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

Jessikar, I would usually earnestly let people in, but once I pass a certain point, updating everyone starts to become a chore and that's when I drop a forum game like this. I've found that 6 people is my magic number. If someone quits and you're still interested, you'll be the next person in.

Khronic
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Khronic
155 posts
Nomad

Name: Dan (314d1)
Class: SWAT team
Health: 100%
Fatigue: 81%
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
________________________________________

As Walton picks up the officer's pistol and readies for what he thinks is a last stand you break the news on a Plan B.

Grinning he says, "I see how you survived that Colombian drug raid," and quickly motions you to go upstairs.

As you move quickly with Walton backpedaling behind you, pistol to the incoming zombie threat, you make your way onto the second floor. Time of the essence, you skip the supply room, looking out the window noting, almost stunningly, the amount of zombies shambling towards the front of the building. Hearing the low moaning, knowing they heard gunshots, you realize that these are feeding groans, like an instinctive predatory animal letting their fellow brethren know the location of a possible kill (+Disease Awareness).

As you burst out of the door to the roof, you can hear the distinctive low moaning of the zombies below, almost like a type of white noise like static from a radio. As Walton files in behind you, closing and locking the door behind you, you move over to your creative bridge you made only about twenty minutes ago.

As Walton inspects the bridge, you peer inside the office building, which is considerably dark. Something catches your eye, like a dark silhouette ontop of a even darker background. As you lean closer, trying to focus in, Walton leans in the way.

"Doesn't look too sturdy, but I'd rather risk this than going back downstairs."

"Walton, do you see that?"

"See what?"

Both of you peer into the darkness, but the silhouette is gone. Imagination?

"See what? I can't can barely see anything in there," Walton says.

"Do you have a flashlight?"

"No..."

Trying to remember if there was a flashlight in the supply room you look back at the door downstairs.

"I'm pretty sure there is one in the supply room."

The white noise in the background, you...

A. Forget the flashlight and...
a. Make Walton cross first
b. Cross yourself first

B. Make Walton get the flashlight

C. Go get the flashlight yourself

The choices are bare bones, I expect some other output. Like "I cross first, going quickly" or "I make Walton go first, making him go slow"

314d1
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314d1
3,817 posts
Nomad

A Forget that flashlight
A. make Walton go first


I ask Walton to go across first, warn him to be carefull, while I ready my SMG and take out my binocularst to get a second look...

Khronic
offline
Khronic
155 posts
Nomad

Name: Heat (PanzerTank)
Class: National Guard Soldier
Health: 100%
Fatigue: 84%
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, Kevlar Vest (W)
_________________________
You burst out of the Command Building and head straight towards the Armory, going as quickly as possible. The courtyard is in a complete organized confusion. Everyone knew what to do and where to go, but just the fact it was happening made it like an instinctive yet unreal situation.

The question loomed. Is Fort Creedy the next Fort Ferryn?

Shaking off those thoughts that were on the minds of everyone else, you knew that you had no time for second thoughts. In no time you were in the armory, which was uncharacteristically crowded. Soldiers were asking for ammunition, armor and guns that they hadn't had the mind to get earlier. As you stand at the end of a line, a better name; mob of people, peering over everyone else you turn around to leave, knowing you don't have time for this. As you begin to leave you hear your name from somewhere.

"Hey Heat!"

You spin around to see the soldier you had startled when you went to begin your shift on the wall walking towards you.

"Or should I say, Sgt. Heat?" the soldier said in a sarcastic tone, throwing up a mock salute. "After I asked around about a Sgt. that looked like you and came up with nothing, I found out I got Punk'd by some grunt like me," the Pvt. said grinning. "Anyway what do you need? I hear ____ is about to hit the fan."

"I came here for some body armor, I got a spot on the wall. After what happened to Fort Ferryn, I'd like the extra protection."

"Body armor?" the private said, turning around to look at the line. "I work here, so want me to see what I can do?"

Agreeing, you watch him trot off, pushing through the crowd. A few minutes later he returns with a vest in hand.

"It isn't much, civilian grade Kevlar, but that's the best I can do."

"Thanks, this might just save my life out there," you say putting the armor on.

As he turns around to depart, you call him out and he turns his head.

"You never told me your name."

