Post by Warrender on Feb 12, 2015 16:45:26 GMT
Here is what each player will see turn by turn for their given Nation. Read on for more information on each individual stat. Bar the top three stats, all others use the symbol X to show an ammount visually. So if your attack strength was 50, it would be represented by 5 X's, XXXXX as shown. This is to aid players understanding the values of the stats at a glance.
Player Name :
Faction Name:
Faction Type:
Crew numbers:
Att Strength:
Def Strength:
Base Defence:
Scavenging:
Technology :
Morale Level:
Food Supplies:
Noise Levels:
Zombie Level:
Injured Crew:
Player Name :
(Your Darkstorm username, duh)
Faction Name:
(The name your group of people go by. If your gangs backstory suits having no Faction name then type "None")
Faction Type:
(This is whether your group is a mix of backgrounds, all ex-soldiers, all civillians, survivors who are all staff at a petrol station etc. This information will unlikely have a bearing on gameplay but may be used to give a more tailored experience when the GM writes up the events each turn)
Crew numbers:
(This is how many people are in your gang. Each person in your gang allows you an additional action per turn, however it increases your noise level as well. Small groups may not be able to do as much in as short a time as a larger group, however they are less likely to get detected by zombies as they generate less noise. See Stat "Noise" for more information)
Att Strength:
(This is the physical strength your group collectively has when battling against Zombies or other players poeple and is based on the skills and the weapons you have access to. The higher the stat the more damage you can do in a set amount of time)
Def Strength:
(This works exactly the same as the above but relates to how much damage your group can collectively handle. These two work in tandem as while you might be extremely good at dishing out damage you might be very suseptable in being hurt in return. For example, wielding a suit of armour might make you nigh impossible to hurt, but would mean your attack rating is so low that players can easily dodge your every attack, zombies less so)
Base Defence:
(This stat is how good your main base is at fending off direct attacks from players and zombies, it represents a year of learning every nook and crany and boarding up entries and access in the best possible locations to ensure you have the best possible chance of fending off an attack. Safe houses are not included in this stat due to the amount of time and resources required to make a new base and the difficulty in running multiple homes)
Scavenging:
(This stat is how good the combined efforts of your camp is at finding sources of food. A high scavenging skill represents the ability to pick the best possible sources for food and thus saves time and allows more sources of food and special items to be found in less time than a lower skilled scavenger)
Technology :
(This is how capable you are at fashioning new tools or inventing and represents the equipment and tools at your disposal. Having a high tech level could indicate access to electric tools or workshops for example. Therefore, the higher this level the faster you can complete actions that require tools)
Morale Level:
(This is how level headed and upbeat your gang is. When things start going bad, this stat will start to drop, when things go well, your gang perks up. Be warned, if your Morale drops to zero then chances are one of your gang members will commit suicide)
Food Supplies:
(This is how much food and water your gang has access to and can be anything from tins of beans and cola to fresh fruit and water. Each turn this level will drop based on how many gang members are consuming your supplies. If suipplies start to get low with no fresh supplies in sight then an unsavory option would be for one gang member to commit suicide or go out in a blaze of glory to lessen the drain)
Noise Levels:
(This is how much noise your gang makes. This figure is set depending on how many people are in your gang walking about and doing their normal routine. The more people in your gang the more likely a nearby zombie could hear you. However, be warned, certain player actions may cause this stat to rise, even to the point where it is impossible not to be heard. Do you really think it's a good idea to fire that gun off? Or perhaps you do, but only when outside someone elses camp)
Zombie Level:
(Although Zombies are everywhere and you might be sending people out all over town, this value only applies to the district where your main camp is located and represents the zombie level in that area. High zombie levels means tasks take longer as you constantly need to avoid higher numbers of the dead and if attacked could result in a large number of zombies attacking at once. Methods can be found to divert zombies into other districts to make your own safer. Remember that gas truck you saw the other day? Why not make use of it?)
