Introduction
Spoiler (click to show/hide):
Just over the crest of surviving a fifth into the 21st century humanity delved to far into it's search for a longer, better life. Genetic modification became more prevalent as genesplicing technology came unto it's on by the end of 2017. By 2020 down syndrome and dyslexia was all but eradicated from further new borns, Alzheimers was also soon to meet it's end when research opened new doors into cellular memory and regeneration, but these advancements came with a price. Unethical experiments, corporate greed, and the desire for immortality saw good intention thrown out the window. No one knows where the first infected appeared, but what people do know is that within a year the western hemisphere was gone, then Europe in another, Africa fell within months, and Asia with it's dense and crowed cities fell even faster. It's been 3 years since the inital outbreak there a few hold outs of civilization, but the constant threat of destruction always looks over head.
Just over the crest of surviving a fifth into the 21st century humanity delved to far into it's search for a longer, better life. Genetic modification became more prevalent as genesplicing technology came unto it's on by the end of 2017. By 2020 down syndrome and dyslexia was all but eradicated from further new borns, Alzheimers was also soon to meet it's end when research opened new doors into cellular memory and regeneration, but these advancements came with a price. Unethical experiments, corporate greed, and the desire for immortality saw good intention thrown out the window. No one knows where the first infected appeared, but what people do know is that within a year the western hemisphere was gone, then Europe in another, Africa fell within months, and Asia with it's dense and crowed cities fell even faster. It's been 3 years since the inital outbreak there a few hold outs of civilization, but the constant threat of destruction always looks over head.
Setting:
Spoiler (click to show/hide):
Setting of the stories of these particular survivors takes place in destroyed and war torn England focusing on the city of London and its surrounding suburbs. The world is also different from the normal world. With genetic splicing becoming more prevalent everyone has had some sort of change in their body and as such their genetic code has become malleable and more susceptible to rapid change, but in this new and dangerous world could that only be said for the survivors?
Setting of the stories of these particular survivors takes place in destroyed and war torn England focusing on the city of London and its surrounding suburbs. The world is also different from the normal world. With genetic splicing becoming more prevalent everyone has had some sort of change in their body and as such their genetic code has become malleable and more susceptible to rapid change, but in this new and dangerous world could that only be said for the survivors?
Infection Statuses
Spoiler (click to show/hide):
Can be affected by antibiotics and certain MutaGins
Total Infection 5 - Dark Thoughts: Extra stress damage when trying to resist Zed sexual adavance.
Total Infection 10 - Lust Addled: Must roll a willpower roll to resist any kind of sexual advance on a failed roll go down one stress level
Total Infection 20 - In Heat: Penalty to willpower roll to resist sexual advances, All stress damage is doubled Permanent stress damage Max stress =90% or lower
Total Infection 30 - Ready and Willing: Automatically fail all willpower rolls to resist sexual advances of any Zed
Total Infection 45 - Cumdump: Infection influence can only be reversed with MutaGins. Permenant stress damage Max stress= 70% stress or lower
Total Infection 65 - Need it: Must have sex once every 24 hours or suffer -1 on all rolls due to physical/mental addiction. Infection can only be lost via the most advanced MutaGins henceforth.Premenant stress damage: Max stress =50% or lower
Total Infection 75 - Mutation Pheromones: You naturally produce pheromones that will attract zeds within a few blocks, can be blocked or reversed with certain MutaGins
Total Infection 100 (MAX) - Broodmother - The infection has taken hold and you're completely changed and now one of the new special infected to roam earth in a bid to rule it forever. Game over.
Can be affected by antibiotics and certain MutaGins
Total Infection 5 - Dark Thoughts: Extra stress damage when trying to resist Zed sexual adavance.
Total Infection 10 - Lust Addled: Must roll a willpower roll to resist any kind of sexual advance on a failed roll go down one stress level
Total Infection 20 - In Heat: Penalty to willpower roll to resist sexual advances, All stress damage is doubled Permanent stress damage Max stress =90% or lower
Total Infection 30 - Ready and Willing: Automatically fail all willpower rolls to resist sexual advances of any Zed
Total Infection 45 - Cumdump: Infection influence can only be reversed with MutaGins. Permenant stress damage Max stress= 70% stress or lower
Total Infection 65 - Need it: Must have sex once every 24 hours or suffer -1 on all rolls due to physical/mental addiction. Infection can only be lost via the most advanced MutaGins henceforth.Premenant stress damage: Max stress =50% or lower
Total Infection 75 - Mutation Pheromones: You naturally produce pheromones that will attract zeds within a few blocks, can be blocked or reversed with certain MutaGins
Total Infection 100 (MAX) - Broodmother - The infection has taken hold and you're completely changed and now one of the new special infected to roam earth in a bid to rule it forever. Game over.
Stats
Spoiler (click to show/hide):
Number-wise, having a stat of 0 is considered the human average, +4 is prodigious, while -4 is extremely below average. Class bonuses can break the +4 max or the -4 min
Strength (STR) - Overall muscle and kinesthetic intelligence (muscle memory, physical aptitude).
