ForumsForum Games~~--__Urban Dead__--~~ (Stat Based Zombie RPG)

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Khronic
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Khronic
155 posts
Nomad

[center]URBAN DEAD[/center]

[center] Prologue[/ceneter]
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 debris that stand 5 stories tall, all the while the "living" citizens of the great South Carolina city, that number less than 900,000, 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, near 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, some having fled the countries months prior.
The first known outbreak, although it is now realized it wasn't truly the 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 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 ****. 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. Youâre just looking to survive another day...
[center] Basic Information [/center]
This is what the everyday citizen knows about the disease, undead, government plans, and city state.
[center] Disease [/center]
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 ðF. and 103 ðF. Chills, slight dementia, vomiting, and acute pain in the joints.
Hour 8- Numbing of extremities and infected area, increased fever from 103 ðF to 106 ðF. 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 generally in the given order. The timeline may be several hours off, depending on the number and location of the bites and resilience of the victim. The disease is incurable by antibiotics and any other known medical treatment. It is reported to be 100% fatal.
[[center] b] Zombie Stages[/b] [/center]
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:
[center] Stage 1 [/center]
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. It is unknown how they can differentiate between Undead and Living prey.

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 as well as items.
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 Buildings
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.

[center] Stats[/center]
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.
[center] Perks [/center]
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
Disease Resistance: Decreases infectivity of the mysterious disease by 20% (Basically the chance of an infectious bite becoming fatal)
[center] Starting Items[/center]
You start with $30 (or more depending upon class) to purchase 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 military restricted frequencies): $10
A Military Radio (Picks up military restricted frequencies and all regular frequencies Note: It has been speculated that NecroTech also uses some Military 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 and possibly the disease in the air): $5
Gas Mask (blocks out most pollution and possibly the disease in the air): $20
[center] Starting Locations[/center]
The following are locations that your character can start in. Each have their own advantages and disadvantages. I will tell you the zombie and human population as well as what useful items that could be looted.

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 suffocate 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. If they are true, make sure you donât feed them.

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 solely dependent upon store

Hospital:
Zombie concentration: Moderate to High
Human concentration: Low to Moderate
Lootability: Moderate. First aid. Rarely guns, ammo

???: /[b]
Zombie concentration: ???
Human concentration: ???
Lootability: ???
Special: Random starting location. Might end up somewhere unique.

[center][b]Leveling Information
[/center]
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 levels of each skill.
None: 0/10
Basic: 10/25
Moderate: 25/50
Advanced: 50/85
Master 85+
Once you increase a skill you get points 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 increase adapt or effectiveness will increase that skills exp by 20, reaping the benefits of any skill level increase that occurs. Perk increases does not go towards leveling your character up. Main Skills, Firearms and Melee do not go towards leveling up.

[center]Character Sheet[/center]
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 youâre basically dead in 24 hours. You still have about 8 hours (gametime) to function normally and to play before you turn if you wish to.

_____________________________
Thatâs about it. This is my second shot at this, and some of you may remember when I first took a stab at this a bit back. I will be accepting no more than 6 people as I will not be able to update everyone as efficiently as I can. Note that I do have a life to live and will not be able to rapidly update posts in the weekdays. Typically I might be able to update a post 2-5 times a day with 1 being the minimum (weekdays) and more often on the weekends. I am stressing realism so at first I will give you a list of options to choose from and I will try to think of every possible option good or bad or just plain retarded *wink*.

In the beginning I will be very, very fair and give you good odds at most things you do. I donât want to scare you off by maiming or killing you in your second post.

Later down the line I will give you an additional option labeled as Other. With that you could possibly do something I didnât think of as long as it is in the realm of realism (sorry but you canât jump out that window 3 stories up and expect to get up and start running). With that fact, there will be no God Modding. I.E. saying something like this:

I walk up to the zombie, chop it down, and then shoot it in the head. I then *edited for content *.

Create a sheet and I will create an introductory post. I love writing background things, so the more you get into it, the more I will! Good luck!

Final Note: Sorry if there are any forum errors, like seeing broken tags, ArmorGames doesnât have the greatest forum system out there.

  • 94 Replies
Khronic
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Khronic
155 posts
Nomad

Name: Dan (314d1)
Class: SWAT team
Health: 100%
Fatigue: 92%
Skills: Basic Headshot , Moderate Firearms, Moderate SMG Skills
Items: Mp5 (10/15), x2 SMG Clips, Radio, Body Armor (W), Gas Mask (NW), Binoculars, Keyring
__________________________

Slowly and deliberately, you walk over to the huddling woman. Your boots land on the concrete flooring with heavy thuds. As you are right behind the woman, she turns around to look down the barrel of your Mp5.

