Day One
All of You remember the day that it all came falling down. Our Civilization, our Morals, even what it meant to be Human, all of it was destroyed in what seems like an instant. The Dead arose, and with them, they brought Death. They could feel nothing, no pain, no fear, and no mercy. The Dead will stop at nothing to satisfy their endless hunger and they will eat anything with a pulse, but Humans, Humans, are by far, their favorite meal.
If one of the Dead manages to so much as nibble, so much as scratch, a living breathing Human, that Human is Dead. Their Death, their Plague, spreads just under the Skin, with no sign of it's presence. The first symptoms come only Hours after contact, first, they start sweating. Then, they start the coughing, the sneezing, vomiting, the works, and spread their Plague to others. After a day or two, the Fever starts, and it doesn't stop, and nothing, no medicine, no amount of hope, absolutely nothing, can stop it, it gets warmer and warmer until finally, the victim lies Dead.
But by far, the most terrifying part, is the next one. After a few Hours, or a few Days, it all depends, the Body, the Carcass, the Hollow Shell of a Person Long gone, gets up. In a blatant act of defiance to everything Humanity thought it knew, It gets up, and then opens It's Eyes, and Moans. That bone-chilling, soul crushing, unnatural Moan, no one knows why the Dead Moan, maybe It's Hunger, maybe It's Sadness, or Pain, or Rage, or maybe something far worse, but regardless of the emotion behind it, the Moaning never stops. And neither do the Dead.
They can be shot in the Heart, Lit on Fire, Every bone in their Body can be shattered, but they will never stop their Moaning, and they will never stop coming. As long as they have a Leg, they will walk to You, as long as they have an Arm, they will reach for You, and as long as they have a Mouth, they will BITE You. The only way to ensure that the Dead stay that way, is to destroy their Brain, to them, anything else is an inconvenience, they don't bleed, they don't get tired, and their Brain is the one and only thing keeping them going. If that's Destroyed, the Dead, Die.
Not only the Bitten get up, everyone has their Curse, once they clock out, kick the bucket, or pass on, they Get up, and they are Dead. No one knows how the Dead are no longer Dead, No one knows why the Dead Bite, and No one seems to know what Death means Now. If the Brain is destroyed before the Dead get up, they stay Dead, and until the Dead get up, they don't spread anything, No one knows How.
When the Dead started to get up the Government tried to keep it all quiet. Back in the early days, they thought is was just a strain of Rabies, or a Nasty Cold of some kind, and they tried to Quarantine it. But You can't quarantine a Fact of Life. All over the World, the Dead started to get up, Funerals, Cemeteries, anywhere there was a Corpse, there were the Dead. Once the News got out, Panic struck, and the Government couldn't do a thing to stop it. When the Dead reached the Cities, the people were unprepared, and Rioting only spread the Death.
The Bitten spread the Plague like wildfire in Big Cities, and no one knew it came from the Bites and Scratches, by the time Everyone realized it, it was to late. Humanity is now an unwanted trespasser on it's own property, the World belongs to the Dead now. A few Hardened, Embittered Survivors have weathered the Storm of Death, and are now no more than Vultures, picking through the Corpse of Humanity for sustenance, ever wary, always watching, For Death Itself.
Now, after nearly Two Months of struggle, Six capable, or at least lucky, Survivors have banded together in a bid to Survive. An Alcoholic Fisherman, a Gentlemanly Ex-Detective, an Investigative Journalist and her Dog, a nearly Deaf Professional Wrestler, a College Dropout with a Knack for Metalwork, and a mad Criminal, have all been thrown together by some twist of Fate, this is the Story of their attempt to Live in a Dead World.
Nobodies Dead Yet, Let's hope it stays that way.
Current Survivors
Name: Fred 'Red' Darke
Age: 37
Gender: Male
Job: Fisherman
Personality: At least slightly drunk most of the time and grumpy when sober, Fred really doesn't care about anything other than seeing to his immediate needs, and maybe ensuring he has a place to sleep and a bottle of beer to get hungover on. If he had any friends, he hasn't had to care about them for a long time.
Stats:
Strength: 10
Agility: 8
Constitution: 9
Intelligence: 7
Wisdom: 9
Charisma: 7
Traits:
Drunk Fighter: When under the influence of alcohol, Fred's wisdom and intelligence take a hit, but strength and miraculously agility are increased.
