Zombie Survival Sim: Game Thread

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Lighthawk
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Zombie Survival Sim: Game Thread

Post by Lighthawk » Tue Mar 08, 2011 8:37 pm

Status
Population: 10
PCs
Player: Tenjen
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: 92
Sanity: 90
Class: Doctor
Management: 30
Stealth: 30
Combat: 30
Construction: 30
Medicine:60
Level: 1st
XP: 75
Player: 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: 99
sanity: 90
class: Leader
management:60
stealth:30
combat:30
construction:30
medicine:30
level:1
xp:75
Player: 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: 96
Class: Doctor
Management: 30
Stealth: 30
Combat: 30
Construction: 30
Medicine:60
Level: 1st
XP:75
Player: 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: 95
Sanity: 100
Class: Soldier
Management: 30
Stealth: 30
Combat: 60
Construction: 30
Medicine:30
Level: 1st
XP:75
Player: ‘J’
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: 94
Sanity: 90
Class: Scout
Management: 30
Stealth: 60
Combat: 30
Construction: 30
Medicine:30
Level: 1st
XP: 70
NPCs
Name: Erica Manns
Gender: Female
Traits: Punk rocker chick, moody
Health: 92
Sanity: 90
Class: Builder
Management: 30
Stealth: 30
Combat: 30
Construction: 60
Medicine:30
Level: 1st
XP: 75
Name: Harry Burns
Gender: Male
Traits: Slightly overwieght but solid, joker
Health: 100
Sanity: 96
Class: Leader
Management: 60
Stealth: 30
Combat: 30
Construction: 30
Medicine:30
Level: 1st
XP: 70
Name: Melissa Kelly
Gender: Female
Traits: Tough tomboy, lots of attitude
Health: 100
Sanity: 90
Class: Soldier
Management: 30
Stealth: 30
Combat: 60
Construction: 30
Medicine:30
Level: 1st
XP: 75
Name: Stacia Williams
Gender: Female
Traits: Slender and athletic, keeps to herself
Health: 100
Sanity: 90
Class: Scout
Management: 30
Stealth: 60
Combat: 30
Construction: 30
Medicine:30
Level: 1st
XP: 75
Name: Mike Byrens
Gender: Male
Traits: Short and stocky with big muscles, dark sense of humor
Health: 88
Sanity: 90
Class: Soldier
Management: 30
Stealth: 30
Combat: 60
Construction: 30
Medicine:30
Level: 1st
XP: 75
Territory: 564 Main Street. 3 entrances, 3 controlled.
3 floors.
36 rooms, 5 converted to living space, 31 generic.
No running water, no electricity
Mild defenses
Living Space: 10
Food: 56 units
Water: 76 units
Moral: 70%
Weapons:
5 hunting rifles, 46 rounds.
4 shotgun(1 with Jay), 9 shells(3 with Jay).
10 Handguns, 1 SMG, 114 rounds.
5 survival knives.
1 collapsible baton
1 sword
Supplies:
2 Tool boxes
3 First aid kits (100%)
1 First aid kit (95%)
4 Backpacks
5 camping lamps, 4 days worth of oil
Candles, 3 days worth
1 camping stove, 2 days worth of fuel
1 set of firefighting gear
1 fireman’s axe
1 emergency flashlight (hand-cranked model)
4 flashlights, 27 batteries
2 GPS (1 with Jay), 10 walkie-talkies(1 with Jay), 10 batteries (1 dead, 2 with Jay), 2 car chargers, 1 dual unit charger
1 potted tomato plant (wilted but alive)
Keys to an RV
3 sets of cold weather clothing
Calender
Day 1
Weather: Cloudy and windy, 68°F. Very productive day, scouted the immediate area, cleared and secured homebase of zombies. Only had one mild injury and some frayed nerves. Good gains.
Day 2
Weather: Moderate rain, 51°F. Another productive day, cleaned out homebase and did some scavenging, but the productivity was marred by an aggressive zombie response to the scavenging team that nearly ended badly. Jay became separated and trapped overnight, and zombies nearly made it into homebase.
Day 3
Weather: Foggy and damp, 48°F.
Attachments
z city 2.gif
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Last edited by Lighthawk on Fri Mar 25, 2011 1:35 pm, edited 11 times in total.
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Re: Zombie Survival Sim: Game Thread

