img]http://kbarts.hu/tmp2/city_dest_03.jpg[/img]
URBAN DEAD
Prologue
The city of Malton stirs. 7 weeks after the Mason Building incident, the once thriving metropolis is ravaged by unquenchable fires, massive skyscrapers that lined the downtown district crumble into piles of rubble that stand 5 stories tall, all the while the "living" citizens of the great South Carolina city, that number less than 600,000, a small percentage to the original population of nearly 5.6 million, hide behind barricades, clutching their radios that promises them help is coming.
75 miles out of the city is a government ordered quarantine line, allowing no one, with none known exceptions, into the city limits. The hastily dug trenches and razor wire seems to barely hinder the plague that is hell bent on spreading into the mainland US.
People outside, inside, and even the government is still speculating what occurred to release virus with reanimative properties. Many blame NecroTech, a medical company based in the city of Malton for the crisis. However any attempts in finding high ranking people in the organization outside of the city leads to dead ends.
The first known outbreak, although it is now realized it wasn't truly first one, occurred in the Mason Building. One of the larger buildings in the downtown district of Malton, the Mason Building was found to hold a secret NecroTech lab in the recesses of the building. After reports of highly aggressive people and strange activities in the building and surrounding basement areas and the knowledge of the lab not reporting in days, the MPD (Malton Police Department) prepared a SWAT team to enter the building. On March 3, 2010 and around 1:00 PM the MPD created a perimeter around the building and sent the SWAT team in. After 10 minutes any radio contact was severed, and the people outside had no idea what was going on. After nearly an hour, the MPD was preparing another SWAT team until they heard heavy gunfire from inside. It slowly grew louder and more audible until six members of the SWAT team and what appeared to be 3 NecroTech security personnel exited the main doors, all of which having severe gouges and wounds. They repeatedly told everyone to fire at anyone who exited as they focused their guns on the doors they exited. Slowly a stream of people with fatal wounds, moving at a extremely slow pace exited the building. The 9 survivors without hesitation fired upon what appeared to be civilians while behind them, police officers held their fire. Slowly the group of people exiting the building became a mob, then a horde of what appeared to be white collar workers of the building.
As the slow moving mob of what are now called "the undead" clamored out of the building, one of the members of the NecroTech security detail emptied an entire MP-5 clip into the crowd, dropped the SMG, drew up his 9mm pistol and proclaimed, "God Damn. The world is going to hell" and shot himself in the head.
Three days later the city was put under an extreme distress ordination. Seven days the Government began creating roadblocks and barriers on the road leading out. Fourteen days later the Government began Operation: Closing Time, creating a quarantine radius of 75 miles around the city outskirts.
7 week later. You are a survivor still trapped in the city. After hearing reports of the government coming to cleanse the city, you highly doubt it. Your just looking to survive another day...
Basic Information
This is what the everyday citizen knows about the disease, undead, government plans, and city state.
Disease
The disease is speculated to be viral because it spreads through bodily liquids and cannot stay alive outside the body. The person infected goes through an incubation stage where they do not transfer the disease but carry it. This period lasts for approximately 20-26 hours until they become a "zombie". The incubation period occurs like the following:
Hour 1- Pain and discoloration of the infected area. Immediate clotting of the wound.
Hour 5- Fever between 99 °F. and 103 °F. Chills, slight dementia, vomiting, and acute pain in the joints.
Hour 8- Numbing of extremities and infected area, increased fever from 103 °F to 106 °F. Increased dementia and loss of muscular coordination.
Hour 11- Paralysis in the lower body, overall numbness, and slowed heart rate.
Hour 16- Coma.
Hour 20- Cardiac arrest and cessation of brain activity.
Hour 23- Reanimation.
Note: The symptoms occur in the following order. The timeline may be several hours off, depending on the number and location of the bites, and the size and resilience of the victim. The disease is incurable by antibiotics and any other known medical treatment. It is reported to be 100% fatal.
Zombie Stages
It is somewhat known that the zombies go through a mutation progress and through stages. However there are more rumors than facts, but this is what the general population knows:
Stage 1
Immediately occurs after reanimation. Slow, uncoordinated, dumb, and lacking hand motor skills. Will attempt to grab, maul, and bite any living being. These zombies shamble across the city in search of any living target and number about 3 million. The communicate through a number of low grunts, growls, and moans, most of which only involving feeding calls. They are not hindered by loss of blood, limbs, skin, or damage to vital organs. The only known way to effectively kill a zombie is by severing the brain through either melee tactics or bullets. Caution: Decapitating the undead will still cause the head to be zombified.
