Rise of the Dead
By Bunnyears
Game Type: Custom
Welcome to Rise of the Dead!
This is an All Flesh Must Be Eaten campaign using the Unisystem ruleset. A game about surviving in a world being overrun and destroyed by the living dead, you must find a way to survive.
*NOTE* Although the game is running, anyone can join at any time, and you will find yourself in Sunset Falls *NOTE*
HOW DO I JOIN?:
When you request to join, you have to pick your character type and give me a brief description of how you managed to find your way into Sunset Falls (Sunset Falls is explained after character creation and rules, so keep reading!). You`re not going to be approved or denied based on your description, unless its something ridiculous like aliens dropped you off or you crawled through the plumbing. The different character types you can choose from are as follows (If it has an X after it, that means it has already been chosen by a player):
-Administrative Assistant
-Athlete
-Biker
-Club DJ
-Cheerleader
-Detective
-Drill Sergeant
-Fatalistic Corporate Executive
-Firefighter
-Frustrated Writer
-Goth Chick
-Great White Hunter
-Grizzled Army Vet
-Hacker [X]
-High School Janitor
-Hispanic Gang Member
-Homicide Detective
-Local Politician
-Librarian
-Mercenary
-Necrophiliac
-Obnoxious Lady
-Paramedic
-Paramilitary Geek
-Police Officer
-Reporter
-Ruffian
-Street Fighter [X]
-Scientist
-Soldier/SWAT [X]
-Stripper
-Trapper
-Taxi Driver
-Terrorist
-Video Store Clerk
The list is quite extensive as you can see. Just pick which ever one appeals to you the most - I have all the character information, so all you need to do is tell me which one you want and your character statistics will be filled in. If you want specific information on any of the characters, send me a private message.
Once you do that, and I approve it, you`re inside Sunset Falls!
Before I get into the setting of the game, and life inside Sunset Falls, I`m going to paraphrase some basic rules.
STATS:
This game uses six different statistics: Strength, Dexterity, Constitution, Intelligence, and Willpower.
Strength: A measure of the physical power of the character,Strength determines how much damage the character inflicts with hand-to-hand weapons, how much weight he can carry, and how powerful he is. It also helps determine how much damage and exertion the character can withstand before collapsing. Strength is useful to people who do a lot of heavy lifting or anybody likely to enter close combat. Characters apt to have a high Strength include athletes, manual workers, and soldiers. A low Strength indicates either small size and body weight, or just a lack of exercise.
Dexterity: Dexterity is a measure of the character`s coordination, agility, and gracefulness. It is used to determine how proficient a character is with any Task that requires motor control and precision. This ranges from performing card tricks to picking pockets to punching somebody in the face (Dexterity helps the punch land; Strength determines how much the punch hurt the other guy). Any Task where the character`s speed and coordination matter is influenced by Dexterity. A high Dexterity is common among dancers, gymnasts, or pickpockets. People with low Dexterity are clumsy and ungraceful.
Constitution: This Attribute determines how physically hardy or healthy the character is. Constitution is important when it comes to resisting diseases, damage, and fatigue. This Attribute is used (along with Strength) to determine how much physical injury the character can survive and still remain functional. Constitution also comes into play with physical skills that involve endurance, like swimming, long-distance running and the like.
Intelligence: This Attribute determines the character`s ability to learn, correlate and memorize information. The higher a character`s Intelligence, the easier it is to improve scholastic skills. Also, this Attribute is used to understand and interpret information. Note that Intelligence and education are two separate things. A person can be brilliant but illiterate. Education is covered in the Skills section, which determines what a character has learned in his life.
Perception: Perception governs the five senses of the character. It gives a general overview of the sharpness of the character`s ability to sense things. This Attribute is used to find clues, notice things, and avoid getting surprised. Also, Perception determines the character`s intuition and alertness. A character with a low Perception would be nearly oblivious to what is going on around him.
Willpower: This Attribute measures the mental strength and self-control of the character, and his ability to resist fear, intimidation, and temptation. Willpower is important for some of the Inspired Miracles. It is also important for Norms and Survivors, for it can be used to resist magical coercion, psychic mind control, and the influence of panic, among other things.
OKAY, BUT WHAT DO THE NUMBERS MEAN?:
Each attribute is given a corresponding number to represent the character`s ability level.
LEVEL 1: The character is below average in that attribute
LEVEL 2: This is the average for human beings.