"Jason. Jason Manhardt."

"Alright Jason," you say with a nod,"Hopefully I'll see you sometime after today."

"Hopefully you won't be a zombie when you do," he replied, mostly as a joke, but it a rang an unintentional statement.

After a farewell you depart into the courtyard, the organized confusion not in the slightest dying.

You move quickly towards the Gatehouse and your station on the wall. Your radio rings out a message saying that the ETA of the unidentified Humvees is about 20 minutes.

Facing the stairs of the wall, you decided to...

A. Go to your designated post, a segment of the straightaway wall near the Gatehouse

B. Go to the corner of that section of the wall

C. Go into the Gatehouse

D. Go on the opposite side of the wall, knowing that the Humvees will coming to the Gatehouse side. Just in case if they blow the wall, you will decipher the situation from a good position and be able to escape or fight.

Khronic
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Khronic
155 posts
Nomad

Name:Joseph Slothok (KnockoutSloth)
Health: 100%
Fatigue: 72%
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)
______________________

With the moaning underneath you growing, you whip out your Remington 870, the butt of the gun facing up. Looking up you start thrusting upwards where the boards appear weakest. After a few minutes of arduous work repeatedly bashing the ceiling with your shotgun, surprised that the wood is that strong, it starts to crack, shedding light into the attic.

As it loosens up it becomes easier until a sizable hole is right above you. After a short sigh of slight fatigue, you climb up and onto the roof of the Fire Station. You get a clear view of the area around the building, a slightly condensed area of concrete structures. You recognize a few buildings around you including an apartment building that is one story higher than the Fire Station to your right. To your left is a storefront's roof that is just a few feet shorter. On the leftside of the building is a rusty fire escape, which makes you laugh somewhat despite the situation, the irony of a fire escape on a fire station.

Suddenly you take in the situation of the roof, which only has a single structure, a raised concrete slightly bigger than a door. With a gasp of realization and a slight 'face palm' moment, you realize it leads down into the Fire Station, making your attic shenanigan pointless. Shaking your head knowing that you couldn't change the past you realize it's open, almost as if it was hastily.

You look down at your radio, wondering if one of your mates had made it out alive. Knowing that they weren't on the roof of the fire station you look at the storefront to your left and the apartments to your right. The storefront, a likely choice, had no signs of someone being on it. The door leading into the recesses of the building was closed.

You turn to your right and see the apartment building, which is a story higher. You look at the windows of the building, all of them uncharacteristically tall. One of them catches your eye, one of the windows of what appears to lead into a hallway, has it's glass shattered and the glass fragments rest inside.

Looking to your feet you see a few concrete chunks, lying about on the roof.

Pondering you remind yourself that a horde of zombies search for you in the attic below and know it's a matter of time before they start looking elsewhere.

Taking into mind the storefront which is an easy leap, the fire escape that leads to an alley beside the building, and the apartment building to your right with literally a smaller window of opportunity, with possibly one of your fellow survivors inside you...

A. Take a leap into the apartment building window

B. Jump down onto the storefront's roof

C. Take the fire escape down to your left and
a. Go into the street
b. Go deeper into the alley and find a route of escape

D. Call into your radio once again, seeing if your fellow friend responds

septembersun
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septembersun
16 posts
Peasant

Name: LazerWolf
Age:14
Appearance:
VERY dark brown black like Hair, Blue Eyes, bandage on cheek, not fat, not skinny, not too muscular. Always has a knife.5 ft. 6 inches.
Class:National Guard Medic
Perk(s):[b]Pistoleer.
Starting Items: Rambo Knife, extra ammo, medic dressings(medicine), scrubbs with light armor vest.
Starting Location: Fort Creedy

314d1
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314d1
3,817 posts
Nomad

September, the RP is currently full, atleast according to a post a page or so back...

Khronic
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Khronic
155 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, Benelli M1 (5/5), M9 (15/15), x2 9mm Clips, x20 12 Gauge Shells
Starting Location: Police Department
___________________________

"Of course I'm in, anything to be helpful," you reply to the chief's request.

The chief grins at your response.

"I knew you were different, I can always tell who was for the greater good," he said, almost to himself, "and right smack dab in the middle of Judgment Hour," and laughed at your almost hard to come by good nature.