Drunkard: Fred cannot resist the temptation of alcohol. He risks inebriation to have but one sip. (if alcohol is nearby, it is hard for him not to drink it, even if there are consequences)
Skills:
- Sailing (1)
- Unarmed combat (1)
- Butchering (1)
- First Aid (1)
Equipment:
Fishing Hat, A staple of the Fishing Industry, Why, No Fisherman's Arsenal is complete without it. +0 AT
Slightly Stained T-Shirt, Whether the Stains are Blood, or old Barbecue Sauce is impossible to know. +0 AT
Cut-off Pants, These Used to be a Normal Pair of Pants, and then somebody took a Pair of Scissors and cut off the Legs. +0 AT
Cheap Worn-Out Sandals, These Sandals are falling Apart, and it appears that they've been in Service for quite a while. +0 AT
Quality Fishing Rod, This Fishing Rod can find Fish anytime, anywhere, as long as there's a sizable body of water with Fish, that is. This Gear Enables Fishing Attempts
Homemade Lures, These Homemade Lures aren't as good as a Professional Tackle box would be, but they're a Start. +2 to Fishing Rolls
Slightly Cracked Wooden Oar, This used to Beat the Waves, Now it Beats Corpses. +1 ZR
Fishing Knife, It's like a normal Knife, but for Fishing Purposes. +0 ZR, But still gives a Skill Bonus
Empty Whiskey Bottle, Ah, Good Times, Good Times.
Your Keepsake: A note from his mother, asking after his health. He keeps it in a plastic bag along with a photo of his family.
ZR: 2 Base, +1(Slightly Cracked Wooden Oar)= 3 ZR
AT: 0 AT(No Armor)
Name: John Nix
Age: 27
Gender: Male
Job: Secretive Dick Private Detective
Personality: Curious, always curious. Can be paranoid to an extent, not very good at the whole letting one's guard down, especially if he doesn't have a bead on every facet of a person's existence.
Stats:
Strength: 8
Agility: 9
Constitution:9
Intelligence: 8
Wisdom: 7
Charisma: 9
Traits:
[Perceptive: Bonus to noticing things.]
[Witty: Bonus to charisma based rolls ]
[ Too curious for his own good: Roll to resist temptation to solve mystery]
[Insensitive to other's feelings: Sarcasm does emotional damage to others, roll for unintentional damage]
Skills:
-Bluff(2)
-Fisticuffs(2)
Equipment:
Ragged Trench-coat, A must have for any Aspiring Mobster or Modern Detective. +0 AT
Ripped Jeans, These have seen a lot of close calls, whoever's Wearing them must be very lucky. +0 AT
Heavily Scuffed Sneakers, A Pair of what used to be a Fine Pair of Running Shoes before a few Months of Hiking. +0 AT
Notebook and Pencil, These are perfect for Writing things, and even Drawing them, if You're so inclined.
Cigarrete Lighter, This can be used to Light things on Fire quickly, but remember, setting a Corpse on Fire only makes it more Dangerous. (20 Uses Left)
A Heavy Stick, Desperate times call for desperate measures. +0.5 ZR
Brass Knuckles, These do plenty of Damage, but You have to get in Biting Range to use them. +1 ZR, Close Ranged
Your Keepsake: Old locket from an old sweetheart
ZR: 2 Base, +0.5(If wielding A Heavy Stick), +1(If wielding Brass Knuckles)= 2.5 ZR, or 3 ZR
AT: 0 AT(No Armor)
Name: Alresa Moon
Age: 29
Gender: Female
Job: (Freelance) Investigative Journalist, Unofficial.
Personality: Optimistic, most of the time. Has sudden bursts of nihilism, but hey, don't we all?
Stats:
Strength:6
Agility:9
Constitution:7
Intelligence:9
Wisdom:10
Charisma:9
Traits:
Stupid, yet Loyal Companion: Has a pet dog, named Sun. A beagle who, while not the greatest at fighting, or doing much at all, seems to be oddly good at getting really lucky.
[Can have assistance from dog in a failed roll (once per day), which grants a free reroll, with a +1 modifier. But, the dog can be killed and infected, and cannot fight. Can also add a +2 modifier to rolls regarding these skills: Investigation, Intimidation.]
Curse of the Moon: She's albino, which can be quite a hindrance.
[Causes any roll at daytime, to be effected by a -2 modifier, unless she is wearing some sort of sun protection (i.e. Umbrella, really good Sunscreen, etc.)]
Skills:
-Investigation(2)
-Bargaining(1)
-Piloting(1)
Equipment:
Baseball Hat, Hey, remember when Baseball Bats where actually used for Baseball? Those were the Days. +0 AT
Jean Jacket, It's Like Pants, But for Your Chest! It's loaded with Pockets. +0 AT
Blue T-Shirt, Suprisingly Clean, all things considered. +0 AT
Brown Pants, They appear to be Brown, but in reality, they are really just an extremely dark shade of Blue.