Stage Two
The lesser known stage, but is speculated to be a stepping stone stage to bigger and badder "zombie types". These zombies seem to only have increased speed, motor skills and coordination. Killing this kind is the same as stage one.
Stage 3-?
A stage that is said to not even exist, but still rumored to occur. These zombies are said to have everything from increased brain activity to mutated body parts. Nearly 95% of the things said about this stage are probably false and is shrouded by rumor. Any stages after 3, if there is any, are yet to be seen.
Government Plans
Rumors of government interests range from a cleansing operation to nuking the city to letting the city die as they hold their ground outside the city. What is known is that all evacuations have stopped, and any National Guard, Army, and Marine Corps soldiers that are inside the city have no idea what is going on. Everyone knows that the Coast Guard is making sure no boats exit the city (by gunning them down) and that approaching the trenches and barbed wire on the outskirts of town is only certain death.
Current City State
The city is known to be in total chaos. There are several "safe" zones, many of them Malls, major PDs, and the two National Guard Forts in the city. Fires ravage nearly 1/5 of the city, unstoppable. Many of the skyscrapers that were once massive and deemed safe, are crumbling because of burnt out base structures, leaving a "dust storm" in the downtown area limiting visibility to nearly 0.
Character Creation
Classes
You may choose from one of the following classes. Each of which have their own perks and benefits.
White Collar Worker: The everyday office worker of Malton.
Starting Items: An improvised melee weapon (randomly chosen by me), an extra $25 dollars for the start, a cellphone, an energy drink
Skills: Moderate Driving Skills, Basic Melee Skills
Stats: Has no increased or decreased stats
Blue Collar Worker: The menial worker of Malton
Starting Items: A sledgehammer (or weapon of similar nature I.E. axe, pole), an extra $15 dollars
Skills: Moderate Melee Skills, Basic Conditioning
Stats: Increased Strength, Increased Endurance, Decreased Intelligence
Police Officer: Law enforcer of Malton
Starting Items: A loaded 9mm Beretta Tomcat, 2 extra pistol clips, radio, empty 12 gauge shotgun
Skills: Moderate Firearms, Basic Pistol Skills, Basic Shotgun Skills, Basic Conditioning
Stats: Increased Perception
SWAT Team Member: Special Ops of Malton
Starting Items: A loaded MP-5, 2 extra SMG clips, radio, body armor
Skills: Moderate Firearms, Moderate SMG Skills
Stats: Increased Perception
National Guard Soldier: The government abandoned military force in Malton
Starting Items: A loaded M16A1, 1 extra rifle clip, military radio
Skills: Moderate Firearms, Moderate Rifle Skills, Basic Conditioning
Stats: Increased Perception, Increased Endurance, Decreased Luck
Special: Gives the ability to start in one of Malton's two National Guard forts
National Guard Medic: The government abandoned combat medical units of Malton
Starting Items: A loaded 9mm pistol, x2 extra pistol clips, military radio, x3 Medical Kit
Skills: Basic Firearms, Basic Conditioning, Moderate Medical Skills
Stats: Increased Intelligence, Decreased Luck
Doctor: The P.H.D. members of the city
Starting Items: A random improvised melee weapon, x5 medical kits, an extra $30 in the beginning
Skills: Advanced Medical Training
Stats: Increased Intelligence, Decreased Endurance
Criminal: The crime causing population once harbored in the jails of Malton
Starting Items: A knife, lockpick utensils, an extra $10
Skills: Moderate Sneaking Skills, Moderate Lockpicking Skills, Basic Hotwiring Skills
Stats: Increased Perception, Increased Agility, Decreased Intelligence
Fireman: The firefighters of Malton, now wielding their fire axes with something else in mind
Starting Items: A fireaxe, radio, an extra $10
Skills: Moderate Melee Skills, Moderate Conditioning
Stats: Increased Endurance, Increased Strength
NecroTech Employee: The lowly office worker of the NecroTech branch in Malton
Starting Items: An Improvised melee weapon, a radio, an extra $20
Skills: Basic Melee Skills, Ability To Identify NecroTech Offices
Stats: Increased Intelligence
Athlete: The sports stars of Malton, ranging from the Malton Maulers basketball team to triathletes.