Dexterity (DEX) - Hand-Eye coordination, agility, balance, also part of your kinesthetic intelligence.
Constitution (CON) - Physical toughness, immune system, cardiovascular health (someone with a high CON is usually a good runner).
Intelligence (INT) - Problem Solving, Visual and Auditory memory, logic and ability to rationalize.
Wisdom (WIS) - Intuition, Will power, Instincts, Survival skills.
Charisma (CHA) - Likability, social skills, force of personality, leadership ability.
All chars have two sub-stats based on your scores, HP and Stress. HP is your hit points, your physical toughness and how much damage you can take before you go unconscious. Stress is your mental fortitude in this harsh world. If reduced to zero then you're broken and you completely submitted to the harshness of the world around you unable to put up a fight any longer. There's various ways to regain stress. over time and in short bursts.
Number-wise, having a stat of 0 is considered the human average, +4 is prodigious, while -4 is extremely below average. Class bonuses can break the +4 max or the -4 min
Strength (STR) - Overall muscle and kinesthetic intelligence (muscle memory, physical aptitude).
Dexterity (DEX) - Hand-Eye coordination, agility, balance, also part of your kinesthetic intelligence.
Constitution (CON) - Physical toughness, immune system, cardiovascular health (someone with a high CON is usually a good runner).
Intelligence (INT) - Problem Solving, Visual and Auditory memory, logic and ability to rationalize.
Wisdom (WIS) - Intuition, Will power, Instincts, Survival skills.
Charisma (CHA) - Likability, social skills, force of personality, leadership ability.
All chars have two sub-stats based on your scores, HP and Stress. HP is your hit points, your physical toughness and how much damage you can take before you go unconscious. Stress is your mental fortitude in this harsh world. If reduced to zero then you're broken and you completely submitted to the harshness of the world around you unable to put up a fight any longer. There's various ways to regain stress. over time and in short bursts.
Stress effects:
Spoiler (click to show/hide):
Stress 100%-80: Pefectly normal, level headed you dont suffer any penalties when facing zeds or any other stressful situation
79-60%: Addled: you're confidence is starting to waver, you still think you can do it, but maybe it'd be smart to run: -1 to stressful rolls
59-40% Shaken: Your spirit is seriously starting to not cooperate with your mind, fear has taken hold: -2 to stressful rolls
39-10% Wavering: You're on your last legs, you've gotta get out of here or give it your last hurrah because you're probably not gonna make it now:-4 to stressful rolls
<10%: Broken: You cant take it anymore, whats the point it's time to give up you werent cut out for this world anymore anyway. Submission
Stress 100%-80: Pefectly normal, level headed you dont suffer any penalties when facing zeds or any other stressful situation
79-60%: Addled: you're confidence is starting to waver, you still think you can do it, but maybe it'd be smart to run: -1 to stressful rolls
59-40% Shaken: Your spirit is seriously starting to not cooperate with your mind, fear has taken hold: -2 to stressful rolls
39-10% Wavering: You're on your last legs, you've gotta get out of here or give it your last hurrah because you're probably not gonna make it now:-4 to stressful rolls
<10%: Broken: You cant take it anymore, whats the point it's time to give up you werent cut out for this world anymore anyway. Submission
Survivors Or Researchers
Spoiler (click to show/hide):
Survivors The people who survived the initial onslaught of the zombie hordes are a tough and resourceful people, they've scavenged all they could, maybe settled down for a time before their supplies dwindled down and time calls for another trip into the city to get enough to get by on for the rest of the year. (For game purposes the survivors will start alone and on different parts of the city, They automatically start with a bonus to +1 Con and Wis on top of whatever stats you choose can break the +4 max and the Scavenger perk and all start as the Scavenger class)
Researchers Little did the world know, you and your team were responsible for the outbreak. Whether driven by greed, a lust for knowledge, or just to watch the world burn in the name of science you and your team did this on purpose and now set out into the world to reap the seeds you've sown. (For game purposes researchers will either start in pairs or as one squad at the start of the game and start with Zed-resistance perk HIGHLY RECOMMENDED
That only frequent posters be researchers as it'll be essential to work together
Researcher classes
Scientist: Science and they like have come to you second handed you know the ins and out of the infection, you know how to sneak around the shambling dead, their hunting patterns, among...other things as well. You're essential to the research effort in London if you and your team are to make any sort of quick progress on unlocking the secret of the human genome (Starts with bonus +1 Int and Wis, but -1 Str or con after whatever stats you put in. Also recieves Harden researcher perk)