She whimpers and turns back around to avoid the gun barrel. After a brutally quiet moment, you hear from behind you:

"Dan what the ____ are you doing?"

Without turning around you put a single bullet into the woman's head as she crumples ontop of the man's body, her blood intermixing with her husband's (+Headshot) (+SMG Skills) (+Firearm Skills).

"Desperate times call for desperate measures," you reply coldly as you turn around and sprint upstairs, without even looking at Deputy Walton and the wounded officer.

As you run up to the supply room, you begin to try every key. After the third failure, you turn around and look out a window showing the street below. Outside several zombies in the street begin to shamble towards the police station's front doors. You quickly turn back to the supply room's door and try the fourth and last key. It clicks open and you walk in.

The room, about ten feet in length and seven wide, is lined with metal shelves. The shelves contain everything from medical supplies to what appears some riot gear to some assorted ammunition. Other useful items also line the shelves as well as some medical supplies that is needed for your fellow officer.

Knowing the undead are approaching the front of the building you...

A. Grab only the medical supplies and sprint downstairs

B. Grab as much ammo, medical supplies, and the riot gear and head to the roof

C. Take a closer look around at what the supply closet holds

D. Other

Khronic
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Khronic
155 posts
Nomad

think you meant choice D instead of E

Name: Heat (PanzerTank)
Class: National Guard Soldier
Health: 100%
Fatigue: 100%
Skills: Moderate Firearms, Moderate Rifle Skills, Basic Conditioning, Basic Free Running
Items: M16A1 (30/30), x1 Rifle Clip, Military Radio, Gasmask (NW), x2 Bandages, x1/2 Bottled Water, x1/2 Stale Bagel,
__________________________

You walk over to the Mess Hall and examine what they are having for breakfast. After going down the line you pickup a styrofoam plate with slightly cold eggs, a bottle of warm water, and a stale bagel. You sit down among fellow National Guardsmen and you begin to hear the rumors of Malton as you eat your breakfast. Among the conversations you hear these things of interest:

"Fort Ferryn is completely lost, after someone had drove a truck filled with explosives into the Western Wall, the undead that were surrounding the fort poured in. The only places holding out are the armory and infirmary, connected by an underground tunnel."

"The Coast Guard has completely sealed off the coast, no radio contact could be reached."

"The government had created a 'bubble' of signal darkness. Anything that relied on phone towers, satellites, and long range radio signals have been cut off. Short range radios still seem to work."

"Last night a fairly large zombie was seen running around. Now that is ____ing scary, zombies that can run."

As you finish your eggs and eat your stale bagel, your radio starts to buzz, as well as everyone else around you. You catch a call from Command to get to ready stations. A few moments later the alarms of the Fort begin to buzz.

Someone near you yells:

"Shut the ____ alarms off! Every zombie within five miles is gonna come runnin'!"

Picking up your rifle, and unconsciously saving your water and bagel for later, you...

A. Head to the wall

B. Head to the gatehouse

C. Head to the barracks

D. Head to the armory

E. Head to the Command building

F. Wait a moment and see if you get any further commands

Khronic
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Khronic
155 posts
Nomad

No worries, I probably wouldn't have even noticed =)

Name:Joseph Slothok (KnockoutSloth)
Health: 100%
Fatigue: 100%
Class: Police Officer
Skills: Basic Scavenger, Moderate Firearms, Basic Pistol, Basic Shotgun, Basic Conditioning
Items: 9mm Beretta Tomcat (12/12), x2 pistol clips, radio, Remington 870 (0/6)
_________________________

Quietly you draw out your radio. Steadying your breathing you turn up the volume of the radio slowly and the nearly silent static starts to create a white noise in the attic. You press the TALK button and say:

"David? Sean? Thomas?...Steven? Anyone out there?"

You whisper into the radio and then let go of the TALK button. For a few moments you wait in suspense, listening to some scuffling below you. After about five minutes of lying in the attic the radio remains quiet. You talk into the radio one more time but ,again, receive nothing from the other end.

Looking up to the ceiling and then back down to the silent radio you...

