Since Falcon hasn't posted in a few months, and I was the GM of zombea after he left it, I am restarting this with a lot of changes. These zombies are based off the ones in the game left4dead. Basically, in general, they are fast, can climb and are strong. You play as a survivor who is one of the few people who is immune to the infection. So, with revisions here is the game: [hide=Classes]Player Classes: Civilian- Your friends are dead. Your familys dead. You dont have much experience with guns or fighting, but all you can do now is try to survive. Firefighter: Your profession was saving lives and belongings from raging infernos. Your firefighting skills may come in handy when rescuing people or trying to stop an out of control fire. Police officer: You are one of the last surviving police officers left. You were one of the lucky few that werent infected. All you have now is a small pistol and your life. Doctor: You have saved many lives, but never taken one. Perhaps you could use your talent to help your wounded friends? Farmer: You used to spend your days farming. Now you spend them running and shooting. Maybe you can help your team by growing food eventually. Criminal: The police wouldnt even let you out of jail, not even when society was collapsing around them. You only got out when a lucky explosion tore through your cells wall. Maybe your talents that got you in so much trouble can help you now.[/hide] [hide=Zombies]Zombie Classes: Old Infected: A zombie that was not killed from the previous war, 10 years ago. They are slow, but can only be killed by a head shot. Infected: The normal zombie. You will be fighting these from day one. They are fast, smart, and can climb. They can pack a punch, but a few shots will knock them down for good. Tanks: The infection affected some in strange ways. This caused the infecteds muscles to grow immense, and out of proportion. These things arent quite as fast as the normal infected, but could pick up cars and smash through walls. These things do not go down easy. Boomers: Another mutation caused by the virus. These are hideously obese creatures. If you kill one, they will explode, covering you with a goo that attracts hordes of infected. They can also vomit the same goo at you if they get too close. One good bullet will kill them, but make sure your no where near when it hits. Hunters: The most agile of the zombies. They can climb high, jump far, and take a few more hits then the normal zombie. They usually kill their prey by leaping on them, so watch out for ambushes. Smokers: One of the stranger mutants, these beasts have a 40 foot tongue. They have full control of it, and can use it to strangle or drag survivors. They are fairly weak, but if they catch you by surprise, you could be killed extremely fast. Also, when they die, they produce a smokescreen, blocking your vision. Witches: They may look harmless, a woman or even a little girl sitting on the floor crying. But if you bother them, shoot them, or even go near them, they can kill you. They take a lot of damage, and can eviscerate you if they get close. All Zombies are attracted to high pitched sounds and light.[/hide] [hide=Story]10 years have passed since the last zombie pandemic. The entire world went down, no one was prepared for it, and billions of people perished. Some countries had it worse than others, tightly packed nations like Japan suffered some of the worst casualties, but they still managed to rebuild their nation. The united states fared slightly better, although the military was completely unprepared, they managed to sweep much of the country and "kill" most of the zombies. Some major areas in the south, the swamp lands and such, are mainly quarantined, but not cleared. The rainforests of south america are still scattered with stray zombies, but some of the countries have been cleared. Most of africa, with the exception of the northern countries are still heavily infected. China is completely clear other than some of the most rural areas in the mountains. After the majority of the horde was destroyed, many people invested in higher security houses, and training with guns. The favored gun was a rifle for killing the old zombies, it was cheap, common, and accurate. But no one was prepared for the next war. The zombie virus mutated, evolved. The original virus slowed or completely shut down most of the zombies functions, which made the old zombies slow, but the only way to kill them was destroying the brain. The new strain of the virus utilizes all of the zombie's body. It makes them fast, and more coordinated. No one was ready for that, and since, as before, the disease was highly contagious, spreading through the exchange of bodily fluids, it infected thousands of people very quickly. Although these zombies could be felled by a few good shots to the chest, these zombies were able to chase down and kill any fleeing humans. One huge advantage these had was that they could climb. The original zombies couldn't climb, and many people took refuge at high points, in a tree, or a tower, but that was useless against the new zombies. Countries that were once considered cleared were infected again, and what was left of humanity, under two billion people was either infected, or forced into hiding. Our story starts about a month into the infection. There were a few people who were immune to the disease, and we are some of those lucky few. Read the next section to find out where you start.