Post by Some guy » Tue Mar 08, 2011 11:54 pm

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?
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Re: Zombie Survival Sim: Game Thread

Post by ExplodingJoe » Wed Mar 09, 2011 3:54 am

we will soon be out of food if a ready supply is not found.
Also there could be more survivors hudled around said food supply.
Also we may be able to find more light sources during the search for readily available food.

We need to make some exploratory missions to take stock of our surroundings.
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Re: Zombie Survival Sim: Game Thread

Post by 'J' » Wed Mar 09, 2011 4:02 am

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? is it an old city with narrow roads, or a newer, more car-centric city with wide streets and lots of parking? are they clear of debris, and if not, how bad is it? how far can we see in any given direction at street level?

first order of business is finding a better safehouse and more supplies. i suggest we each take one of the npcs and head out in scout out the immediate area.


i would like to lay claim to one of the backpacks, one of the pistols, a knife and a lantern.

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Re: Zombie Survival Sim: Game Thread

Post by Miss Vavavavoom » Wed Mar 09, 2011 4:07 am

I'll need a first aid kit as well as a backpack and one of those knifes in case someone is infected and there's no hope of saving a certain body part.
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Re: Zombie Survival Sim: Game Thread

Post by ExplodingJoe » Wed Mar 09, 2011 4:14 am

I don't care who takes what, as long as I can keep my axe. But seriously, someone should make a better plan then just spreading out to scout random locations.
We need search zones and areas to fall back, where defenses will be waiting. Also we'd need open corriders for transporting any survivors to fallback points without exposing the team to much risk. I volunteer to be the muscle in the first scouting party.
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Re: Zombie Survival Sim: Game Thread

Post by Tenjen » Wed Mar 09, 2011 6:56 am

We have to make sure our present safehouse is actually safer before we stake out into the streets and leave this place shorthanded. We currently control the 3rd floor, if shit goes down, we'll be trapped up here. Worse if its while scouting parties are out, people here will be shorthanded.

We should check out this building first if theres any thing more to find as well as any dangers to take care of, moving or otherwise. Maybe we can restore the electricity and water somehow. After checking and clearing, we need to reinforce this building. Put up defences on the remaining entrances on the bottom floors.

i'll take a backpack and a first aid kit. I'll keep my hope in Conner's axe swinging skills.
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Re: Zombie Survival Sim: Game Thread

Post by 'J' » Wed Mar 09, 2011 8:51 am

yeah, on second thought it is best to search, clear & secure the current location incase we don't find something better on the first try. still, i'd like to make a circuit of the immediate area with the other scout to get the lay of the land and disposition of enemy forces, hopefully pick up some supplies along the way. hopefully a stealth of 60 will keep them from following us home.


i propose the following plan:

day1:
secure starting location for short term dwelling

day2:
concerted search for a more secure stronghold, meet back at starting local before sunset

day3:
move to and secure better stronghold if available, better secure starting local if not.

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Re: Zombie Survival Sim: Game Thread

Post by Some guy » Wed Mar 09, 2011 1:54 pm

I think that plan seems like it should work, and suggest a long term goal of finding some sort of transportation we can sleep in, like a bus or a van, and getting out of the city.
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Re: Zombie Survival Sim: Game Thread

Post by Tenjen » Wed Mar 09, 2011 1:58 pm

I'am willing to join the scouting parties for this place and when we eventually search outside.