A. Begin to break the weak ceiling boards with your fists

B. Use your shotgun as a club and create a hole

C. Continue to talk into the radio and wait for a response

D. Open the trapdoor that leads to the hallway below

E. Look around the attic

Khronic
offline
Khronic
155 posts
Nomad

Name: Joshua Johnson (xAyjAy)
Class: College Student
Health: 100%
Fatigue: 100%
Perk(s): Scavenger, Disease Resistance
Starting Items: A Letter Opener, Gas Mask (NW), x10 Bobby Pins, x1 Bandage
Skills: Basic Scavenger, Basic Disease Resistance, Basic Melee Skills, Basic Conditioning
Starting Location: Mall
________________________

You begin to make your way over to the barricade that closes off the South Wing to the rest of the mall. The barricade, a collection of benches, tables, chairs, and a few household appliances from a nearby Home Improvement store, is guarded by two Mall Security members. As you approach the barricade they ask to what you are doing. In response you say that you are heading off into the deeper parts of the mall to look for items.

After looking at you like you have three heads, they allow you to climb over the barricade and down onto the other side. One of them yells after you:

"Make sure you get back here after Sunset...it gets really dark out there"

As you take a short walk deeper into the mall it sets in that you are completely alone. The hallways are considerably dark, the only light coming in from the late afternoon Sun.

After about five minutes of walking you come across a Mall Directory and a three pronged fork in the road. According to the Directory there are several shops of interest in the mall.

The left fork first leads to a Sports Shop which is fairly close and eventually it leads to the parking garage.

The middle fork leads to an electronics store and eventually a gun shop on the North end of the mall.

Finally the right fork leads to the Food Court, several jewelery outlets, and eventually tool outlet store.

With the South Wing behind you, you decide to...

A. Head back to the South Wing and the barricade

B. Head to the left fork that has a sports shop somewhat close and eventually the parking garage

C. Head to the middle fork that has an electronics store that might have some radios, cell phones, and other items of interest, as well as the Gun Shop at the North end of the mall

D. Head to the right fork that leads to the Food Court, some jewelery stores that might have some items that can be of use, and eventually a tool outlet store which might have some zombie-cliche chainsaws and a sledgehammer or two.

314d1
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314d1
3,817 posts
Nomad

Name: Dan (314d1)
Class: SWAT team
Health: 100%
Fatigue: 92%
Skills: Basic Headshot , Moderate Firearms, Moderate SMG Skills
Items: Mp5 (10/15), x2 SMG Clips, Radio, Body Armor (W), Gas Mask (NW), Binoculars, Keyring


A. I take only the medical supplies downstairs.

I also yell a warning about the zombies while running down the stairs

PanzerTank
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PanzerTank
1,707 posts
Nomad

Your right I did mean D)

Name: Heat (PanzerTank)
Class: National Guard Soldier
Health: 100%
Fatigue: 100%
Skills: Moderate Firearms, Moderate Rifle Skills, Basic Conditioning, Basic Free Running
Items: M16A1 (30/30), x1 Rifle Clip, Military Radio, Gasmask (NW), x2 Bandages, x1/2 Bottled Water, x1/2 Stale Bagel,

E) Head to the Command building with all my weapons, run and scream at the commanders to turn off the alarm or turn it off myself cuz every zombie for miles will come running to us.

xAyjAy
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xAyjAy
4,710 posts
Blacksmith

Name: Joshua Johnson (xAyjAy)
Class: College Student
Health: 100%
Fatigue: 100%
Perk(s): Scavenger, Disease Resistance
Starting Items: A Letter Opener, Gas Mask (NW), x10 Bobby Pins, x1 Bandage
Skills: Basic Scavenger, Basic Disease Resistance, Basic Melee Skills, Basic Conditioning
Starting Location: Mall

B) its late and i want not to be attacked. i take a big golf bag and put baseball bats, golf clubs and hockey sticks in it. then i take a bow and a arrow backpack with arrows. (now i have some weapons to trade, and a bow, arrows and a baseball bat for me) then i go back to the wall and climb over it.

Khronic
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Khronic
155 posts
Nomad

Name: Dan (314d1)
Class: SWAT team
Health: 100%
Fatigue: 89%
Skills: Basic Headshot , Moderate Firearms, Moderate SMG Skills
Items: Mp5 (10/15), x2 SMG Clips, Radio, Body Armor (W), Gas Mask (NW), Binoculars, Keyring, x2 Bandages, x1/2 First Aid Kit
______________________________
You grab as many medical items as you can which isn't much of a handful; a bundle of bandages and a medical kit. You burst out of the room as quickly as you can and make your way downstairs. As you make your way down the staircase you yell out a warning to Deputy Walton about the incoming zombie threat.

