Welcome to the nightmare. Welcome to Zombea. Zombea is a world invaded by zombies. You are in a small town, defend yourself, you have 24 hours till the horde comes for you. [hide=Player Classes]Player Classes: Civilian- Youre an average Joe, got a new job and transferred here to work. You have no family left from what you know since the hordes attacked cities across the world. Take up arms and defend yourself, its all you have. Firefighter: You have a big ol axe to chop the nasty zombies. Be careful not to get too close. Police officer: That tiny pistol and badge you used to be so proud of? Well now youre almost out of ammo and that badge has so many dents and cut up that it was more dangerous to you and dropped it in the streets. Doctor: You once took pride in saving lives; now start taking those of the undead. Maybe your skills will come in handy one day. Farmer: You had a shotgun and a tractor. Tractor broke down and the shotgun is out of ammo when you shot those zombies in the head. Maybe youll be of some use growing food, if you live that long. Criminal: Youve escaped from jail, now can you outrun the horde?[/hide] [hide=Zombies]Zombie Classes: Stumbler: Youll meet these grunts of the zombie world a lot, starting from the first encounter to possibly the last breath. Theyre slow, dimwitted, and cant climb. But they can smell very well and converge in large numbers with a sort of hive mind. Strongarms: The strongest of zombies, dont get close to these for they will rip your head off and eat your brain. Slower than stumblers but four times stronger and will last longer under fire. Shriekers: They yell real loud and high, it hits a cord in the zombies and pretty soon youll be surrounded. The weakest of zombies but pretty fast, dont be seen. Hunters: The second strongest zombie and second quickest. Unlike the others, these things learn. Be sure to take them down or theyll run away if they dont kill you, oh and theyll be back. Youve only ever seen one, but theres bound to be more in the horde. First Bloods: The original zombies, some say they were scientists, some necromancers, some the devils minions. Whatever they were, you sure dont want to meet them, and they have the highest vitality and same strengths as a hunter, only with more experience behind them. Its rumored they control the hordes[/hide] [hide=Information you need to know]In the Beginning: You are scattered among a small town with twenty-four hours to prepare yourself before the waves of zombies arrive into the town. Gather together, make a plan, and pray. To help you, I have some things that may be beneficial: The town- There is a subdivision, middle-class homes here, of the town to the far south. To the north is the commercial district comprising of: a Super Wal-Mart, a Target, a pawn shop, an ice cream shop, a Home Depot and Lowes, multiple fast-food restaurants, three gas stations, a large supermarket, and various small shops that sell who knows what. To the east of the commercial district is the entrance to the highway that comes near the town, four gas stations there, three fast-food restaurants, and a hospital. The eastern portion of the town is also where the zombies will first arrive. To the far west are the industrial parks with a gravel mill, a steel factory, a small glass factory, and a textile mill. Closer to the center of town is the offices of various companies, the police station, and the fire station. Outside of the town proper, it is ringed with farms and a grain mill on the river to the far south of the city limits. There is little livestock in the area. Dont worry about traffic, most people are already dead since the National Guard came through and cleared it out, and then ran away from the advancing horde. Connections- Only satellite communication and short wave radio still exists; as most other stations were attacked by the hordes for the people inside. Many of these stations still are functional if you have a few parts and know how to use them. I guess you could try sending something by mail if you ever find some other communities and restart the postal service. Help?- No help from the Army, theyve pulled back when they got the order to gather in the Rockies to make sure civilization survives. All thats left of police and firefighters are those that managed to stay alive or stayed behind for the peoples good. There werent many[/hide] [hide=Where you start]Where you begin: If youre a civilian, you can begin either at the center of town for a +1 to your intelligence, the factories for in +1 strength, the suburbs for no bonus. Firefighters start at the fire station in the center of town; you get a nice big axe as your bonus. Police officers start in the police station in the center of town with a gun that is almost out of ammo. Doctors start in the hospital by the highway; get out quick if I was you. Farmers take you pick of where in the ring of fields and farms or the grain mill you want to start, just beware that you're isolated and vulnerable if you dont find some more shells. Criminals start out in the police station jail, the officers let you out in the hopes maybe someone will survive, and you have your fists and a shiv. Good luck.