Soldier: You could hold your own in a conversation about theoretical physics or biology, but you were there to act as hired muscle, and a safe spot in the safehouse once the end of days came. You have a background in fighting and are profecient with a number of weapons, but nothing ever beats a good old fashioned gun. (+1 Str and Dex, but -1 Int or con and start with a pistol and 5 spare magazines or an assault rifle and 1 spare)
Support: Much like the soldier, but maybe not as tough maybe your were the gopher of big firm at one point or the nurse of a prominent hospital. You keep the team alive and well as well as make sure you're well stocked, in the beginning it'll be easy, but as time goes on you start becoming more and more important to the team. (+1 Con and Wis, but -1 Str or Int and start with the scavenger perk or the field medic perk)
Engineer: The theoretical stuff was never your field, you dove into the practical part of science, designing the housing units for the MutaGins to rigging traps and making bullets, you're gonna make sure your buddies are well-armed and well defended (Start with the jury rig perk +1 con and wis, but -1 dex or Int)
Survivors The people who survived the initial onslaught of the zombie hordes are a tough and resourceful people, they've scavenged all they could, maybe settled down for a time before their supplies dwindled down and time calls for another trip into the city to get enough to get by on for the rest of the year. (For game purposes the survivors will start alone and on different parts of the city, They automatically start with a bonus to +1 Con and Wis on top of whatever stats you choose can break the +4 max and the Scavenger perk and all start as the Scavenger class)
Researchers Little did the world know, you and your team were responsible for the outbreak. Whether driven by greed, a lust for knowledge, or just to watch the world burn in the name of science you and your team did this on purpose and now set out into the world to reap the seeds you've sown. (For game purposes researchers will either start in pairs or as one squad at the start of the game and start with Zed-resistance perk HIGHLY RECOMMENDED
That only frequent posters be researchers as it'll be essential to work together
Researcher classes
Scientist: Science and they like have come to you second handed you know the ins and out of the infection, you know how to sneak around the shambling dead, their hunting patterns, among...other things as well. You're essential to the research effort in London if you and your team are to make any sort of quick progress on unlocking the secret of the human genome (Starts with bonus +1 Int and Wis, but -1 Str or con after whatever stats you put in. Also recieves Harden researcher perk)
Soldier: You could hold your own in a conversation about theoretical physics or biology, but you were there to act as hired muscle, and a safe spot in the safehouse once the end of days came. You have a background in fighting and are profecient with a number of weapons, but nothing ever beats a good old fashioned gun. (+1 Str and Dex, but -1 Int or con and start with a pistol and 5 spare magazines or an assault rifle and 1 spare)
Support: Much like the soldier, but maybe not as tough maybe your were the gopher of big firm at one point or the nurse of a prominent hospital. You keep the team alive and well as well as make sure you're well stocked, in the beginning it'll be easy, but as time goes on you start becoming more and more important to the team. (+1 Con and Wis, but -1 Str or Int and start with the scavenger perk or the field medic perk)
Engineer: The theoretical stuff was never your field, you dove into the practical part of science, designing the housing units for the MutaGins to rigging traps and making bullets, you're gonna make sure your buddies are well-armed and well defended (Start with the jury rig perk +1 con and wis, but -1 dex or Int)
Survivor Backgrounds:
Spoiler (click to show/hide):
Soldier: Used to be apart of the army, now you're here fending for yourself. brute force has gotten you through many situations and it will once again, but despite that you're a bit low on ammo coming to rely maybe more on your bat or your golf club to keep you alive when things go bump in the night( Half cost for starting with a gun or weapon, but ammo costs 1.5x more)
Doctor: You used to work at a hospital when the outbreak reached your doors, you tried everything you could to ease the people's pain, but you couldnt handle it anymore yourself. You stole some supplies before you left, but thats left you short on other supplies namely weapons. (Half cost of starting with antibiotics, mutagens and medical supplies, but double cost of starting with a gun and 1.5x cost of melee weapon
Athlete: You didnt join the army, why would you? You were top of the class, the best of the best, the Olympics were there for the taking, you've even survived this long without having to use a gun and in some cases a weapon. Choosing to out last your opponents or taking it quietly.(Start with the parkour or CQC perk 1.5x cost of all weapons)
Tourist: You were just unlucky, or maybe you were lucky who knows now. You were on vacation when all this shit started, but you packed smart and efficiently and you've got the map as well. (Start with medium backpack, backup clothes, extra food and water for free and Map that occasionally allows the player to "find" what they need by pointing it out.)