LEVEL 3: This is above average but not extraordinary.
LEVEL 4: Well above average. Very few people -- perhaps one out of every ten in
a random group -- have an Attribute at this level.
LEVEL 5: This is the practical human limit. While people with Attributes at level 5 are not record breakers, they are among the best and the brightest representatives of humanity.
LEVEL 6: You are the best of the best. Very few people will have an attribute of this level.
SECONDARY ATTRIBUTES:
These are things that you don`t neccesarily choose, but are calculated from your primary attributes. They are as follows: Lifepoints, Endurance Points, Speed and Essence.
Lifepoints ((STR + CON x 4)+10): This is how much punishment you can take before you go down. When you reach zero you are in danger of dying.
Endurance Points((STR + CON + WIL x 3) + 5): Strenuous activity and some forms of non lethal combat will drain these points. When you reach zero you are in danger of unconsciousness.
Speed (DEX + CON x 2): This is how fast you can run at maximum speed, in miles per hour. Half of that is the amount of yards you can run in a second.
Essence(SUM OF ATTRIBUTES): This is the vitality of your soul. It can be drained by strong emotions and traumatic events, or some supernatural creatures. When you reach zero, you are in danger of some serious mental issues, or possibly even death.
THE TASK SYSTEM: USING SKILLS AND COMBAT
There are attribute checks, which use only an attribute, and skill checks which use a skill and an attribute. Attribute checks would be something like lifting something heavy, or detecting something following you. It`s either a simple task, which is your attribute doubled + 1d0, or difficult which is just your attribute + 1d10. You need to get a 9 or higher to succeed.
Skills are rated the same way attributes are, and using the same numeric value system. For example, Roger has the skill Dodge 2, meaning he is average at dodging. Any time you use a skill to try and succeed at a task, you roll 1d10 and add your skill, and the attribute that corresponds to the skill.
Assuming what you are doing is challenging, such as combat (under normal circumstances) or trying to leap over a gap you have to beat a difficulty of 9 to succeed. But depending on what you are trying to do, there can be a difficulty modifier ranging anywhere from +5 to -10, something routine or something near impossible, respectively.
For example, Roger is foraging for supplies. He is trying to climb up a building to get in the second floor window. There are a few things he can grab onto, but they are far apart and make for awkward climbing. The GM deems it Difficult, so it gets a -1 difficulty modifier. Roger rolls a 3, modified to 2. He has a Dexterity of 4, added to his Climbing 2, plus the roll. That`s 8, one less than the target 9! Roger falls three quarters of the way up, taking some damage and making lots of noise. From somewhere nearby he hears some groans and shuffling.
If your skill total exceeds 9, depending on by how much you pass it you can have greater effects or cut down on time required. For each success level over 9 you are, you do extra damage in combat.
COMBAT is handled similarly. Each turn in combat, after intentions are declared (I fire a shot at his head, I jump for cover to avoid getting hit by gunfire, I quickly fire three shots at him) and Initiative determined, that`s when you roll to see your performance.
Attacking is usually DEX + SKILL, except for grappling which is STR + SKILL. Dodging is DEX + DODGE, or if you have a weapon skill you can parry attacks with DEX + WEAPON SKILL. You cannot parry a weapon with your hands unless you have the skill Martial Arts. You always get one attack and one dodge/parry each turn, unless you are being shot at. If you attempt to dodge someone firing at you, you cannot attack that turn. You can take multiple shots or attacks, but each one is at a cumulative penalty to the last. Difficulty modifiers will occur depending on combat conditions, such as range, lighting, or multiple shots. After performance, damage is rolled. Here`s an example:
Roger is fighting two zombies in hand to hand combat. They are both attacking him at virtually the same time. He decides to dodge both, the second dodge being at a -2 penalty. He has to beat a 9 and a 10 (Zombie`s rolls, plus STR and SKILL), and he rolls a 2 and a 7, modified to 5. With a DEX of 4 and a DODGE of 2, those rolls become an 8 and an 11. He hops out of the way of one, only to be clutched from behind by the second, and he feels the cold bite of the zombie (The Zombie dealt 8 damage, a deep wound, also with a good chance of infecting him).
Combat is dangerous, be careful.
When firing a weapon or striking with a melee tool, you can take multiple attacks in a turn, you just have to declare it. For semiautomatic pistols, rifles, and revolvers, you get a -1 penalty to attacking for each subsequent attack after the first, or -2 if it has heavy recoil.