Brand New Dress Shoes, The Fact that these Dress Shoes are in impeccable condition is an Enigma. +0 AT, +1 to Charisma Rolls
Chew Toy, A Squeaky, well-chewed Plastic Bone, be careful no to Bury it. Makes Sun slightly happier when he is allowed to use it.
Penknife, A minuscule, brittle knife, anyone using It on the Dead would have to be mad. +0 ZR, Close Ranged
Your Keepsake: A trusty notebook and pen, where all the information on her cases has been kept over the years. Oh yeah, the pen also sprouts a tiny knife too, so that's cool.
ZR: 1 Base, +0= 1 ZR
AT: 0 AT(No Armor)
Name: Osama Dieye
Age: 21
Gender: Male
Job: Professional Wrestler
Personality: An open and honest man who isn't afraid to speak his mind. His open mindedness, unanalytical prowess, and trustfulness has lead him to believe in many superstitions.
Stats:
Strength: 10
Agility: 10
Constitution: 11
Intelligence: 6
Wisdom: 6
Charisma: 7
Traits:
Poor Hearing: An undiagnosed hearing problem often hampered Osama's education and social life growing up. Now it prevents him from hearing distant moans and cries for help. He usually stands close to those speaking with him to mitigate it.
Brave: Although not immune to fears and pressures, Osama is rather quick to overcome those qualms and adversities.
Superstitious: Osama is prone to believing tall tales, urban legends, and the supernatural. He will often credit unfortunate events for bad karma. At a stable he might look for horseshoes. In a field he will be on the lookout for a four leaf clover. He will be hesitant to cross the path of a black cat or walk under an open ladder.
Improvised Weapon User: Having swung numerous miscellaneous objects over the past few years while wrestling and of late in the apocalypse, picking up a random object and wielding it has become almost second nature for Osama.
Skills:
-Unarmed Combat(2)
-Acrobatics(1)
-Acting(1)
Equipment:
Wrestler Mask, A Terrifying Bright Orange and Yellow Wrestler's Mask, certain to strike Fear into the Hearts of Your Enemies! It even makes You feel Stronger! +4 to Willpower Rolls, +1 ZR, -4 to Stealth Rolls, -4 to Charisma Rolls
Wrestler's Cape, A Bright Red flowing Cape, when You fight, it flutters around You and is very distracting to the Dead. +2 AT
Garish Magical Speedo, A Magical Speedo that was gifted to You by a toothless hobo mystical wise-man, It's power will protect You from the Dead. +4 to Willpower Rolls, -4 to Charisma Rolls
Lucky Belt, A Cheap Leather Belt, it is covered with various nick-knacks that the Superstitious believe grant Luck and Protection. +1 AT
Sparkling Baseball Bat, A leftover Artifact from the Wrestling Industry, it packs a real wallop. +1 ZR
Your Keepsake: A dog whistle given to him by survivor at the police station. Osama thinks it is normal whistle that he can not hear as result of his poor hearing.
ZR: 2 Base, +1(Wrestler Mask), +1(Sparkling Baseball Bat)= 4 ZR
AT: +2(Wrestler's Cape), +1(Lucky Belt)= 3 AT
Name: Duncan McShale
Age: 20
Gender: Male
Job: Apprentice Steel Worker
Personality: "Despite everything that's happened we have to help each other out, ya know? It's when we start hating who we are is when we become what we fear."
Stats:
Strength: 10
Agility: 8
Constitution: 8
Intelligence: 8
Wisdom: 8
Charisma: 8
Traits:
Poor Sense of Direction
Above Average night-vision
Skills:
-Steel Working(2)
-Mechanics(2)
Equipment:
Welding Goggles, A Pair of Thick, Dark Goggles, it's Hard to see with them, but they can take a Hit. +1 AT, -4 to Perception Rolls when worn, this Gear Enables Welding
Slightly Burnt Undershirt, This is the kind of Shirt normally worn beneath another Shirt, several Burn marks are visible in it's Fabric.
Leather Apron, This Thick Leather Apron was designed to withstand red-hot Metal, maybe it can do the same for Bites. +2 AT
Torn Leather Pants, These Leather Pants were designed to withstand red-hot Metal, maybe they can do the same for Bites. A few tears suggest that they already have. +1 AT
Thick Work Gloves, These Gloves are very thick and durable, but somewhat constricting all the same. +1 AT, -4 to Agility Rolls involving the Hands.