A Nobody: Whether you were a bum, the quiet kid, or just the mat everyone walked over you were good at being ignored whether on purpose or not. These applies to the zombies as well for some reason. (Start with the stealth perk Double cost of guns and ammo,)
Soldier: Used to be apart of the army, now you're here fending for yourself. brute force has gotten you through many situations and it will once again, but despite that you're a bit low on ammo coming to rely maybe more on your bat or your golf club to keep you alive when things go bump in the night( Half cost for starting with a gun or weapon, but ammo costs 1.5x more)
Doctor: You used to work at a hospital when the outbreak reached your doors, you tried everything you could to ease the people's pain, but you couldnt handle it anymore yourself. You stole some supplies before you left, but thats left you short on other supplies namely weapons. (Half cost of starting with antibiotics, mutagens and medical supplies, but double cost of starting with a gun and 1.5x cost of melee weapon
Athlete: You didnt join the army, why would you? You were top of the class, the best of the best, the Olympics were there for the taking, you've even survived this long without having to use a gun and in some cases a weapon. Choosing to out last your opponents or taking it quietly.(Start with the parkour or CQC perk 1.5x cost of all weapons)
Tourist: You were just unlucky, or maybe you were lucky who knows now. You were on vacation when all this shit started, but you packed smart and efficiently and you've got the map as well. (Start with medium backpack, backup clothes, extra food and water for free and Map that occasionally allows the player to "find" what they need by pointing it out.)
A Nobody: Whether you were a bum, the quiet kid, or just the mat everyone walked over you were good at being ignored whether on purpose or not. These applies to the zombies as well for some reason. (Start with the stealth perk Double cost of guns and ammo,)
Equipment:
Spoiler (click to show/hide):
Researchers: Scientists start with Light backpack, extra food and water, 2 doses of antibiotics and 2 doses of a MutaGin(Will list available MutaGins) and a combat knife
Soldier starts with Light backpack, extra food and water, pistol and 3 spare mags or assault rifle and 1 spare mag, a metal bat and riot armor
Support starts with Medium backpack, 2x extra food and water, extra clothes, first aid kit, wooden baseball bat and a map
Engineer starts with light backpack, extra clothes, Crowbar, Tool kit, 5 pieces of scrap metal and 2 scrap electronics
Each researcher gets one special item(subject to GM approval)
All survivors have 15 equipment points to spend
Extra food and water( a weeks worth of food and water): 2 points
1 dose of antibiotics: 2 points
1 dose of mutagin: 3 points
3 use First aid kit: 3 points
Light backpack: 1 point(Hold's 20 points worth of items/ Hoarder increases to 30[Guns, spare ammo and melee weapons dont factor in it's assumed you have a holster of some sort.])
Medium backpack: 3 points(30 points/ hoarder 45)
Heavy backpack 5 points (50 points/ hoarder 65)
Extra clothes:1 point
Pistol and one mag(10): 4 points
Assault rifle and one mag(20 bullets) 6 points
Double barrel shotgun and 4 shells: 4 points
Spare pistol mag: 2 point
Spare assault mag: 3 points
2 shotgun shells:2 points
Riot armor(-2 to stealth checks): 10 points
Baseball bat: 3 points
Metal baseball bat: 5 points
kitchen knife: 1 point
Combat knife: 2 points
2 lockpicks: 2 points
Map( once per week opening the map will reveal a useful location of the players choice, weapon shop, grocery store, clothing, etc): 5 points
"Special weapon" (Gm approved if listed swords, bows crossbows etc):5 points
Book(Stress reflief): 1 point
Porn magazine (one time use, but great stress relief): 2 points
Left over equipment points carry over into stats up to 3 points max
Researchers: Scientists start with Light backpack, extra food and water, 2 doses of antibiotics and 2 doses of a MutaGin(Will list available MutaGins) and a combat knife
Soldier starts with Light backpack, extra food and water, pistol and 3 spare mags or assault rifle and 1 spare mag, a metal bat and riot armor
Support starts with Medium backpack, 2x extra food and water, extra clothes, first aid kit, wooden baseball bat and a map
Engineer starts with light backpack, extra clothes, Crowbar, Tool kit, 5 pieces of scrap metal and 2 scrap electronics
Each researcher gets one special item(subject to GM approval)
All survivors have 15 equipment points to spend
Extra food and water( a weeks worth of food and water): 2 points
1 dose of antibiotics: 2 points
1 dose of mutagin: 3 points
3 use First aid kit: 3 points
Light backpack: 1 point(Hold's 20 points worth of items/ Hoarder increases to 30[Guns, spare ammo and melee weapons dont factor in it's assumed you have a holster of some sort.])
Medium backpack: 3 points(30 points/ hoarder 45)
Heavy backpack 5 points (50 points/ hoarder 65)
Extra clothes:1 point
Pistol and one mag(10): 4 points
Assault rifle and one mag(20 bullets) 6 points
Double barrel shotgun and 4 shells: 4 points
Spare pistol mag: 2 point
Spare assault mag: 3 points
2 shotgun shells:2 points
Riot armor(-2 to stealth checks): 10 points
Baseball bat: 3 points
Metal baseball bat: 5 points
kitchen knife: 1 point
Combat knife: 2 points
2 lockpicks: 2 points
Map( once per week opening the map will reveal a useful location of the players choice, weapon shop, grocery store, clothing, etc): 5 points
"Special weapon" (Gm approved if listed swords, bows crossbows etc):5 points
Book(Stress reflief): 1 point
Porn magazine (one time use, but great stress relief): 2 points
Left over equipment points carry over into stats up to 3 points max
MutaGins
Spoiler (click to show/hide):
Once the market for genesplicing took off the idea of enhancing one's self became a popular luxury, many can afford the lower tier and temporary mutagins, but the permanent ones were reserved for the rich and wealthy. Originally the mutagens were taken orally as a cocktail of medicines and other chemicals, people were sick of the awful taste and did whatever they could to stave off the horrid taste, the use of gin as the "chaser" for these drug cocktails soon caught on to the point a dose of your everyday over the counter mutagen was sold with a shot of gin popularizing the term MutaGin.