If you have an automatic weapon, you have a number of options: you can fire a burst of 3 to 5 shots, or hose the target with 10 shots, or suppress and area with steady fire. Bursting and hosing each count as 1 action, and you can make subsequent bursts at -2 penalty each.
You can target specific body parts, but that comes at a penalty to hit.
You lose endurance by physical activity.
Hard Work - 1 lost per 10 minutes
Very Hard Work - D4 per minute
Frenzied Activity - D4 per turn (hand to hand combat)
ITEM TERMS:
Caliber: bullet size. Damage: How much damage the weapon does, represented in dice and a multiplier. Cost: How much the weapon costs in pre apocalypse currency (general idea on trade value). Cap: How much ammunition the weapon can hold. EV: Encumbrance value, the first number is weight and second number is bulk.
Those are just the basics, and should be enough for a player to comprehend at least somewhat how the game works. You`ll get the hang of it.
WELCOME TO SUNSET FALLS!
You play a survivor who is taking shelter in Sunset Falls, a prison converted to a safehouse. It`s nice and roomy for the people living there, but that doesn`t mean that life is easy for you. What is there to do in this game while staying at Sunset Falls? Wouldn`t a veritable fortress like that provide you with everything you need to survive? Not so much, there are lots of things that need getting done.
Doing the Work:
A great number of chores and duties confront the fifty or so survivors inside Sunset Falls. Moe Zweiger, in his role as de facto leader of the community, makes the decisions about who does what, and when, and posts a weekly duty roster in the cafeteria. This keeps everyone`s mind off the zombie hordes roaming outside the gates, as well as getting important jobs around the compound done.
Foraging Duty:
With no way to make their own goods, much of what Sunset Falls needs comes from whatever they can scavenge. A group of well-armed people mounts up in a vehicle and goes to town with a list of supplies. Zweiger tries to keep women off this duty, because he doesn`t want the ladies put in danger. There are two scavenging groups, made up of people who either identify with Zweiger or Dolla factions, and their membership never varies because of the experience they gain each time they go out. Both scavenge teams have become somewhat of a family unit within the town, bonded by the rush of adrenaline and the horrific danger they face.
Guard Duty:
Everyone not permanently assigned to some other job draws guard duty, no matter her experience, and this is the largest work detail in Sunset Falls. The detail is split into three eight-hour shifts, with people manning the watchtowers. Guards are armed with rifles and shotguns.
Kitchen Duty:
Those posted to kitchen duty are responsible for making the meals the community eats. Everyone eats together in the cafeteria, unless posted to guard duty (in which case, food is brought out to them). Presently, to stretch out the supplies they have currently stockpiled, the citizens have agreed to only eat two meals per day - breakfast and dinner. Everyone likes being posted tok itchen duty, because it means an opportunity to sneak a few extra bites. Two people in particular, Rachel Brooks and Ramona Wilkes have been drawing kitchen duty every week, because of their food service experience.
Latrine Duty:
No one likes it, but it has to be done. The latrines, set up at the far end of the yard to prevent spread of disease, were constructed out of plywood and rest over washtubs. Every day, a three-man crew goes out to burn the human waste with a mixture of diesel and gasoline.
Laundry Duty:
Even though most folks in Sunset Falls escaped only with the clothes on their backs, the community generates a lot of laundry. Clean clothes do a lot to stave off disease and parasites so everything gets washed. Someone has to heat water, wash the clothes, hang it to drym and fold it.
Other things come up as well, from repairing things that may get damaged, to tending crops or building a radio.
WANTS AND NEEDS:
Despite what they have stockpiled, in order to survive long term Sunset Falls has to become self sufficient. Different people want various things, and there is a long list of things that people want. Feel free to come up with anything you feel would benefit the community.
SECURITY:
Guns: Having more guns would make a lot of people feel safer, on the idea that more is better. Scavenging civilian firearms is high on the priority list of the security minded.
Inner Defenses: Some occupants want to construct inner walls in which defenders can retreat to as fallback positions. Plans include barricading one of the cellblocks as a third line of defense.
Early Warning System: Using flares and tripwires, the community has a plan to construct an early warning system in case anyone or anything tries to sneak up on the wall.
Escape Route: Should the zombies breach the perimeter the survivors need a way to get out, preferably one in which the zombies cannot follow.