"We'll have to worry about that later, we got a bigger problem," he replied gesturing to the officer who was still bleeding, but not as much. The man is lying down, his upper back propped up by Walton, holding a rag to his neck which you realize is Walton's shirt underneath his police uniform. You toss a few bandages to Walton who replaces the blood soaked shirt with the fresh bandages.

While he applies the new bandages you open up the medical kit and go to work, as best as you can. You recognize a few items in the medical kit that are useful, very vaguely however remembering them from when you started training as an officer on the force.

You do as much as you can for the wounded officer (+Medical Skills), but after a vicious five minutes, his body relaxes and his eyes glaze over.

A needle in hand you look up to Walton who has a very grim and suddenly tired face. After a quiet moment, he gets up and goes to another room and coming back with a sheet. He rests the sheet atop the man's face, who stares at the ceiling. In the meantime you pack up what's left of the medical kit and the leftover bandages knowing that they will be useful in the future.

The heavyhearted moment doesn't last long however. The sound of breaking glass from feet away make both you and Walton jump up in surprise.

"Any ideas?"

You...

A. Plan to make a stand before escaping through the roof

B. Tell Walton about the bridge to the neighboring office building and then...
a. Make a quick stop at the supply room
b. Forget about the supply room and make your escape

C. Tell Walton you'll be right back and then
a. Grab as much as you can from the supply room and escape
b. "" "" and go back downstairs
c. Go straight to the roof and escape through the neighboring office building

D. Other

Khronic
offline
Khronic
155 posts
Nomad

Name:Joseph Slothok (KnockoutSloth)
Health: 100%
Fatigue: 100%
Class: Police Officer
Skills: Basic Scavenger, Moderate Firearms, Basic Pistol, Basic Shotgun, Basic Conditioning
Items: 9mm Beretta Tomcat (12/12), x2 pistol clips, radio, Remington 870 (0/6)
_________________________

You open the trapdoor, as quietly and slowly as possible, while holding your breath. As you get it open enough to peek through, you get a glimpse down into the hall below. At first you see nothing but the white tile of the floor and you begin to open the trapdoor further. When it is almost fully open, a zombie shuffles into view, and looks straight up at you. Frozen in fear, you can only stare back.

After a few moments that seemed like an eternity, the zombie moans in a low pitch, echoing through the hallway and into the attic. Almost instantly you hear other low toned moans throughout the fire station and even in the street. The zombie shuffles right underneath you and reaches up, trying to get a grab.

You quickly shut the trapdoor and look around panicking.

The moans growing in volume and number, you...

A. Punch a hole in the ceiling

B. Use your shotgun to punch a hole

C. Look around the attic

D. Call in the radio again

Khronic
offline
Khronic
155 posts
Nomad

Name: Heat (PanzerTank)
Class: National Guard Soldier
Health: 100%
Fatigue: 92%
Skills: Moderate Firearms, Moderate Rifle Skills, Basic Conditioning, Basic Free Running
Items: M16A1 (30/30), x1 Rifle Clip, Military Radio, Gasmask (NW), x2 Bandages, x1/2 Bottled Water, x1/2 Stale Bagel
____________________________

You sprint to the Command building, rifle and gear in hand. Likewise, other soldiers begin to run to the same direction, all yelling about the siren. Once you burst into the building, you find that it is already being worked on. Someone had accidentally tripped the alarms that run on a backup power grid when the intercom message was sent out. With everyone in mass confusion, someone begins to talk into the intercom with a script, you stand nearby to listen.

"Several Humvees are, for some reason, en route to the fort. They were seen by a forward command post in the city, coming from the direction of Fort Ferryn. At this time we do not know if they are apart of the U.S. military. We ask all units to be on ready stations immediately. We do not know if this is another coordinated attack from the people behind the Fort Ferryn incident.

Soldiers begin to file out of the Command building as they go to their stations. Now aware of the situation you...

A. Go outside and report to your station, which is on the wall near the Gatehouse

B. Head to the armory

C. Head to the infirmary

D. Head to the barracks

E. Head to the Gatehouse

Jessikar
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Jessikar
67 posts
Nomad

May I join?