Starter MutaGins:
Zed-resistance: Temporary 50% resistance to zombie infection for 1 week, Only to stave off the inevitable this drug came to late for many, but it did ease the pain for some as they were given the time they needed to say their goodbyes.
Cat-Eyes: Boosted night vision for 1 week, Ever lose your keys in the dark or your power went out, cat eyes let people and burglers alike prowl the night with almost daylight efficiency.
Wired Reflexes: +2 dex for 1 week, Naturally if you wanted to react to a situation at the fast possible moment like dodge a bullet or an on coming car or simply to impress that waitress who's a bit clumsy wired-reflexes allowed you to move at blink speeds, though only for that immediate action.
Roided Out: +2 Str for a week: Despite the great controversy this mutgin does have it's uses especially in the construction sector as it's almost made forklifts completely obsolete.
Insightful: +2 Int for a week, Had to cram for an exam for a week and needed to retain that info? Well insightful was right for you though the burn out afterwards tended to not replace the actual need to study.
(Researchers or must use 2 doses of mutagin for 1 dose for survivor equipment sheet) Zed -Begone: -20 infection: During the 3 years of hiding the scientists of the world tried their best to find a way to stem the tide of infected, only recently where they able to make anything close, but even then it's extremely rare and experimental taking more than one a week can have extremely adverse effects, or so it's told
Other MutaGins [To be discovered]
Once the market for genesplicing took off the idea of enhancing one's self became a popular luxury, many can afford the lower tier and temporary mutagins, but the permanent ones were reserved for the rich and wealthy. Originally the mutagens were taken orally as a cocktail of medicines and other chemicals, people were sick of the awful taste and did whatever they could to stave off the horrid taste, the use of gin as the "chaser" for these drug cocktails soon caught on to the point a dose of your everyday over the counter mutagen was sold with a shot of gin popularizing the term MutaGin.
Starter MutaGins:
Zed-resistance: Temporary 50% resistance to zombie infection for 1 week, Only to stave off the inevitable this drug came to late for many, but it did ease the pain for some as they were given the time they needed to say their goodbyes.
Cat-Eyes: Boosted night vision for 1 week, Ever lose your keys in the dark or your power went out, cat eyes let people and burglers alike prowl the night with almost daylight efficiency.
Wired Reflexes: +2 dex for 1 week, Naturally if you wanted to react to a situation at the fast possible moment like dodge a bullet or an on coming car or simply to impress that waitress who's a bit clumsy wired-reflexes allowed you to move at blink speeds, though only for that immediate action.
Roided Out: +2 Str for a week: Despite the great controversy this mutgin does have it's uses especially in the construction sector as it's almost made forklifts completely obsolete.
Insightful: +2 Int for a week, Had to cram for an exam for a week and needed to retain that info? Well insightful was right for you though the burn out afterwards tended to not replace the actual need to study.
(Researchers or must use 2 doses of mutagin for 1 dose for survivor equipment sheet) Zed -Begone: -20 infection: During the 3 years of hiding the scientists of the world tried their best to find a way to stem the tide of infected, only recently where they able to make anything close, but even then it's extremely rare and experimental taking more than one a week can have extremely adverse effects, or so it's told
Other MutaGins [To be discovered]
Perks
Spoiler (click to show/hide):
Pick one more perk, more perks can be earned upon leveling up at the safe house. All perks have multiple ranks to them, giving extra benefits.
Scavenger lvl 1: You've got a good idea where to look when it comes to finding stuff in the field, though it's hard to say so (+2 to search)
Scavenger lvl 2: You know exactly where to look when it comes to finding what you need and you can pick up and get the hell out of zed infested store (+4 to search for supplies does not suffer from stress penalty when scavenging)
(Researcher only) Zed-Resistance: 50% resistance to the infection. Infection gain is halved. Lucky for you and your team you were part of the small elite that lived comfortably while the world went to shit. This is included not becoming a zombie right away thanks to the few doses of permanent Zed-Resistance that were available before the infection reached your doors.