[/hide] [hide=Stats]Stats: Civilian: Hitpoints-10 Fatigue-15 Strength- 5 (or 6) Intelligence- 6(or 7) Skills- 10 skill points to choose. Firefighter: Hitpoints-12 Fatigue-20 Strength-7 Intelligence-6 Skills- Axe wielding 2, Self-defense 1, 1 skill point Police Officer: Hitpoints-11 Fatigue-17 Strength-6 Intelligence-6 Skills- Basic firearms 2, Self-defense 2, 1 skill point Doctors: Hitpoints-11 Fatigue-16 Strength- 5 Intelligence- 9 Skills- Biology 2, Medicine 2, Research 1, 1 skill point Farmers: Hitpoints- 12 Fatigue- 20 Strength- 7 Intelligence-5 Skills- Agriculture 2, Animals 2, Basic firearms 1, 1 skill point Criminals: Hitpoints- 14 Fatigue- 21 Strength- 7 Intelligence-6 Skills- Knife fighting 1, 3 skill points to choose.[/hide] [hide=Skills, basic knowledge]Skills: What you need to know- there are some main classes that skills fall under; Weapons goes under fatigue and strength, for example. To enter a new skill, you have to spend 2 skill points and to advance a level in it, you need for example: to advance knife fighting 1, you need 2 skill points, to advance knife fighting 2, you need 3 skill points etc. Good? Ok, here is the skill list. After awhile, the gm will say whether or not youve advanced a level, which means youve gotten a good number of skills or a level 5(max) in a skill with a few smaller ones. This means he will tell you that you have x amount of increase in a stat. Occasionally you will receive a free skill that is plot based by the gm.[/hide] Skill list: [hide=Combat Skills]Fighting skills: Self-defense- the skill in unarmed combat, needs at least 5 strength and 10 fatigue to learn. +1 damage to unarmed combat per level. Damage based on strength divided by 2 and rounded down if not a whole number. Knife fighting- the skill of using knives in combat, needs at least 7 strength and 15 fatigue to learn. +1 to knife damage per level+ strength divided by 2 and rounded down if not a whole number. Axe-wielding- the skill of using axes, needs at least 6 strength and 17 fatigue to learn. +1 to knife damage per level+ strength divided by 2 and rounded up if not a whole number. Improvising- The skill of using whatever is at hand, needs 7 strength and 15 fatigue to learn. +1 to unusual weapon per level+ strength divided by 3 rounded down if not a whole number. Basic firearms- the skill of using guns, needs at least 6 strength and 12 fatigue to learn. +1 damage and +1 range per level. Damage based on type of gun+ level damage. Advanced firearms- The skill of using weapons beyond semi-automatic, including grenades. Needs at least 13 strength, 25 fatigue, and maxed out basic firearms skill. Bodybuilding- the skill of getting stronger and healthier. Needs at least 10 strength and 20 fatigue. +1 hitpoint per level.[/hide] [hide=Building Skills]Building skills: Basic Construction- the skill of using whatevers at hand to make something of basic use. Needs at least 5 strength, 4 intelligence, and 10 fatigue to learn. +1 to basic fortification strength per level and +1 to efficiency of basic level construction projects. (Less materials needed/wasted.) Advanced Construction- the skill of using useable parts and random pieces to make better than basic construct. Needs at least 10 strength, 8 intelligence, 25 fatigue to learn, and maxed basic construction skill. +2 to basic fortification strength per level and +1 efficiency to construction projects. Also stacks with basic construction and you have access to building new types of structures and devices. Engineering- the skill of inventing new and useful objects. Needs at least 5 strength, 8 intelligence, and 15 fatigue to learn. +1 to efficiency each level and access to new objects and devices to construct. Electrical Engineering- the skill of knowing how to make electronics work and how to make a transfer of energy between two points. Needs at least 5 strength, 8 intelligence, and 15 fatigue to learn. +1 to electrical efficiency. Plumbing- the skill of making water systems. Needs at least 6 strength, 7 intelligence, and 15 fatigue to learn. +1 to efficiency each level and +1 to amount of water able to transfer each level by pipes. Metallurgy- the skill of creating metals and alloys. Needs at least 10 strength, 12 intelligence, 20 fatigue, and maxed engineering. +1 to efficiency per level and access to new types of metals.[/hide] [hide=Labor Skills]Labor skills: Mining- the skill of gathering ores and minerals from the earth, needs at least 12 strength, 25 fatigue, and 4 intelligence. +1 ore gathered per level and can mine for new types of ore. Forestry- the skill of cutting the needed trees from which many buildings and tools are built from. Needs at least 11 strength, and 23 fatigue. -1 on time roll to cut a tree.[/hide] [hide=Farming skills]Farming skills: Agriculture- the skill of growing food from the soil. Needs at least 5 strength, 5 intelligence, and 15 fatigue to learn. +1 crop to the acre per level. Irrigation- the skill of getting water to the crops and animals. Needs at least 6 strength, 6 intelligence, and 15 fatigue to learn. +1 meter that can be dug in a time roll per level. Animals- the skill of knowing the animals in the area, how to hunt them, and tame a few. Needs at least 6 strength, 5 intelligence, and 20 fatigue to learn. +1 animal can be tamed/raised at a time per level. Husbandry- the skill of raising animals. Needs at least 12 strength, 10 intelligence, 25 fatigue to learn, and maxed animals skill. +1 animal that can be tamed/raised at a time.