Moat: In addition to the thick stone walls protecting the prison, the inhabitants also want to dig a moat at the wall`s base.
Searchlights: If the power gets running, the security conscious want the old searchlights in the guard towers hooked up to the generator at night and scan the area outside the gates.
AGGRESSION:
Deer Stand: Some of the hunters in the community want to hunt zombies as they once did deer. By setting up deer stands in trees outside the walls, the community would have a forward line of defense, as well as an early warning system. Of course this exposes whoever sits in the trees to potential danger.
Firestorm: A risky plan to use a survivor as a lure to get zombies into an abandoned building, and then burn it to the ground. No one has yet to volunteer as the bait, though.
The Lure: A plan for one scavenger group to lure a group of zombies away and kill them, so a second group can enter the cleared area and scavenge for supplies. But how can the second team be sure the area is empty? And what if more zombie show up than the first team can handle?
Finding Military Hardware: If guns are good, fully automatic guns with integral grande launchers are better. The more assertive in the compound want to run down to the National Guard Armory and pick up some M-16s, claymores, and grenade launchers.
Recon: The community needs information. The more survivors there are, the more people to combat the zombies Some action-oriented community members want to take a few of the group`s precious vehicles, stock them with supplies, pick a direction, and drive. Maybe they can find other pockets of survivors out there.
SURVIVAL:
Ammunition: Guns are the main way the settlement protects itself, and everyone would feel more comfortable with more ammo. Although bullets are always on the high priority list for scavenger forays, eventually the supplies at area gun shops will run out. Sunset Falls needs a way to make its own bullets and shotgun shells.
Food: Sunset Falls cannot thrive on canned food forever. Eventually, they`re going to have to cultivate their own. This could include establishing a farm in the prison yard, raising livestock, or regularly hunting in the surrounding forest.
Fuel: Always in short supply, Sunset Falls needs various kinds of fuel - gasoline to power the backhoe and bulldozer, firewood for heat and cooking, batteries to power flashlights. Anything that satisfies the communities neverending need for power is high on the priorities list.
Medical Supplies: Although the community lacks a doctor, a few former Boy Scouts know the basics of first aid. Scavengers put a high value on obtaining simple medical supplies such as bandages, splints, aspirin, and antibiotics.
LUXURY:
Alcoh Some of the people in Sunset Falls have persistently requested alcohol. While the scavengers can loot bottles of booze, a handful of citizens want to build a still.
Alternate Power Generation: Rather than generating electricity by burning fossil fuels, Sunset Falls could benefit from alternate means of power generation, such as solar, wind, or hydroelectric.
Computers: Some members of the community want these more than anything else, because they believe they would be useful in many areas, such as tracking the consumption of supplies and monitoring zombie activity.
Hydroponics: Rather than relying on traditional farming, which is susceptible to weather and the passing of seasons, the community could convert one of the cellblocks into a hydroponics farm - which would allow them to grow food all year long.
Radio: Setting up a radio transmitter could attract other survivors and refugees to Sunset Falls, or perhaps pick up radio signals from communities unaffected by the Zombie uprising. Although it could also attract unwanted visitors as well.
Not everyone in Sunset Falls wants the same things, so sometimes more often than not, ideas and opinions clash. There`s often a lot of debate over what to do, since the wrong decision could mean the death of everyone in the community.
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((Dan, sorry there wasn`t much action. Don`t worry, there will be plenty of that))
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((Okay, I have to eat dinner. But at least we could get the set up out of the way. Perhaps we could continue this tomorrow night, so I can get a chance to finish all the NPCs and locations and items and such? If that works for everyone else, that is))
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If everyone understands the plan, you are all free to leave. We will conduct Dennis`s funeral at noon, by the cemetary. I expect you all to be there. Afterwards, it`s all business.
Okay. That is fine. We can arrange that for this afternoon, before you all get supplied
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I say nothing, staring blankly at Moe. "I`m not leaving until after Dennis`s funeral."
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Do not be hostile yourselves, make them understand that you are on their side... but don`t let your guard down. Our vehicles and weapons are valuable
If there is anyone else out there, we have to assume they are going to be hostile to us. I would say yes, so approach any survivors with extreme caution.
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"Is there any chance that militia or other scavengers would attack us?"
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Hmm.. I don`t see why not. Lawrence, you can switch with Malik.
Team one will be: Leonard, Lawrence and Darryl. Team two