Page 2 of 6

Re: Zombie Survival Sim: Discussion

Posted: Mon Mar 07, 2011 7:52 pm
by Miss Vavavavoom
Yeah, that would be the best idea I think.

Re: Zombie Survival Sim: Discussion

Posted: Mon Mar 07, 2011 9:03 pm
by Lighthawk
Adding an additional phase to the day's events: The surprise phase. This is an unexpected complication that arises suddenly in the course of accomplishing a goal. These will happen randomly throughout the game play. You will be alerted to a surprise phase if you are part of the mission it interferes with. I will PM all PCs on said mission and give them a basic run down of the complication, and then they will PM me back with their immediate response. Once I hear back from everyone involved, I'll adjust the mission success rate based on how well everyone involved handled the crisis.

As soon as I get character sheets from everyone I'll be posting up the game thread. All in character interaction is to take place there. Any questions, comments, out of character moments should please remain in this, the discussion thread, so as to keep the game thread clean and easy to navigate. The first post of the game thread will always be your current status report. I will edit the post with each update so that you can always find the information easily.

Hopefully we'll get the game started in the next day or two, depending on how quickly I get the sheets.

Re: Zombie Survival Sim: Discussion

Posted: Mon Mar 07, 2011 9:43 pm
by 'J'
starting character sheet
Name: Jay
Gender: Male
Traits: Tall and thin, calculating in thought and generally unemotive to a somewhat off-putting degree. Favors his right leg because of a slightly weak left knee due to a parkour accident several years ago. Formerly a third year student of psychology.
Health: 100
Sanity: 100
Class: Scout
Management: 30
Stealth: 60
Combat: 30
Construction: 30
Medicine:30
Level: 1st
XP: 0

Re: Zombie Survival Sim: Discussion

Posted: Mon Mar 07, 2011 10:58 pm
by ExplodingJoe
Name: Kevin Conners
Gender: Male
Traits: Average height with short black hair and blue eyes. Kevin was a fireman during the initial outbreak. Though always in love with the concept of coming to the rescue, something snapped in him during the outbreak and he now takes it upon himself to save everyone and anyone. Never seen without his thick flame-retardent fire gear or trusty fire axe, he owes his initial survival to the difficulty a human jaw has in chewing through holocaust materials.
Health: 100
Sanity: 100
Class: Soldier
Management: 30
Stealth: 30
Combat: 60
Construction: 30
Medicine:30
Level: 1st
XP: 0

Re: Zombie Survival Sim: Discussion

Posted: Tue Mar 08, 2011 2:08 am
by Miss Vavavavoom
Name: Veronica Duvall
Gender: Female
Traits: Curvy, oozing sex appeal and smart to boot, Miss Duvall loves being the center of attention but knows when it's time for her to work. She can be somewhat motherly but she's more interested in having someone to spend the night with. She's a gifted chemist who can make both make-up and obedience.
Health: 100
Sanity: 100
Class: Doctor
Management: 30
Stealth: 30
Combat: 30
Construction: 30
Medicine:60
Level: 1st
XP: 0

Tell me if there is anything I should change.

Re: Zombie Survival Sim: Discussion

Posted: Tue Mar 08, 2011 2:15 am
by Some guy
name: Logan Smith
gender: male
traits: Tall, but otherwise of an average build. Wears thick glasses. Clean shaven. Survived initial outbreak by not stopping for anyone. Somewhat manipulative.
health: 100
sanity: 100
class: Leader
management:60
stealth:30
combat:30
construction:30
medicine:30
level:1
xp:0

You only get sixty in the skill corresponding to your class...

Re: Zombie Survival Sim: Discussion

Posted: Tue Mar 08, 2011 8:56 am
by Tenjen
I guess i cant get in as a sentient lynx kitteh. Its basicly me anyway , iam applying a few of my personality traits as well, though not all of them, neither will Himmlisch’s traits be from me. Oh and the near-pseudo-prodigy/savant stuff is a psych evaluation of mine from ages since past. As are a lot of the traits that seem to…counter themselves or usually be mutually exclusive trait. Hope this isnt too long! Tell me if you want any changes or need me to elaborate to you directly on anything i've not put across clearly.

Name: Sean Edgar Himmlisch

Gender: Male

Traits: Mixed heritage, hard to specify any racial background from his accent, behavior and features, he is tall [6”2'] and lean, somewhat underweight but with a good build. Has messy curly hair. He’s in his mid-to-late 20’s. He is a skilled and promising medical expert.

Sean is a zen, philosophic and eccentric individual with a unique view of life. He works better under pressure and is highly perceptive and aware of his environment and the people within it in terms of their mental and physical state. He is highly adaptive in a practical and emotional sense [eg, coming up with unique ideas and dealing with trauma from bad experiences]. He is adept at learning and developing skills from related practical experiences. His expressive faculties are mediocre, causing him to have trouble expressing himself or his ideas. In compliment to his perception, he has a strong sense of integrity and is respectful, empathetic and cares deeply for his “charges” [those under his care and medical responsibility]. Lack of awareness/knowledge of his environment and the state of his charges [eg due to absence] puts him into a fixed state of worry.

He was in the middle of his training/career when disaster struck. His, now possibly late, mentor noted Sean’s natural talent make him a pseudo-prodigy in need of tempering through trial-by-fire and/or further long-term medical experience. Sean thus has issue’s dealing with prolonged and extensive bouts of stress without reprieve. Providing medical aid helps reassure and reaffirm his confidence in his abilities and identity. This results in his mental well-being and emotional stability directly correlating with the physical well-being of his “charges”.

