New thread is
here Please do not post here as this is for the events.
The OOC is
here, feel free to post up your char sheets here, chat in or out of character.
EDITING
New Zombie Nation
((In short, I’m going to reboot the old Zombie Nation but without any of the complex stuff. So just pick out whose in your team of 6, pick the building you want to be your base and then fill in your stats of your empire. Please note that Stage 1 to 3 explains the reasons behind each part of creating your empire, Stage 4 has it all together in one easy to manage section, so once you have read it all, skip to stage 4 to begin making your empire of zombie ... or human killers))
Mini Intro
The whole world looks like it’s gone to hell. You thought your supplies would last you until help arrived or the zombies moved on, but if anything the problems only gotten worse. Now you and your fellow team will have to venture out to find more food, more weapons or a new means of escape before the ever increasing zombie horde gets worse.
Stage 1
Before we go forward, we need to know who has joined your team of 6 misfits and what their team name is. Each person you choose will increase your skills in certain areas automatically when working out the results of your order per turn, so you do not need to worry about sending certain people to do certain jobs, the bonus they grant applies to the whole team when you list your orders and is more to cater for peoples play styles than actually be game changing. If your first order was to raid a shop and you have a civilian in your team then you are more likely to find things of value than if you were all soldiers. You’d still get the same bonus even if all 6 of your orders were to raid shops in one mass pillaging raid of civilians.
Do not fret if your actions lead to a member dying, you may only get 5 orders per turn from then on but you’ll have more supplies and there are other survivors out there. (Order 6 automatically becomes (keep eyes open for survivors) until a new survivor is added to your roster) The people you can pick are listed below, you may have as many of each type as long as the total members in the team does not exceed 6 people. Animals are assumed to be uninfected and immune to zombification.
Civilian/Other (Grants a bonus to your scavenging orders)
Soldier/Ex-Solder (Grants a bonus to your attack orders)
Police/Riot Police (Grants a bonus to your defence orders)
Medic (Grants a bonus to keeping your members alive if they enter combat)
Mechanic/Builder (Grants a higher bonus in building new things orders)
Child/Teenager (Grants a slim chance of finding epic items at a cost of lowering defence)
Attack/Domestic Dog (Grants a higher attack rating at a cost of high risk of noise)
Stage 2
The building you choose can play a part
Stage 3
To build your empire you have a list of stats as explained below, each stat details how good your team of misfits is in certain areas. Making your team have an extremely high amount of technology at their disposal means you can pretty much make anything with everything easily, however, you only have so many points to spend so your other stats will suffer as a result, so spend points wisely to give you a fighting chance but also to tailor your team to your play style. Don’t plan on attacking? Then spend more in defence or technology instead.
EXAMPLE
Player Name : Bob
Faction Name: The Fallen
Faction Type: Mixed
Att Strength: XXXXXX (60)
Def Strength: XXXX (40)
Technology : XXXXX (50)
Morale Level: XXXX (40)
Food Supply : XXXXX (50)
Base Defence: XXXXXXXXX (90)
Escape Level: X (10)
Noise Levels: XXXXXXXX (80)
Zombie Level: Green
Injured Crew: None
Player Name :
(Your Darkstorm username, duh)
Faction Name:
(The name your group of people go by. In some cases, your backstory for characters means they wouldn't consider themselves a gang, therefore put "None")
Faction Type:
(This is whether your group is a mix of backgrounds or a team, all ex-soldiers, all civillians, survivors who are all staff at a petrol station etc. This information has no bearing on gameplay but may be used to give a more tailored experience when the GM writes up the events each turn)
Att Strength:
(This is how powerful your group is when facing enemies and represents not only physical ability in combat but also any weapons available to you)
Def Strength:
(This is how durable your group is when facing enemies and represents not only physical ability to deflect attacks but also any weapons or armour available to you)
Technology :
(This represents the tools at your disposal. High levels would indicate access to power tools or even workshops where crafting is far easier. Low levels would indicate access to only the very basics of tools and equipment.
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)
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)
Escape Level:
(This stat is how likely you are to succeed in an escape attempt should the defences of your base be breached by zombies. Low values represents a limited or difficult number of routes available when trying to flee. Hopefully it'll never come to it but might be worth thinking up novel ways to increase you chances of escape in low escape buildings)
The following stats are dictated through actions in the game rather than during setup and could be considered soft stats, that is to say that they are for the player to see each turn based on the events of the game and warn them of what is to come.
Noise Levels:
(This is how much noise your team makes or is being made due to events in your area where your home is. When listed as “Green” it means your team is fine to go about doing what they normally do without issue. When “Amber” it means noises levels are reaching dangerous levels and you either need to stop the noise source or tread more carefully. “Red” means you are too late, you have attracted zombies to the area and are in risk. You either need to fight them off to clear the area or be as quiet as a mouse until they wander away. However, be warned, certain other 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 to lead them away from your own 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 (Red) 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? Also, the higher the level of zombies the more of them you are likely to encounter and need to dispatch but also the higher the chance of attracting more unwanted attention and initiating a swarm)
Injured Crew:
(This stat is a list of which members in your team have been injured and how many turns until they are healed if possible. While having members out of action for a while does not affect how many turns you have, it does affect how effective your team is and you lose their bonus as well)