[/hide] [hide=Starting out]You start out in a well defended house about 10 miles away from a major city. No infected have found the house yet. The house has concrete walls, fortified by a few inches of metal on the inside. It is not a large house, only four rooms on the first floor, the second floor is only a single room, a tower of sorts from which you can look out at the surrounding area. All the windows in the tower are bulletproof glass, and all the windows on the bottom floor are blocked with metal. The ground floor has a kitchen, bathroom, sleeping quarters, and a living area. Finally, the basement, the most defended part of the house. The only door into the basement is heavily reinforced, and the basement itself is stocked with supplies. There are security cameras on the outside of the house, plus some remotely detonated explosives in around the perimeter of the house that are all monitored from the basement. You start out in the sleeping quarters of the house. The city is located close to the Canadian border, and is also located a few hundred miles from the pacific ocean. The winters can be deadly to the unprepared, but currently it is mid summer.[/hide] [hide=Stats and special abilities]Stats and Special Abilities: Civilian: Hitpoints-10 Fatigue-15 Strength- 5 (or 6) Intelligence- 6(or 7) Skills- 12 skill points to choose. Special Ability: Choose based on your occupation, please have it be fair. Notes: Choose your occupation in your character creation sheet. Firefighter: Hitpoints-12 Fatigue-20 Strength-7 Intelligence-6 Skills- Bladed Weapons 2, Self-defense 1, 3 skill point Special Ability: Firefighting, ability to control fires, as well as having a basic knowledge of flammable materials and explosives. Police Officer: Hitpoints-11 Fatigue-17 Strength-6 Intelligence-6 Skills- Basic firearms 2, Self-defense 2, 3 skill point Special Ability: Search and Seizure, ability to find hidden objects in less time. Doctors: Hitpoints-11 Fatigue-16 Strength- 5 Intelligence- 9 Skills- Biology 2, Medicine 2, Research 1, 3 skill point Special Ability: Pressure Points: You know where the vital parts of a human body are, use this knowledge when you are fighting a zombie in hand to hand combat Farmers: Hitpoints- 12 Fatigue- 20 Strength- 7 Intelligence-5 Skills- Agriculture 2, Animals 2, Basic firearms 1, 3 skill point Special Ability: Behaviorist, able to figure out what animals are thinking, and if they are a threat based on their actions. Criminals: Hitpoints- 14 Fatigue- 21 Strength- 7 Intelligence-6 Skills- Bladed Weapons 1, 5 skill points to choose. Special Ability: Choose based on your occupation or what crime you committed, be fair. Notes: Say why you were in jail, and what your former occupation was (If you were a thief, that could count as your job)[/hide] [hide=Skills]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 Bladed Weapons 1, you need 2 skill points, to advance Bladed Weapons 2, you need 3 skill points etc. So, to get to level five from 0 you would need 20 total points. 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. The more you use a skill the faster it will increase.[/hide] [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. Bladed Weapons- the skill of using blades in combat, needs at least 7 strength and 15 fatigue to learn. +1 to blade damage per level+ strength divided by 2 and rounded down if not a whole number. Blunt Weapons- the skill of using blunt weapons needs at least 6 strength and 17 fatigue to learn. +1 to blunt 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. Includes working with explosives. 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. Includes making remote detonaters for explosives 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 and working with 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=Medical 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=Playing the Game]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 blades it is a 2d6+weapon strength+ strength divided by two+skill bonus or for maxed skill. For blunt weapons its 2d6+ weapon strength divided by two+strength+skill bonus All skills when maxed to level 5 means that you can then roll 3d6 instead of a 2d6. Upsides of using close combat, 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. In order to kill a Old Infected zombie, it requires a headshot. Roll 2d6 + weapon power/2 + skill bonus. If it is above 15, consider it a headshot. Use this only for old infected. 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 sniper 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 infected. 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. For anything above a weak explosive, kill everything within 5 feet of it, unless it is a tank or witch, or something otherwise shielded. For anything outside of that range, roll 3d6 for a high powered explosive, subtracting 1 for every foot past 5 feet. For a weak explosive roll 2d6. Adjust as necessary, a nuclear bomb would do a lot more then single cruise missile. 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. For making explosives with engineering, roll up to 3d20 for minutes for a weak explosive, 4d6 for hours for a high powered explosive, and d6 for days for a highly advanced explosive (ie: a bomb). 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. 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.[/hide] To make a character, set it up like this: Name: Age: Class (if civilian give occupation, if criminal, give former occupation and crime commited): (for Civilian and Criminal only) Special ability: Skills: (If any you can choose.) Basic History: (Brief or long as you like.) I will start the game once a few people post characters.