Items: A randomly improvised weapon, an extra $20
Skills: Advanced Conditioning
Stats: Increased Agility, Increased Perception, Increased Endurance
College Student: The young population of Malton that seek degrees in various fields. Now they seek one degree, survival.
Items: A randomly improvised melee weapon, an extra $10
Skills: Basic Melee Skills, Basic Conditioning
Stats: Increased Luck
Special: This class has the ability to choose from 2 perks instead of the normal 1.
Stats
Strength: Increased adapt to melee weapons
Endurance: Increases damage resistance and stamina
Perception: Increased adapt to all guns. Increases sneaking, lockpicking and hotwiring skills effectiveness
Agility: Increases movement speed and evasion
Intelligence: Increases common knowledge when faced with situations and affects first aid and persuasion ability
Luck: Affects everything you do yet governs no skills
Stats are increased by one stat per level up. What stat is increased is determined by what skills you raise. Every character starts with each stat at 2, and are increased or decreased by 1 depending upon class.
Perks
You may choose from 1 (unless your a college student then 2) of the following perks. They stack with any class benefits. You have the ability to choose from another perk when you increase in level:
Blunt Weapons: Increases the adapt of any blunt melee weapon (Includes fire axes, sledgehammers, baseball bats, etc.)
Bladed Weapons: Increases the adapt of any bladed weapon (knives, swords, blades, etc.)
Pistoleer: Increases the adapt of any pistol weapon
Spray N' Prayer: Increases the adapt of any SMG weapon
Rifleman: Increases the adapt of any rifle weapon
Scavenger: Increases the chances of finding useful items when looting
Headshot: Dramatically increases chances of a headshot (Does not stack but rather increases chances of instantly killing a zombie)
Silver Tongue: Gives increased persuading ability when talking to the survivors of Malton
Body Builder: Increases stamina and damage resistance (Equal to +1 in endurance)
Explosion Expert: Increases adapt to explosion and flammable based weaponry
Free Running: Gives the ability of crossing obstacles with ease while others would have to figure out a way around
First Aid: Increases first aid effectiveness
Infection Resistance: Decreases infectivity of the mysterious disease by 20%
Starting Items
You start with $30 (or more depending upon class) to âpurchaseâ items in the beginning. Note, this money is only effective here and any money still owned will not transfer over. Currency in Malton does not exist and any trading that does go on is through bartering of items.
A can of gasoline (flammable): $15
A flare (can be shot in the sky or at a target. Caution: extremely inaccurate): $10
A Clip Of Pistol Ammo: $15
A Clip Of SMG Ammo: $20
A Rifle Clip: $30
Shotgun Ammo (Enough to fully load one): $25
x2 First Aid Kits: $15
x2 Energy Drinks: $5
A Bicycle: $50
A 9mm Pistol (Loaded): $55
x5 Bandages: $5
A homemade pipe bomb: $30
A boombox (if turned up loud enough, could make for a distraction): $5
Handheld GPS system: $30
A Radio (Does not pick up militaryâs restricted frequencies): $10
A Military Radio (Picks up militaryâs restricted frequencies and all regular frequencies): $20
Binoculars: $10
x2 Molotov Cocktails: $20
A hotwiring kit (although if you have a hotwiring skill you can do it with no tools, any idiot can use this and hotwire a car. Also gives hotwiring exp as if you did it on your own): $20
Bomb Lab (A portable case that holds many volatile compounds that make bombs, depending upon explosion skill it can create 2-8 homemade bombs like I.E.D.s, pipebombs, Molotov cocktails etc.): $40
x10 Bobby Pins (used for lockpicking): $5
Surgery Mask (blocks out some pollution in the air): $5
Gas Mask (blocks out most pollution in the air): $20
Starting Locations
The following are locations that your character can start in. Each have their own advantages and disadvantages.