"Well I guess I'll start telling you about Ruben," he says, as he beckons you to follow him. As you pass by the other civilian survivors in the lobby of the PD.

"He was born July 19, 1982, but dates don't matter much now I guess. Rough upbringing. Joined a local gang at 10. Eventually became a brutal murderer for the Colombian gang "Los Sustantivos" that had grabbed a foothold in Malton in the early 2000s when they got annihilated out of New York by the DEA at the age of 15. We suspected that he was behind about 6 unsolved murders in the prescient, but could never get enough evidence against him. He rose as a leading figure for the upcoming gang."

As the chief ranted on, almost as a memorial to police work he was once apart of, you began to go upstairs, him leading the way.

"Long story short, he became a leader of a gang that had a reputation of brutality. They quickly either merged or killed of rival gangs in the area. They controlled the drug trafficking for basically all of South Carolina, as Malton the main port they smuggled drugs, mostly cocaine, from Colombia. After a campaign was launched, by yours truly, to bring them down, they naturally rose up to the occasion. As we began to shut down their operations, it became pockets of resistance. You know Afghanistan before 2010? It was basically like insurgents controlling an city in that god-forsaken country, just in smaller proportions. We had to literally map patrols around some areas. They attacked patrol cars outright.

"Eventually their brutality was their downfall. We got the DEA in on it, finally, and took'em out. Ruben was sentenced for life for several murders of police officers, owning about 300 KG of cocaine with intent to sell, links to Colombian Cocaine, and so on. Most of his lackeys got sentences too, but they didn't split them up in prison. They sent all of those "Los Sustantivos" to Malton State Prison."

He suddenly stopped, and the two of you were outside of a room with a fairly large padlock fixed on the door.

"And now they want me", the stout chief said as he maneuvered several keys to find the right one, "and they get to play by their rules: Anything Goes"

The chief unlocked the door and pushed it open, revealing a metal-lined room with a number of shelves, all of them holding guns and ammunition.

Answering your surprised look he replied, "We are the most armed PD in the area for a reason son," and walked into the room putting his hand up to his chin as if deciding what brand of cereal to buy at a supermarket.

After a moment of deciding, he grabbed a Benelli M1 shotgun and an M9 9mm handgun and tossed them at you.

With a look of shock, having never held a firearm in your life he grinned. "What? You didn't expect me to have you fight Colombian Gangsters and the raging undead with a baseball bat, did you?"

He smiled and gave you a small bag with the guns. "That's enough ammunition for now, you got the rest of the day off, but I want you on ready all the time, gun loaded as well as your mind."

As he walked away and you opened the bag to reveal a few pistol clips and a number of 12 gauge shells you...

A. Go to the roof, on the ready

B. Head to the lobby, watching the barricade

C. Blow off your new duties and relax in one of the rooms near the lobby

D. See if any survivors want to talk downstairs

E. Attempt to break into the room rightfully named "The Cache" room in front of you and take a few extra items

----

A little longer than I usually expect, I don't know why I drew this one out so far. Sorry if this is a little bit to read =>

PanzerTank
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PanzerTank
1,707 posts
Nomad

Name: Heat (PanzerTank)
Class: National Guard Soldier
Health: 100%
Fatigue: 84%
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, Kevlar Vest (W)


B. Go to the corner of that section of the wall

I do this thinking that if the humvees are packed with explosions and suicide bombers on the way they would try to smash the middle of the forts wall and not the corner. This way I'd stay alive able to run along the other side of the wall.

xAyjAy
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xAyjAy
4,710 posts
Blacksmith

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

D) i hide my new items, take the Bebe Pistol, a golf club and a baseball bat and rest a few minutes. then i go to the baricade and search some food and other usefull objects.

Moabarmorgamer
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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, Benelli M1 (5/5), M9 (15/15), x2 9mm Clips, x20 12 Gauge Shells
Starting Location: Police Department
___________________________

A. Go to the roof, on the ready

Khronic
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Khronic
155 posts
Nomad

Name:Joseph Slothok (KnockoutSloth)
Health: 94%
Fatigue: 68%
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)
___________________________

Taking a few steps back, and then pausing to take a deep breath, you sprint forward towards the storefront's roof. Keeping the thought of plummeting to your death out of your mind, you plant your foot down at the last possible moment and throwing yourself into the air. The leap was perfect, just like you've seen in many action thrillers that are in urban environments (+Free Running).

