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Author Topic: A Tale of Zombies (Community Fortress)  (Read 15042 times)

xaque

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A Tale of Zombies (Community Fortress)
« on: June 10, 2009, 01:28:26 pm »

Journal of Jenn Athrabmones

August 16th, 2015
Today marks the third year since the infection began spreading through the cities. I and the other recent arrivals at Camp Four are beginning to adjust to the changes in our lives. We've moved on from the losses of our loved ones, realized we'll never go back to our old jobs or our old homes. We've hardened, become tougher, spending every night in a concrete bunker. We've become used to never quite falling asleep, knowing that somewhere out there our former friends and family are now shambling mindless horrors, eager to tear us apart and devour our flesh. Death has become a daily reality for us. Every day, another survivor goes missing from the camp. Even with the four-foot thick concrete walls, the guards patrolling day and night with machine guns, the dogs trained to sniff out the scent of Infected, somehow they still manage to hunt us down.

    The Survivor's Council has realized that our loose network of camps won't be enough to hold off the onslaught. They've began sending out scout parties, trying to establish communications with other established groups, and searching out well-fortified sites that could serve as permanent homes. I've been assigned to one such scout mission. As of yet, I haven't been told what exactly our mission will be, but I do know that most of the scout parties haven't returned.


September 1st, 2015
Preparations for the mission are going well. I've been told to recruit volunteers, so I started posting flyers around the camp. John Aloccobi let me borrow his typewriter to write them up. I've included one on the opposite page for posterity.



The mission objective is to travel to a point in the northern mountain range which the Survivor's Council has already scouted by helicopter. Our engineers are to make an analysis of the site in regards to suitability for bunker building, fortifications, etc. Our wilderness expert, if we have one, will tell us the potential capability of the area as farmlands. We are then to return to Camp Four with the report, stopping by Camp Seven to drop off supplies along the way. It seems pretty cut and dried. I don't think there's much that can go wrong.
« Last Edit: June 10, 2009, 02:46:05 pm by xaque »
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xaque

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Re: A Tale of Zombies
« Reply #1 on: June 10, 2009, 01:28:52 pm »

This is a community fortress using Neoadept's Zombie mod. If you would like a survivor named after you, post your name, preferred gender, and profession. Each starting survivor also has 30 points to spend at the embark screen. Backstories are welcomed, although I might need to wiggle them around a bit to fit them into the larger story. Once we've got 6 survivors, we're off!


Available Characters:
2 female, 3 male
« Last Edit: June 13, 2009, 03:15:54 pm by xaque »
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Labs

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Re: A Tale of Zombies
« Reply #2 on: June 10, 2009, 02:05:16 pm »

Ill take a male herbalist, farmer named Labs.
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I like to slip into bear caves around midnight and gently caress the carnivore inside before leaving a small cut of fresh fish and sneaking out.

xaque

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Re: A Tale of Zombies
« Reply #3 on: June 10, 2009, 02:19:46 pm »



He is a skilled herbalist.
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Rashilul

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Re: A Tale of Zombies (Community Fortress)
« Reply #4 on: June 10, 2009, 02:55:43 pm »

Can i have a male architect/competent mason named deathlord

preferably one that likes to fight
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xaque

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Re: A Tale of Zombies (Community Fortress)
« Reply #5 on: June 10, 2009, 03:05:44 pm »



He is a competent mason and a no-tag architect. I'll make sure to draft him into the military when there's no construction going on.
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Rashilul

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Re: A Tale of Zombies (Community Fortress)
« Reply #6 on: June 10, 2009, 03:14:01 pm »

Awesome
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ein

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Re: A Tale of Zombies (Community Fortress)
« Reply #7 on: June 10, 2009, 03:21:19 pm »

I'll take a male mechanic that also has skill in swordsmanship or engraving.
Both would be cool.
Name him Ein.

Okenido

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Re: A Tale of Zombies (Community Fortress)
« Reply #8 on: June 10, 2009, 03:27:34 pm »

Either gender, mason/carpenter.

My name.
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xaque

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Re: A Tale of Zombies (Community Fortress)
« Reply #9 on: June 10, 2009, 03:28:27 pm »



He is a competent architect and no-tag swordsman. Also:

Quote
When possible, he prefers to consume wolf and Vodka.

He seems like quite a badass.
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xaque

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Re: A Tale of Zombies (Community Fortress)
« Reply #10 on: June 10, 2009, 03:31:25 pm »



I gave you a female because there's only one male left. She's a competent carpenter and no-tag mason.
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ein

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Re: A Tale of Zombies (Community Fortress)
« Reply #11 on: June 10, 2009, 03:32:57 pm »

Quote
Quote
When possible, he prefers to consume wolf and Vodka.

He seems like quite a badass.
Well... except for the ridicule and rejection and not handling stress.
Otherwise though, yeah, that sounds pretty spot on and badass.

CJ1145

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Re: A Tale of Zombies (Community Fortress)
« Reply #12 on: June 10, 2009, 03:47:44 pm »

I'll take one. Name him Louis, give him skill with a sword and some herbalism/grower skills.

My idea for his backstory:

Louis was born into a family of 4, all of whom were killed in an Infected raid on his home. Louis was stranded in the wilderness for 3 months, where he learned about gathering plants for survival. He also gained some ability with his father's sword. He was accepted into Camp Four soon after.
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This being Homestuck, I'm not sure whether that's post-scratch Rose or Vriska with a wig.

xaque

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Re: A Tale of Zombies (Community Fortress)
« Reply #13 on: June 10, 2009, 03:51:31 pm »



No-tag swordsman, grower, and herbalist.
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Byakugan01

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Re: A Tale of Zombies (Community Fortress)
« Reply #14 on: June 10, 2009, 04:02:45 pm »

A hammer dwarf, male-one that takes joy in the slaughter (this can be arranged rather easily). His civilian occupation should be hunting-with a hammer if possible.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.
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