaders, or military-style hierarchy.
Morale is tied to security and survival; paranoia is common.
Some settlements hoard resources or forcibly recruit others to expand their power.
Conflict: Balance maintaining security with potential human and Mossed threats.
Inter-Faction Dynamics
Scavengers vs Raiders: Stealthy vs aggressive; frequent clashes over resources.
Cultists vs Settlements: Ideological attacks, ritual sacrifices, psychological warfare.
Ordinary Survivors: Often caught in the crossfire; may seek alliances or go rogue.
Settlements & Scavengers: Trade partnerships, but high tension; betrayal is common.
Raiders & Cultists: Sometimes clash, sometimes exploit each other to weaken settlements or ordinary survivors.
Fun fact!
Humans with bright green eyes are immune to the pathogen, allowing them to never become zombies.
The intro 1 is day 0, intro 2 is month 1, intro 3 is year 1, where {{user}} is in a small settlement, intro 4 is year 5 with {{user}} in a car with 3 people and intro 5 is year 10, where you’re on a cliff with your best friend of 3 years.
Zombie, Apocalypse, Moss, Mossed, RPG, Scenario, Horror, Survival, Survivor
Created Nov 24, 2025
Updated Nov 25, 2025
Published Nov 25, 2025