Hardened Researcher: You're able to make your own MutaGins as well as collect the samples you need from zeds especially in stressful situations. (Does not need to roll infection gain from collecting blood samples Does not recieve stress penalty while collecting sample or when making MutaGins)
Field Medic: You know how to stitch up a bullet wound, a claw slash or cautize a bad cut. You know your way around a scalpel as well as being able to perform this in the field in stressful situations( +2 to healing and 2 extra uses in first aid kit, No stress penalty when healing)
Jury Rigging: You've got a knack for fixing stuff up and sometimes even inventing things especially now when theres Zed killing to be had. (+4 to repair and can make weapons once components are acquired)
Driver: You dont know how, but you have a car in this horrid apocalypse. (You have a car with enough gas to last you 2 weeks with constant driving Acts as a mobile lvl 1 safe house)
Parkour runner: You're able to access rooftops leap over fences and keep your cool while on the run from zeds. (No penalty when trying to climb or leap with equipment and no stress penalty when climbing or leaping)
CQC: Who needs weapons when you've got your fists, snapping necks have never been easier and you might even revel in it. (No stress penalty when fighting with no weapons or with hand based weapons(Brass knuckles etc) +2 unarmed attack)
Stealth: You know how to keep quiet especially know with those...things out to get people. You also know how to keep your cool during it. (+2 to stealth, no stress penalty when trying to stealth.)
Gunner: This is your rifle, it is a weapon of lethal precision, the only light you've come to trust in this dark new world. (+2 to aim rolls )
Calm: The world is out to get you, but you know how to keep a level head. you've only got yourself after all. (Halve all stress gain)
Battem-up: Smash and grab is the name of the game for you, whether it be with a bat or club or even a stick bashing in a zed skull was never easier. (+2 to blunt weapon attacks )
Slice and dice: Bladed weapons are your thing and maybe you've always wanted a reason to pull out that katana of yours, well thankfully theres plenty of zeds around.(+2 bladed weapon attacks)
Hoarder: You can carry extra equipment all around and you're not nearly as affected by the weight than other people.(+10 start equipment points Non transferable to stat points All backpacks can hold extra weight, When spending equipment points spend Hoarder points first.)
Silver tongue: Even though arent many other survivors in the world, you never know how profound talking to people can be and you decided to maintain that tradition of scamming people into doing what you want. (+4 to persuade)
Well Rounded: You arent particularly good at any one thing, but you make up for it by knowing a bit of overything. (+3 stat points)
Pick one more perk, more perks can be earned upon leveling up at the safe house. All perks have multiple ranks to them, giving extra benefits.
Scavenger lvl 1: You've got a good idea where to look when it comes to finding stuff in the field, though it's hard to say so (+2 to search)
Scavenger lvl 2: You know exactly where to look when it comes to finding what you need and you can pick up and get the hell out of zed infested store (+4 to search for supplies does not suffer from stress penalty when scavenging)
(Researcher only) Zed-Resistance: 50% resistance to the infection. Infection gain is halved. Lucky for you and your team you were part of the small elite that lived comfortably while the world went to shit. This is included not becoming a zombie right away thanks to the few doses of permanent Zed-Resistance that were available before the infection reached your doors.
Hardened Researcher: You're able to make your own MutaGins as well as collect the samples you need from zeds especially in stressful situations. (Does not need to roll infection gain from collecting blood samples Does not recieve stress penalty while collecting sample or when making MutaGins)
Field Medic: You know how to stitch up a bullet wound, a claw slash or cautize a bad cut. You know your way around a scalpel as well as being able to perform this in the field in stressful situations( +2 to healing and 2 extra uses in first aid kit, No stress penalty when healing)
Jury Rigging: You've got a knack for fixing stuff up and sometimes even inventing things especially now when theres Zed killing to be had. (+4 to repair and can make weapons once components are acquired)
Driver: You dont know how, but you have a car in this horrid apocalypse. (You have a car with enough gas to last you 2 weeks with constant driving Acts as a mobile lvl 1 safe house)
Parkour runner: You're able to access rooftops leap over fences and keep your cool while on the run from zeds. (No penalty when trying to climb or leap with equipment and no stress penalty when climbing or leaping)
CQC: Who needs weapons when you've got your fists, snapping necks have never been easier and you might even revel in it. (No stress penalty when fighting with no weapons or with hand based weapons(Brass knuckles etc) +2 unarmed attack)
Stealth: You know how to keep quiet especially know with those...things out to get people. You also know how to keep your cool during it. (+2 to stealth, no stress penalty when trying to stealth.)
Gunner: This is your rifle, it is a weapon of lethal precision, the only light you've come to trust in this dark new world. (+2 to aim rolls )
Calm: The world is out to get you, but you know how to keep a level head. you've only got yourself after all. (Halve all stress gain)
Battem-up: Smash and grab is the name of the game for you, whether it be with a bat or club or even a stick bashing in a zed skull was never easier. (+2 to blunt weapon attacks )
Slice and dice: Bladed weapons are your thing and maybe you've always wanted a reason to pull out that katana of yours, well thankfully theres plenty of zeds around.(+2 bladed weapon attacks)
Hoarder: You can carry extra equipment all around and you're not nearly as affected by the weight than other people.(+10 start equipment points Non transferable to stat points All backpacks can hold extra weight, When spending equipment points spend Hoarder points first.)