Police Department:
Zombie concentration: High
Human concentration: Moderate
Lootability: Moderate. Guns, ammo, radios
Fire Department:
Zombie concentration: Moderate to High
Human concentration: Low to Moderate
Lootability: Moderate. Melee weapons, radios, first aid items
Mall:
Zombie concentration: High to Extremely High
Human concentration: Moderate to High
Lootability: Moderate to Extremely High. Guns, ammo, radios, first aid, melee weapons, and much more
Fort Creedy: (One of the two standing forts in Malton)
Zombie concentration: Extremely High
Human concentration: High
Lootability: High. Guns, ammo, military radios, first aid
Special: Only National Guard Soldiers and National Guard Medics can start here
Fort Ferryn: (The other standing fort. Under heavy siege)
Zombie concentration: Insanely High
Human concentration: Moderate (Dropping quickly)
Lootability: High. Guns, ammo, military radios, first aid
Special: See above
Apartments:
Zombie concentration: Low
Human concentration: None to Low
Lootability: Low. Random items and occasional first aid, rarely guns, ammo
Downtown District:
Zombie concentration: Moderate
Human concentration: Low
Lootability: Moderate. Many items can be found in the abandoned cars and office buildings
Special: There is a dust storm because of collapsing buildings. The pollution in the air might kill you unless you have a surgery mask or gas mask.
Port District:
Zombie concentration: Low
Human concentration: None to Low
Lootability: Low. Occasional gun, ammo, first aid
Suburbs:
Zombie concentration: Moderate
Human concentration: Low
Lootability: Moderate. Occasional useful item and first aid. Rarely guns, ammo
Malton Zoo:
Zombie concentration: Moderate
Human concentration: Low
Lootability: Moderate. The zoo used to be a National Guard Outpost. Many of the items remain there when they abandoned it.
Special: There have been rumors of zombified animals. Enter at your own risk.
Malton Maulers Basketball Stadium:
Zombie concentration: Moderate
Human concentration: None to Low
Lootability: Low. Occasional useful item. Rarely guns, ammo, first aid
Store: (Any random store such as Wal-Marts, Home Depots etc.)
Zombie concentration: Moderate to High
Human concentration: Low to Moderate
Lootability: Low to High. Items found dependant upon store
Hospital:
Zombie concentration: Moderate to High
Human concentration: Low to Moderate
Lootability: Moderate. First aid. Rarely guns, ammo
???:
Zombie concentration: ???
Human concentration: ???
Lootability: ???
Special: Random starting location. Might end up somewhere unique.
Leveling Information
The way your character levels is by increasing skills. Skills ranged from persuading someone, to shooting guns, to hitting a zombie on the head with a shovel, and pretty much everything else that is important for survival. You increase your skill just by practicing it. You start off each skill at 0/10 exp, unless increased by class or perk. Here is an explanation of âlevelsâ of each skill.
None: 0/10
Basic: 10/25
Moderate: 25/50
Advanced: 50/85
Master 85+
Once you increase a skill you get a âpointâ that goes towards leveling up. When you increase 3 skills you will level up.
Some skills however require more exp to level, such as the Firearms skill and Melee Skill because it increases whenever any gun or melee weapon is used. They level in the following:
None: 0/15
Basic: 15/30
Moderate: 30/60
Advanced: 60/120
Master: 120+
Notes: Perks that say they âincrease adapt or effectivenessâ will increase that skillâs exp by 20, reaping the benefits of any skill level increase that occurs. Perk increases does not go towards leveling your character up.
Character Sheet
Name:
Age:
Appearance: (Optional. Picture or small description)
Class:
Perk(s):
Starting Items: (Do NOT list items gained from class and do NOT go over your limit or I will ask for you to change)
Starting Location:
I will calculate your stats, skills and the like and give you character sheets that you MUST post everytime you wish your character to do something. Make sure you do not use the same sheet everytime as I will update your sheet every post. If you die, you have the option of becoming a zombie or creating a new character, but you cannot do both.
Note: If you become infected, then your basically dead in 24 hours. You still have a day (gametime) to play before you turn if you wish to.
Thatâs about it. I realize there are a few like this out there, but in my eyes they are garbage and I had the urge to make a great zombie RPG instead of join a sloppy other. I will not be creating a character but only be acting as GM. I will provide choices that you can explore after I give you your actions. Note: You cannot âgod-modeâ by saying âI shoot the zombie in the headâ. I will provide the results for your actions.
I hope you enjoy this as much as I do.