314d1
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314d1
3,817 posts
Nomad

Name: Dan (314d1)
Class: SWAT team
Health: 100%
Fatigue: 89%
Skills: Basic Headshot , Moderate Firearms, Moderate SMG Skills
Items: Mp5 (10/15), x2 SMG Clips, Radio, Body Armor (W), Gas Mask (NW), Binoculars, Keyring, x2 Bandages, x1/2 First Aid Kit


B, I tell him about the bridge
b, I skip the supply room

PanzerTank
offline
PanzerTank
1,707 posts
Nomad

Name: Heat (PanzerTank)
Class: National Guard Soldier
Health: 100%
Fatigue: 92%
Skills: Moderate Firearms, Moderate Rifle Skills, Basic Conditioning, Basic Free Running
Items: M16A1 (30/30), x1 Rifle Clip, Military Radio, Gasmask (NW), x2 Bandages, x1/2 Bottled Water, x1/2 Stale Bagel

F) Head to the armory ASAP, for a little extra armor incase it's some suicide bombers I'll be more prepared for the almost immediate zombie onslaught that'll surely happen if the wall is blown up. Then go back to my stations ASAP

Khronic
offline
Khronic
155 posts
Nomad

Name: Joshua Johnson (xAyjAy)
Class: College Student
Health: 100%
Fatigue: 94%
Perk(s): Scavenger, Disease Resistance
Starting Items: A Letter Opener, Gas Mask (NW), x10 Bobby Pins, x1 Bandage, Large Duffle Bag (x2 Baseball Bats, x3 Golf Clubs, x2 Cricket Bat), Bebe Pistol (25/25), x100 Bebe Pellets
Skills: Basic Scavenger, Basic Disease Resistance, Basic Melee Skills, Basic Conditioning
Starting Location: Mall
______________________________

You make your way down the left fork, pushing past some debris and occasionally stepping lightly where shattered glass litters the floor. There is no sign of anything alive, or dead. After a brisk 10 minute walk you come across your destination; Victory's Sporting Goods. The store is average in size, compared to the neighboring stores and its doors are propped open with a sign out front saying, "1/2 Off All Selected Golf Clubs", with the date from 5 weeks ago.

You walk into the store, your small letter opener at hand with the mentality better safe than sorry. After a quick walkthrough of the store you come to find that the store is devoid of movement and you are all alone. After grabbing a large duffle bag near the front of the store you begin to gather anything that can be used as a weapon. Following the sign's advice you go right to the golfing section grabbing a few smaller irons. Then you go to the baseball section and pickup a few wooden bats. After searching the store for any ranged weaponry you don't find much, but decide to pickup a Bebe gun that looks like a 9mm pistol as well as a canister of ammunition for it.

On the way out, you grab two cricket bats and throw them in your duffle bag and move back towards the barricade and the south wing of the mall. After an uneventful 30 minute walk, weaving through debris and jagged glass, you are back at the barricade.

"Wow I wouldn't think you'd come back alive kid", says the Mall Security Guard as he grabs your duffle bag and helps you over the barricade. Surprisingly he doesn't ask how bad the zombie situation is outside of the south wing. He looks at you and then answers your question, almost reading your mind.

"Look, kid. We know there ain't any zombies outside the South Wing. We locked up all of the other entrances. We just told everyone that outside the South Wing, zombies are swarming everywhere, and they believed us. They don't ask where this extra food is coming from, but we've been looting everywhere and supplying people with food and water. We just don't want everyone going on 'shopping sprees' and killing each other to grab stuff from the shops."

As you walk away, realizing why everyone shot down your idea of looting anywhere else, the security guard tells you some last tidbits of information.

"Don't tell anyone you went out there lootin', just keep it a little secret. I won't tell anyone else that you're doing this, it'll be our little thing. Also, you probably are interested in Luke's Gun Shack in the North Wing. Don't bother, it's swarming with zombies, and that isn't a lie made up by us Mall 'cops'. We lost about 4 men trying to get stuff from that store."

With a goodbye you head back to the encampment in the South Wing. Your duffle bag in hand you...

A. Try to barter your newly looted items

B. Get some food

C. Go to the security room

D. Get some rest, keeping your newly looted items secret incase anyone inquires about them

Moabarmorgamer
offline
Moabarmorgamer
8,570 posts
Nomad

Name: Jonathan Hunt (Moabarmorgamer)
Class: Athlete
Health: 100%
Fatigue: 100%
Skills: Advanced Conditioning, Basic Free Running
Starting Items: A wooden baseball bat, x2 First Aid Kits, Binoculars, Surgery Mask, Military Radio
Starting Location: Police Department
______________________

A. Tell the chief, earnestly, that you are in

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