Silver tongue: Even though arent many other survivors in the world, you never know how profound talking to people can be and you decided to maintain that tradition of scamming people into doing what you want. (+4 to persuade)
Well Rounded: You arent particularly good at any one thing, but you make up for it by knowing a bit of overything. (+3 stat points)
Character Sheet
Spoiler (click to show/hide):
Name:
Age: (Minimum 18)
Sex: (Herm, Male or Female.)
Appearance: (image or detailed description)
Weight:
Height:
Bio:
Stats
HP: (10+CON)
Stress: 100% (Stress is lost whenever dealing with the infected typically a d10-Wis. A Negative roll means stress regain A negative Wis score will result in more stress gain per roll)
Level 1 Survivor/Researcher
Background/Class
EXP:0/1000
Infection: 0/100 (Level of influence the infection has over your body. If a survivor roll 1d20 for starter infection)
(12 points to spend. Max to start is +4, may lower scores to -4 for more points, but no lower. More will be gained through gameplay.)
STR: -1
DEX: -1
CON: -1
INT: -1
WIS: -1
CHA: -1
Perks:
Equipment:(It's not marked but all survivors start with at least 1 week of food and water, theres a reason why in equipment it's listed as Extra food and water)
Name:
Age: (Minimum 18)
Sex: (Herm, Male or Female.)
Appearance: (image or detailed description)
Weight:
Height:
Bio:
Stats
HP: (10+CON)
Stress: 100% (Stress is lost whenever dealing with the infected typically a d10-Wis. A Negative roll means stress regain A negative Wis score will result in more stress gain per roll)
Level 1 Survivor/Researcher
Background/Class
EXP:0/1000
Infection: 0/100 (Level of influence the infection has over your body. If a survivor roll 1d20 for starter infection)
(12 points to spend. Max to start is +4, may lower scores to -4 for more points, but no lower. More will be gained through gameplay.)
STR: -1
DEX: -1
CON: -1
INT: -1
WIS: -1
CHA: -1
Perks:
Equipment:(It's not marked but all survivors start with at least 1 week of food and water, theres a reason why in equipment it's listed as Extra food and water)
Goals:
Spoiler (click to show/hide):
Basically you will give yourself a 3 goals your survivor would want to complete. And depending on what your goal is then I'll give you experience based on difficulty of that goal. Like say "set up a level 1 safe house." Is a difficult goal but if you complete it's worth 1000 exp. a goal like "Kill x number of zombies" will be much less but doing it enough will supplement your overall gain. Now again just because goals exist doesn't mean I won't hand out exp for doing just stuff in the world as well. This system just acts as a way for the mechanics to drive the player towards something they would like to complete or see. Though you can try not to set unrealistic goals like "set up a level 4 safe house/ a stronghold" think about ways to break down these goals into something incremental and manageable.
As for researchers you get exp from completing missions. But that doesn't stop you from setting goals as "complete mission A of complete mission B" that way you get a bit of bonus xp on top of the mission xp. Goals just give you an idea of what to prioritize.
So with that in mind Id like everyone to give me at least 2 goals but up to 3 max goals. Also you're free to change your goal if you feel it doesn't look like it'll work out. But I'd ask you to pm me your new goal as you do this. And try not to swap goals extremely often.
Basically you will give yourself a 3 goals your survivor would want to complete. And depending on what your goal is then I'll give you experience based on difficulty of that goal. Like say "set up a level 1 safe house." Is a difficult goal but if you complete it's worth 1000 exp. a goal like "Kill x number of zombies" will be much less but doing it enough will supplement your overall gain. Now again just because goals exist doesn't mean I won't hand out exp for doing just stuff in the world as well. This system just acts as a way for the mechanics to drive the player towards something they would like to complete or see. Though you can try not to set unrealistic goals like "set up a level 4 safe house/ a stronghold" think about ways to break down these goals into something incremental and manageable.
As for researchers you get exp from completing missions. But that doesn't stop you from setting goals as "complete mission A of complete mission B" that way you get a bit of bonus xp on top of the mission xp. Goals just give you an idea of what to prioritize.
So with that in mind Id like everyone to give me at least 2 goals but up to 3 max goals. Also you're free to change your goal if you feel it doesn't look like it'll work out. But I'd ask you to pm me your new goal as you do this. And try not to swap goals extremely often.
Safehouses:
Spoiler (click to show/hide):
These places are you little slice of safety in an unknown world, life in the zombie apocalypse requires you to have one or you may just die the next time you try to sleep.