[/hide] [hide=Health Skills]Health skills: Biology- The skill of basic anatomy and how different systems function together. Needs at least 8 intelligence to learn. A perquisite to many health skills. Diagnosis- The skill of finding whats ailing a person and knowing what can help them. Needs at least 9 intelligence and level one biology. Know more symptoms to diseases per level. Medicine- The skill of creating and knowing what types of plants and medications can help cure an ailment. Needs at least 8 intelligence and level one biology. +1 to amount of medications you can create in a time roll and the types of medicines you can create. Vaccination- the skill of creating and knowing how to administer vaccinations and booster shots. Needs at least 10 intelligence, level 3 medicine, and level 3 biology.[/hide] [hide=Miscellaneous Skills]Miscellaneous skills: Cooking- the skill of creating something you can eat. Needs at least 6 intelligence and 10 fatigue to learn. +1 nourishment created from ingredients and +1 meal produced every 2 levels. Diplomacy- the skill of getting along. Needs at least 10 intelligence to learn. +1 likeability to npcs per level. Bookmaking- the process of printing paper and binding it together and printing the paper. Needs at least 7 intelligence and 15 fatigue to learn. +5 sheets of paper made per batch each level.[/hide] [hide=Combat and Action]COMBAT AND ACTION: The combat and action systems are based on d20 and 1-3d6 use. Combat is based on the type of weapon in use, for unarmed you use 2d6+strength divided by two+skill bonus. For make-shift weapons it is 2d6+weapon strength bonus+strength divided by two+skill bonus. For knives it is a 2d6+weapon strength+ strength divided by two+skill bonus or for maxed skill. All skills when maxed to level 5 means that you can then roll 3d6 instead of a 2d6. Upsides of using close comabat, never have to go scouting for ammo, easily taken with you, and you can always use your hands if youre desperate enough. Downsides are that your close and have to watch out for zombies eating you. Firearms can be used with a modified system. For basic firearms like pistols you use 2d6+item strength+skill bonus. Basic shotguns use 2d6+item strength+2 for close-medium range/-1 for long range+skill bonus. Also, the 3d6 system works for maxed stats. Advanced firearms like rifles use a d20+item strength+3 for long range/-2 for close range+skill bonus. Full auto weapons use a 3d6+item strength+2 for medium-short range/-2 for long range+skill bonus. They also get a tactical bonus of being able to attack a group of enemies up to five at a time with single d6 each, enough to do smatterings of damage that the rest of the team can destroy easily on stumblers and shriekers. It may seem like youre not getting as much as you would close range weapons as with basic firearms but, the range and bonus for item strength make up for it, especially advanced firearms. Downsides include your dependent on rare ammo and might get eaten at close range. So much for combat for now. For actions, non-combat actions can be either free-formed within reason. (Ex. If making paper that would normally be rolled on a d20 which means 1-20 hours, you cant do it in 5 minutes.) Also, nothing takes no time, even if you roll say, a 1 on a d20 and can reduce it by one time roll, you still stay at 1. Some actions: Looking for a makeshift weapon or making one out of rubble takes a d6 and the roll is how many minutes it takes to find one. With this you can either do it if you have time or start and run away if the enemy advances too quickly, which means you have to retreat and roll again next turn. Cutting down a tree youll usually find in a city or the suburbs is done using 2d6 for minutes; a great big tree would use a d6 for hours. If you find a mine with easily accessible ore deposits, you roll a d6 for hours it takes you to mine out the pocket. (Amount you get will be chosen by the gm.) For construction skills, very basic structures, with supplies that are needed, will roll a d6 for hours. (Think lean-tos and shacks. This also goes for metallurgy and other such skills.) As they get harder add more d6s; building a good house uses one of the few above 3d6 with a 4d6 for months to build. Feeding animals, grooming, etc. will be rolled using d6 for each animal. For taking animals out to suitable pasture and to water if you dont have food, you then have to guard and make sure they are all there so roll 2d6 for hours. To cook a short meal, use a single d6, it wont feed you too much but, youre less hungry. To make a better meal use 2d6 for minutes, and if you want to make a good steak, use 3d6. Bookmaking or making the paper you need uses 2d6 for hours. Doing medicinal activities calls for 3d6 for making medicine in hours or days depending on the level of type your making. (Up to level 3 is in hours, level 4/5 is in days.) Vaccination and Diagnosis call for 2d6 in minutes.[/hide] You can also practice in whatever time you have left in the day that you dont want to do anything with to motivate me to give you some incentive with some good role-playing to level up sooner. To make a character, set it up like this: [hide=Character Creation]Name: Age: Class: Skills: (If any you can choose.) Basic History: (Brief or long as you like.)[/hide]