The landing, however, wasn't as graceful. Landing awkwardly on one foot and then falling into a tumble, you get a jolt of pain that shoots up your leg. As you stand up and catch your breath, you brush your police uniform off, and admire your leap. The fire department's roof suddenly seems looming and far away. In fact it appears that the slightest mishap would have led you falling down two stories and landing harshly on the concrete below.

You take in your surroundings, trying to catch your breath. There is a small structure on the roof with a single door, most likely leading downstairs. You walk up to it and turn the door nob, and with a curse, you find that it is locked. Taking a step back you notice a similar fire escape on this building as well. Beyond the fire escape is another storefront building, the same height, but much closer. Behind the building you stand on is a construction site, appearing to be an apartment complex 3/4 completed and about five stories high.

With a look at the looked door infront of you, you...

A. Leap to the neighboring storefront building

B. Go down the fire escape and...
a. See if you can get into a window of the store front
b. Go to the street level and see if you can enter one of the buildings from there

C. Open the locked door by...
a. Shooting the door nob with your 9mm pistol
b. Using your shotgun, bash where you think the lock mechanism is located
c. Kick down the door, SWAT style

D. Call into your radio

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 motion for Walton to go first, warning him to be careful. As he stands up onto the ledge of the building you pull out your binoculars and zoom into the building. The utter darkness of the building nullifies any effect the binoculars would have. The only things you can recognize are silhouettes of computers, cubicles and other office items, but nothing even relatively humanoid looking catches your eye.

Suddenly a snap brings you back to reality. As you put down your binoculars you see Walton, who was about 3/4 of the way, leaping to the office building as the board underneath him folds under the weight. As he lands, both feet into the interior of the building, the wooden board, now in two pieces, slowly glides down and eventually smacks the pavement below.

"That's unfortunate."

You sigh and turn around, the moaning had slightly died down, at least from what you could tell.

"Looks like you're gonna have to jump," Walton said, catching your look of doubt. "Just make it close, I'll catch you." As he said that he crouched down and beckoned you to jump, his hands in a ready position.

A last time you take in the roof design. An about five foot ledge lines the edge of the building, which may make an all out sprint & jump routine difficult if you don't get enough vertical. The crevice between the two buildings is about 10 feet. Also, for the first time, you spy a ladder on the opposite end of the building. You scoff after a moment of thought, remembering that it was broken and only went down a story, not completely to the ground.

Looking at Walton who beckons you one last time, you...

A. Sprint and jump for it

B. Stand on the ledge and jump flatland

C. Tell Walton to jump back over

D. Go over to the ladder and try to get to ground level, risking the one story fall

E. Go back downstairs, knowing that at least when fighting the undead you could control your fate.

314d1
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314d1
3,817 posts
Nomad

B.Stand on the ledge and jump flatland

Dammit, I should have gone first... I may not be an athleate, but maybe the fact that I am between a rock and a hard place will help my jumping ability....

Khronic
offline
Khronic
155 posts
Nomad

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, Kevlar Vest (W)
_______________________________

You go to the corner of the wall and sit tight. Your rifle, safety off, is ready for action and your new Kevlar vest adds some protection to any potential damage. You radio buzzes with chatter as you listen to it subconsciously for any major information on the incoming Humvees.

As you stand tense, as well as the other National Guardsmen, the time ticks by. Ten minutes pass. Then twenty. Finally the thirty minutes end with no moving vehicles in sight. Suddenly you feel filled with doubt. Was this some kind of joke? Were the Humvees heading somewhere else? You could only stand there and speculate as you continuously stare, your vision getting blurry from the tediousness from it.

As another ten minutes pass, soldiers begin to get off the wall, one soldier at a time. The radio chatter dies down, but gives no real orders on what to do next. The sun begins to set in the West.

As you realize you are one of the few still standing on your part of the wall you...

A. Stay on the wall and be alert

B. Ask into your radio what's going on

C. Get off the wall and...
a. Head to the barracks and get some sleep
b. Head to the Mess Hall
c. Head to the armory
d. Head to the command building
e. Head to the infirmary
f. Head to the gatehouse

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