Injured Crew:
(This is a written stat that will detail who is hurt and how long until they are back on their feet. For each person injured you lose an action slot meaning you are doing less each turn. At the same time, injured people still drain your supplies so you may wish to evaluate if your longtime buddy who lost his leg would be better off dead considering he'll never again be able to help as he once did)
Player Name :
Faction Name:
Faction Type:
Crew numbers:
Att Strength:
Def Strength:
Base Defence:
Scavenging:
Technology :
Morale Level:
Food Supplies:
Noise Levels:
Zombie Level:
Injured Crew:
Player Name :
(Your Darkstorm username, duh)
Faction Name:
(The name your group of people go by. If your gangs backstory suits having no Faction name then type "None")
Faction Type:
(This is whether your group is a mix of backgrounds, all ex-soldiers, all civillians, survivors who are all staff at a petrol station etc. This information will unlikely have a bearing on gameplay but may be used to give a more tailored experience when the GM writes up the events each turn)
Crew numbers:
(This is how many people are in your gang. Each person in your gang allows you an additional action per turn, however it increases your noise level as well. Small groups may not be able to do as much in as short a time as a larger group, however they are less likely to get detected by zombies as they generate less noise. See Stat "Noise" for more information)
Att Strength:
(This is the physical strength your group collectively has when battling against Zombies or other players poeple and is based on the skills and the weapons you have access to. The higher the stat the more damage you can do in a set amount of time)
Def Strength:
(This works exactly the same as the above but relates to how much damage your group can collectively handle. These two work in tandem as while you might be extremely good at dishing out damage you might be very suseptable in being hurt in return. For example, wielding a suit of armour might make you nigh impossible to hurt, but would mean your attack rating is so low that players can easily dodge your every attack, zombies less so)
Base Defence:
(This stat is how good your main base is at fending off direct attacks from players and zombies, it represents a year of learning every nook and crany and boarding up entries and access in the best possible locations to ensure you have the best possible chance of fending off an attack. Safe houses are not included in this stat due to the amount of time and resources required to make a new base and the difficulty in running multiple homes)
Scavenging:
(This stat is how good the combined efforts of your camp is at finding sources of food. A high scavenging skill represents the ability to pick the best possible sources for food and thus saves time and allows more sources of food and special items to be found in less time than a lower skilled scavenger)
Technology :
(This is how capable you are at fashioning new tools or inventing and represents the equipment and tools at your disposal. Having a high tech level could indicate access to electric tools or workshops for example. Therefore, the higher this level the faster you can complete actions that require tools)
Morale Level:
(This is how level headed and upbeat your gang is. When things start going bad, this stat will start to drop, when things go well, your gang perks up. Be warned, if your Morale drops to zero then chances are one of your gang members will commit suicide)
Food Supplies:
(This is how much food and water your gang has access to and can be anything from tins of beans and cola to fresh fruit and water. Each turn this level will drop based on how many gang members are consuming your supplies. If suipplies start to get low with no fresh supplies in sight then an unsavory option would be for one gang member to commit suicide or go out in a blaze of glory to lessen the drain)
Noise Levels:
(This is how much noise your gang makes. This figure is set depending on how many people are in your gang walking about and doing their normal routine. The more people in your gang the more likely a nearby zombie could hear you. However, be warned, certain player actions may cause this stat to rise, even to the point where it is impossible not to be heard. Do you really think it's a good idea to fire that gun off? Or perhaps you do, but only when outside someone elses camp)
Zombie Level:
(Although Zombies are everywhere and you might be sending people out all over town, this value only applies to the district where your main camp is located and represents the zombie level in that area. High zombie levels means tasks take longer as you constantly need to avoid higher numbers of the dead and if attacked could result in a large number of zombies attacking at once. Methods can be found to divert zombies into other districts to make your own safer. Remember that gas truck you saw the other day? Why not make use of it?)
Injured Crew:
(This is a written stat that will detail who is hurt and how long until they are back on their feet. For each person injured you lose an action slot meaning you are doing less each turn. At the same time, injured people still drain your supplies so you may wish to evaluate if your longtime buddy who lost his leg would be better off dead considering he'll never again be able to help as he once did)