Health: 100

Sanity: 100

Class: Doctor

Management: 30

Stealth: 30

Combat: 30

Construction: 30

Medicine:60

Level: 1st

XP: 0

Re: Zombie Survival Sim: Discussion

Posted: Tue Mar 08, 2011 3:13 pm
by Lighthawk
Looks good people, I should have this game up and running today. Here is what the status report page will look like and how to read each item. I'll have the game thread posted as soon as I work out the final details.

Status
Population: The number of people who are part of the group. I will list each individual’s character sheet under this line.

Territory: A basic description of the areas you control. A place is considered under your control if it is both zombie free and resistant to future zombie incursion, which is achieved by controlling the entrances, by blockading and/or guarding them. I’ll list territory by building address, floor number, and room count per floor.
Example
Building: 801 4th street. 5 entrances, 0 controlled. 5 Floors, 1 controlled.
5th floor: 2 entrances, 2 controlled. 10 rooms

In this example the group has partial control of one building, full control of the 5th floor, and full control of all ten rooms on the 5th floor. I’ll do my best to condense this list wherever possible to keep it from becoming unwieldy. If for example the group controlled the whole building I’d write it as this

Building: 801 4th street. 5 entrances, 5 controlled. 5 floors, 56 rooms.

In this the floors and rooms can be assumed controlled since the whole building is marked as controlled.

You can convert rooms over to specific purposes, such as living spaces, storage, safe room, etc. Or just leave them generic.

Living Space: How many people can comfortably live within the area your group controls. You will need to convert rooms into living spaces, generic and otherwise re-purposed rooms won’t count towards this. One converted room is good for two living spaces. Having a population greater than your available living spaces can have an impact on moral, health, and/or sanity.

Food: How many units of food the group has. Each unit equals one day’s worth of food for one person. So ten units would be enough food for one person for ten days, or two people for five days, etc. Running out of food rapidly decreases everyone’s health, moral, and sanity.

Water: The same as with food, only running out takes even less time to cripple everyone in the group, as the human body can only function for about 3 days without water.

Moral: The general mood of the group. The higher this is, the more motivated everyone is, the better they get along and respond to stress. Low moral can lead to a sense of hopelessness, lack of caring, arguments and violence, abandonment, and/or insubordination or outright mutiny.

Weapons: A list of dedicated weapons possessed by the group. Items that can be used as weapons, such as a crowbar, will not be listed here. Weapons which use ammo will have an ammo count listed with them.

Supplies: A list of important items. I won’t list everything the group owns, such as how many pairs of socks for example. Only uncommon and important items, like a gas generator for example, will be listed here.

Calender: A day by day accounting of missions, results, and events.

Re: Zombie Survival Sim: Discussion

Posted: Tue Mar 08, 2011 8:41 pm
by Lighthawk
Game has begun. Take a second to go over the Status report to get an idea how the group is set up and then start working out some plans to improve things. As soon as the majority of the PCs feel like they are happy with the goals for the day I'll generate some results, and we'll see how well you do.

Re: Zombie Survival Sim: Discussion

Posted: Wed Mar 09, 2011 12:01 am
by Some guy
Some recommended reading...

Re: Zombie Survival Sim: Discussion

Posted: Wed Mar 09, 2011 2:16 pm
by Lighthawk
A good book.
Some guy wrote:Do you mean four days worth if all the lamps or on all the time? Or is it four days worth no matter how much you try to conserve the oil?
Four days regardless, unless everyone chooses to spend a night in the dark. I'm trying to keep the details to a manageable level for everyone, especially me.
'J' wrote:what;s the city look like; is it possible to move building to building via rooftops and windows or do we need to go down into the streets?


Down to the streets with you! A few places might have buildings close enough to move rooftop to rooftop, but they'll be the exception.
is it an old city with narrow roads, or a newer, more car-centric city with wide streets and lots of parking?
The latter
are they clear of debris, and if not, how bad is it?
Varies from street to street. Your current location is fair light on wreckage, though the streets are full of abandoned cars. Not gridlocked, but straight, clear stretches only run a few dozen feet at a go.
how far can we see in any given direction at street level?
Several blocks easily.

Re: Zombie Survival Sim: Discussion

Posted: Wed Mar 09, 2011 3:31 pm
by Lighthawk
Offering up the following optional template to help condense mission info into an easier to read and follow formate.

Mission: Whatever the objective is, in simple terms
Team: A list of group members partaking in the mission
Items: Weapons and supplies the team is bringing (don't worry too much about assigning the right gear to the right person, generally speaking as long as the team has an item, I'll roll the results based on the idea of the best person on the team for the giving use of said item being the one using it)
Plans: Any extra details
Approval: How many PCs think the plan is good to go. As we have 5 PCs, a plan needs 3 to be approved.


Example

Mission: Scout the immediate area
Team: Bob, Bill, Brent
Items: 1 shotgun, 2 rifles, 1 flashlight, 1 first aid kit
Plans: Grab any food or water that can be easily carried, avoid areas with more than 5 zombies, take round-abound way back to HQ
Approval: Bob, Bill, Brent. Approved!

Re: Zombie Survival Sim: Discussion

Posted: Wed Mar 09, 2011 10:29 pm
by Some guy
That's a good enough template. Easy to follow.

Which country is the city in? It may play a part in our plans.

Re: Zombie Survival Sim: Discussion

Posted: Thu Mar 10, 2011 12:00 am
by Lighthawk
America.

And I'd say those look like some good starting plans. We'll see if the rest of the PCs agree with them.

Re: Zombie Survival Sim: Discussion

Posted: Thu Mar 10, 2011 4:45 am
by 'J'
looks like we're ready to rock.



roughly where in america are we?