1 - [E] [Z]
2 - [M] [Z]
3 - [H] [Z]
4 - [E] [D]
5 - [M] [D]
6 - [H] [D]
7 - [E] [W]
8 - [M] [W]
9 - [H] [W]
10 - [E] [M]
11 - [M] [M]
12 - [H] [M]
13 - [E] [A]
14 - [M] [A]
15 - [H] [A]
16 - [E] [G]
17 - [M] [G]
18 - [H] [G]
19 - [R] [Z]
20 - [R] [W]
[E]asy - +1 Supply score, -1 Enemy score
[M]edium - Even
[H]ard - -1 Supply score, +1 Enemy score
[R]ediculous - -5 Suply score, +5 Enemy score
[Z]ombies - All enemies are Zombies created by a virus that destroys nervous tissue but stimulates the muscles and replaces the brain with a hardened tumorous lump. Vigilanties are enemies, Merchants are infrequent, Only Looter damage to buildings.
[D]isease - Water sources are contaminated, all food MUST be cooked, Vigilanties are allied, Looters are frequent, Only Looter damage to buildings.
[W]ar - Warring countries have devastated the area, NO Vigilanties, Looters are heavily armed, Buildings almost completely destroyed.
[M]eteor - A meteor crashed into mid US causing a perma-cloud of dust in the air, NO Vigilanties, NO Looters, NO Merchants, Plants do NOT grow, buildings are un-damaged.
[A]liens - First Contact with extra-terrestrial creatures were of the worst kind. Vigilanties are heavily armed and allied, NO Looters, NO Merchants, Aliens have no armour but their weapons are devastational, Buildings have no to heavy damage.
[G]lobal Warming - The Ice caps have melted, coastal regions are flooded, in-land is marked with deaserts. Vigilanties are infrequent, Looters are infrequent, Merchants are Very Frequent, 2x water costs per day.
1 - 30 [L]
2 - 100 [L]
3 - 200 [L] 25 [M]
4 - 300 [L] 50 [M]
5 - 400 [L] 75 [M]
6 - 500 [L] 100 [M]
7 - 500 [L] 5 [H]
8 - 500 [L] 20 [H]
9 - 1000 [L] 100 [M] 10 [H]
10 - 1000 [L] 200 [M] 20 [H]
11 - 2000 [L] 400 [M] 30 [H]
12 - 2500 [L] 500 [M] 100 [H]
[L]ight Item - A Ration of food for one person, Flashlight, Batteries, Small Ammunition, Small Water Container [6 water], Backpack, ect.
[M]edium Item - A Pack of 30 Rations, Weapons, Large Ammunition, Large Water Container [60 Water], Grocery Cart, ect.
[H]eavy Item - A Crate of 250 Rations, Box of Ammunition, Water Tank [600 Water], Vehicles, Jerry Cans [10 Fuel], ect.
Backpacks can carry 5 Light Items, Grocery Carts can Carry 30 light items, or 5 medium items
People can carry 2 light, or 1 medium, or with another person a heavy
A single ration counts as one food item, a person requires 3 food items per day, and 3 water per day.
A heavy item can be traded for a light item
1 - Rag-Tag, groups of 5-10
2 - Rag-Tag, groups of 15-25
3 - Rag-Tag, groups of 30+
4 - Ordered, groups of 5-10
5 - Ordered, groups of 15-25
6 - Ordered, groups of 30+
7 - Armoured, groups of 5-10
8 - Armoured, groups of 15-25
9 - Armoured, groups of 30+
10 - Inspired, groups of 15-25
11 - Inspired, groups of 30-50
12 - Inspired, groupd of 75+
Rag-Tag will be equipped with makeshift weapons, and not trained with them at all. Zombies are plain
Ordered will have a group leader, armed with makeshift weapons, and guns, slightly trained. Zombies have use of weapons.
Armoured will have a group leader, armed with guns, have body armour, skilled with weapons. Zombies have armour, and are skilled with weapons.
Inspired will have a prophet, and 2-5 leaders, armed with everything, heavily armoured, highly skilled. Zombies have armour, greatly skilled with weapons, act as a group.
Leaders give the followers a bonus to accuracy and damage.
Prophet give the followers an immunity to pain.
Group Coherent zombies wont be stopped by any baricade, they will try to tear it down. They may flee battle and remember your location, coming back with a larger group.
1 - Miss [x0]
2 - Miss [x0]
3 - Miss [x0]
4 - Right leg [x1]
5 - Left leg [x1]
6 - Right arm [x1]
7 - Left arm [x1]
8 - Body [x0.25]
9 - Body [x0.5]
10 - Body [x2]
11 - Neck [x1.5]
12 - Head [x2]
1 - No damage [x0]
2&3 - Dismissable damage [x0.5]
4-6 - Light damage [x1]
7-9 - Medium damage [x1.5]
10&11 - Heavy damage [x2]
12 - Grave damage [x5]
Weapon details will be brought on as they are required, but
Makeshift - .5-5 dmg (ex. Baseball bat)
Small arms - 5-10 dmg (ex. Pistol)
Medium arms - 10-50 dmg (ex. Shotgun)
Heavy arms - 50-100 dmg (ex. Sniper Rifle)
Humans have 100 health, though that may and will change.
Now, for the ever important
Full Name: First Middle Last
Birthday: Month Day Year
Gender: M/F
Bio: Something that highlights specialties and weaknesses
Did you have a loved one before the Apocalypse?: Y/N
Preferred location in the world: Pick a City somewhere in the world no longer required
25 points to destribute
Strength:
Speed:
Intellect:
Dexterity:
Charisma:
STR, ability to do things that require alot of man-power
SPE, how fast you move how quickly you can do things
INT, how good you are when it comes to technology
DEX, ability to work with small or precise things
CHA, capability to deal with other human beings
There will be bonus's from your bio.
You will have complete sway in where we are in the world. This will only affect what your surroundings look like. If meteor is chosen, North America (The continent) is forbidden. If Global Warming is chosen, any coastal cities, and any too far inland cities, are forbidden.