We have about 5 days worth of food, two after our searches are done but hey, in these times, finding food and supplies doenst even need to be mentioned.
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Re: Zombie Survival Sim: Game Thread

Post by Some guy » Wed Mar 09, 2011 2:05 pm

Can we eat zombies in an emergency? We should test the stuff if we manage to find any crazy people... In any case, the first thing the scouts should be watching for is anything that might contain cans of food.
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Re: Zombie Survival Sim: Game Thread

Post by ExplodingJoe » Wed Mar 09, 2011 5:25 pm

I agree mostly with the above mentioned plans. Secure this place, then find food and water sources.
Once we have those two things covered, I can begin the search for area survivors.
"If you aren't gonna say exactly how and what you feel, you might as well not say anything at all." ~ Johnny Cash
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Re: Zombie Survival Sim: Game Thread

Post by Some guy » Wed Mar 09, 2011 10:32 pm

So have we got any volunteers for the first mission?

I personally suggest a small group of scouts going down, avoiding all zombies, and grabbing any supplies that we could use.
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Re: Zombie Survival Sim: Game Thread

Post by 'J' » Wed Mar 09, 2011 11:33 pm

thing that makes most sense to me is to split the first day into 3 missions: one to search the immediate area surrounding our building, one to search and clear out any zombies within said building, one to secure all the entrances to said building.

proposal:

D1-M1
Mission: Search and chart the area around 564 Main Street for a 5 block radius.
Team: Jay, Stacia Williams
Items: 2 backpacks, 2 lanterns, 2 knives, 1 first aid kit
Plans: Supplies are to be collected, with priority toward weapons, food, medical supplies, communication and navigational equipment. A map should be made of all areas observed, with useful assets, hazards and clear routs of travel marked. Maximum stealth is to be maintained, and zombie contact avoided at all cost.
Approval: J, (pending)

D1-M2
Mission: Search within 560 Main Street for useful supplies, eliminate all zombies within the building.
Team: (pending, suggest mostly soldiers with at least 1 medic)
Items: (pending, suggest firearms, lanterns, first aid kits)
Plans: Light and noise discipline should be maintained to the best extent possible, with any zombie found eliminated immediately. Any supplies found should be collected, with priority toward weapons, food, medical supplies, communication and navigational equipment.
Approval: J, (pending)

D1-M3
Mission: Secure all entrances to 560 Main Street, strengthen defenses, attempt to reactivate water supply.
Team: (pending, suggest builders and anyone not necessary in M1 or M2, minimum 1 soldier to protect workers)
Items: 2 tool boxes, (pending, suggest minimum 1 firearm)
Plans: Light and noise discipline should be maintained to the best extent possible, all entrances must be secured and fortifications upgraded. Any remaining time should be spent attempting to reactivate the building's water supply. This team should not enter any area until cleared by the team from D1-M2.
Approval: J, (pending)

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Re: Zombie Survival Sim: Game Thread

Post by Some guy » Wed Mar 09, 2011 11:49 pm

i would like to point out on the third floor, and consider having our scouts jump and break a leg an unacceptable risk. I give my approval to missions two and three.
'J' wrote: D1-M2
Mission: Search within 560 Main Street for useful supplies, eliminate all zombies within the building.
Team: (pending, suggest mostly soldiers with at least 1 medic)
Items: (pending, suggest firearms, lanterns, first aid kits)
Plans: Light and noise discipline should be maintained to the best extent possible, with any zombie found eliminated immediately. Any supplies found should be collected, with priority toward weapons, food, medical supplies, communication and navigational equipment.
Approval: J, Some guy (pending)

D1-M3
Mission: Secure all entrances to 560 Main Street, strengthen defenses, attempt to reactivate water supply.
Team: (pending, suggest builders and anyone not necessary in M1 or M2, minimum 1 soldier to protect workers)
Items: 2 tool boxes, (pending, suggest minimum 1 firearm)
Plans: Light and noise discipline should be maintained to the best extent possible, all entrances must be secured and fortifications upgraded. Any remaining time should be spent attempting to reactivate the building's water supply. This team should not enter any area until cleared by the team from D1-M2.
Approval: J, Some guy (pending)
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