Work Boots, These are the kind of Boots You'd normally expect to see on a Construction Site or a Lumber Yard. +1 AT
Forge Hammer, This Hammer was built to beat and shape Molten Metal, perhaps it could do the same to a Rotten Skull. +1 ZR, Close Ranged
Your Keepsake: A pocket guide to sheet metal, provided by the Union.
ZR: 1 Base, +1(Forge Hammer)= 2 ZR
AT: +1(Welding Goggles), +2(Leather Apron), +1(Torn Leather Pants), +1(Thick Work Gloves), +1(Work Boots)= 6 AT
Name: Johnny Jimson <Real name: Andrew Slanson AKA Andrew The Man-Hunter>
Age: 23
Gender: Male
Job: "Postman" <Real Job: Serial Killer / mugger / Wanted Criminal / Gangster>
Personality: I like killin' Things, and Man is just like any other Animal...
Stats:
Strength: 11
Agility: 9
Constitution: 9
Intelligence: 10
Wisdom: 6
Charisma: 5
Traits:
Psycho: +1 to attempt VERY immoral Actions, +1 to attacks on Still Living Foes, Fear has less effects.
Criminal: +1 to Things Like Lock-picking, Breaking and entering, Drug Identification, Ext.
Disconnected: -1 to all Social Interactions with Living Allies.
Paranoid: -1 while in any unsecured Structure, -1 to all Social Interactions with Survivors not in the group.
Skills:
-Blades(2)
-Explosives(1)
-Stealth(2)
Equipment:
Hockey Mask, This is a Menacing Hockey Mask from the Early 1950s, It is very unsettling to others, but it was built to take a Lot of Punishment. +1 AT, +4 to Intimidation Rolls, -4 to all other Charisma Rolls.
Bloodstained T-Shirt, This T-Shirt is covered with fairly recent Bloodstains, since the Dead don't Bleed, this is rather Unsettling. +2 to Intimidation Rolls, -2 to all other Charisma Rolls.
Kevlar-Padded Leather Pants, Somebody with a knack for Tailoring and Kevlar decided to Reinforce strategic points in these Pants with Kevlar Padding, to bad that Person's dead now. +3 AT
Spiked Boots, How, or why Someone attached Spikes to the bottom of a perfectly good pair of Boots, You may never know. +1 AT, +4 to Kicking Rolls if the Target is laying on the Ground
Matches, These are good for setting things on Fire, but aren't as handy as a Lighter. (9 Uses Left)
A Chocolate Bar, A Chocolate Bar is exceedingly rare nowadays, and valuable as well.
Lead Pipe, A very Heavy Pipe that used to funnel liquid of some kind, now it functions as an improvised Club. +1 ZR
ZR: 3 Base, +1(Lead Pipe)= 4 ZR
AT: +1(Hockey Mask), +3(Kevlar-Padded Leather Pants), +1(Spiked Boots)= 5 AT
Numbers: Six Survivors.
Organization: None so far, No Leader or method of Organization beyond Individual Collaboration.
Current Supplies:
4 Food Rations. 6 Are Consumed Daily.
7 Water Rations, 6 Are Consumed Daily.
A, (Possibly Inaccurate), Pre-Apocalypse Road Map, It says that a small Town with a Population of Fifty People is ahead, but You haven't seen any of the Gas Stations it claims are beside the Road. If a Survivor had Navigating Skill, they would be able to decipher this much better.
Luxury Items:
2.5 Rolls Of Toilet Paper
1 Bag Of Crystal Meth, Claimed By Johnny Jimson, Highly Addictive and Dangerous but grants massive temporary Stat Bonuses, with a small chance of Overdose.
Total ZR: 18
Current Transportation:
Everyone is Walking.
The Group has been walking down the same Road for 5 Days now, You haven't seen anything but Roaming Corpses and the Occasional Broken-down Car. The Supply Situation is growing desperate, it's the Middle of Summer and the Sun is beating down on Everyone. It hasn't rained in half a month. You currently aren't doing anything but walking and talking. You are somewhat pleased that You haven't seen any Biters all Day, It's about Noon.
Alright Everybody! If anyone has a Problem with their Character Sheet let me know, I'm surprised that I didn't get more terrible Rolls. For now, Just Role-play, and a Plot Hook something will come up after a little while. Since it took me 3 Hours to write out everything, I'm not going to put the Character Sheets in Every Update, instead, I'll update the Sheets here. Remember, even a little Bit of damage from a Corpse is enough to ensure that Your Character will die Horribly.