Temp houses: These places are as simple as locking the door and closing the windows to a house. They keep you out of the streets and away from prying eyes, but without added security they quickly fall to zed patrols. They provide a Safe rest (No stress loss, but no stress regain.) but they are fairly unsecured and hurried meaning during the night you may have unexpected visitors. (45% chance of interrupted sleep)
Level 1 Safehouses: You've put a bit of work into make this place yours. You've boarded up windows, crudely..but it'll suffice. You've even manage to make yourself a decent sleep area with a sleeping bag or bed roll you've managed to scrounge up. Provides a decent rest. (Minor stress regain) You're also confident that your stuff will be here when you get back too and you've made sure of it. (Can store items 30 slots) Though besides all that though it's not as secure as it could be but it certainly is better than nothing. (30% chance of interrupted sleep)
Level 2 Safehouses: This place is starting to feel a bit like home, the place over all feels more secure and you've even managed to fix up the pipes and get a generator running, though you dont use it often because it makes noise, but thankfully your traps and fortifications make up for it.(Can store up to 100 slots and if you have the requisite materials, can have work bench or lab table or garage or medical station) The place feels cosy and you just feel at ease when you're back in your safe house. (minor stress regain when inside house, moderate regain when sleeping.)(15% chance of interruption
Level 3 Safehouses: (Researchers start here)Theres no place like home they said, on your own you're surprised with what you could do in a few short weeks or months depending, but it's certainly a marvel. The place is a fortress in the wasteland of you come to call home, you have all the enmities that your previous life had, to an extent.(Can store up to 200 slots, if you have the requisite materials can support every additional add-on and more.) But you've also regain peace of mind whenever you're home. (Moderate stress relief when inside, full regain up to max when sleeping) (1% chance of interruption)
Level 4 Safehouse: (Research base can never be level 4) Well you couldnt have done it alone, but you've reclaimed a piece for the world from those zeds, you have a place to leave mostly in peace with a community that will start to grow and expand, but you arent sure how long it'll last as tomorrow always brings uncertainty. You do know for a fact though that you stronghold now serves as a beacon of hope for anyone entering London. (Will attract survivors, but is subject to horde attacks.) (Can hold endless supplies and has fully functioning work buildings that provide other benefits.)
Ruined Safehouse: Who knows what you might come across in the world, but sometimes you come across a treasure trove left behind another person. With a little work you might be able to me this place your home, it'll definetely take a lot less work than if you started from scratch. (Minimal repairs can make ruined safehouses level 1 safehouses) (minor stress regain if slept in before actual repairs and suffers from 40% interruption. Can store 10 slots)
These places are you little slice of safety in an unknown world, life in the zombie apocalypse requires you to have one or you may just die the next time you try to sleep.
Temp houses: These places are as simple as locking the door and closing the windows to a house. They keep you out of the streets and away from prying eyes, but without added security they quickly fall to zed patrols. They provide a Safe rest (No stress loss, but no stress regain.) but they are fairly unsecured and hurried meaning during the night you may have unexpected visitors. (45% chance of interrupted sleep)
Level 1 Safehouses: You've put a bit of work into make this place yours. You've boarded up windows, crudely..but it'll suffice. You've even manage to make yourself a decent sleep area with a sleeping bag or bed roll you've managed to scrounge up. Provides a decent rest. (Minor stress regain) You're also confident that your stuff will be here when you get back too and you've made sure of it. (Can store items 30 slots) Though besides all that though it's not as secure as it could be but it certainly is better than nothing. (30% chance of interrupted sleep)
Level 2 Safehouses: This place is starting to feel a bit like home, the place over all feels more secure and you've even managed to fix up the pipes and get a generator running, though you dont use it often because it makes noise, but thankfully your traps and fortifications make up for it.(Can store up to 100 slots and if you have the requisite materials, can have work bench or lab table or garage or medical station) The place feels cosy and you just feel at ease when you're back in your safe house. (minor stress regain when inside house, moderate regain when sleeping.)(15% chance of interruption
Level 3 Safehouses: (Researchers start here)Theres no place like home they said, on your own you're surprised with what you could do in a few short weeks or months depending, but it's certainly a marvel. The place is a fortress in the wasteland of you come to call home, you have all the enmities that your previous life had, to an extent.(Can store up to 200 slots, if you have the requisite materials can support every additional add-on and more.) But you've also regain peace of mind whenever you're home. (Moderate stress relief when inside, full regain up to max when sleeping) (1% chance of interruption)
Level 4 Safehouse: (Research base can never be level 4) Well you couldnt have done it alone, but you've reclaimed a piece for the world from those zeds, you have a place to leave mostly in peace with a community that will start to grow and expand, but you arent sure how long it'll last as tomorrow always brings uncertainty. You do know for a fact though that you stronghold now serves as a beacon of hope for anyone entering London. (Will attract survivors, but is subject to horde attacks.) (Can hold endless supplies and has fully functioning work buildings that provide other benefits.)
Ruined Safehouse: Who knows what you might come across in the world, but sometimes you come across a treasure trove left behind another person. With a little work you might be able to me this place your home, it'll definetely take a lot less work than if you started from scratch. (Minimal repairs can make ruined safehouses level 1 safehouses) (minor stress regain if slept in before actual repairs and suffers from 40% interruption. Can store 10 slots)