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Build Up Your Survivor 2

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Build Up Your Survivor
  • Build Up Your Survivor

    You mad cuz I'm stylin' on you.

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  • Joined: 08 Aug 2009
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#1

Posted 06 February 2014 - 03:42 PM Edited by Build Up Your Survivor, 11 February 2014 - 07:50 PM.


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BETA PHASE

 

 

 

March 3rd1998: Biotech becomes the largest pharmaceutical conglomerate in America and Europe, funding research into new medicinal approaches including brief periods of illegal testing of several morphine-like drugs entitled Z17, Z19, and Z VIII. It is with these new-found breakthroughs that cancer and aids is cured within six to eight months. With political aid, and billions upon billions of supporters, Biotech goes global in becoming one of the largest umbrella corporations within the world, turning away from the public’s eye, Biotech began to secretly fund and test their products out of the way of public opinion. 

 

July 17th 1999: Biotech deny several incidents involving a new type of super-drug which has yet to be named. Biotech deny all accounts of several incidents and outbreaks within several establishments including their European headquarters, a highly speculated prison island, and several tankers off the East coast of America. Biotech refuses to speculate on any of these incidents while the media goes nuts for any kind of information on their latest superdrug.

 

August 12th 1999: Speculation rises within Mercerville, with leaked information regarding one of Biotech’s large, underground test facilities. With the Mercerville City Police (M.P.D) investigating, it became apparent that Biotech was making a play of some sort.

 

August 18th 1999: Rumors reported of violent outbreaks and cannibalism begin to circle about. 80% of recorded cases are in fact true. Casualties are regarded as resisting arrest. By the 29th of September, 2,700 people would have died, half from an unknown illness, and others from apparent gunshot wounds.

 

August 31st 1999: Mercerville City is suddenly placed into a state of low-level quarantine. Security becomes tighter, and any exits out of the city are guarded heavily by Biotech military.

 

September 1st 1999: All communication to the outside world is cut, including satellite communication, phones, radios, and even internet connections. Mercerville City is completely cut off from any outside contact.

 

September 15th 1999: Recorded attacks are now in the thousands. Martial law is declared all across Mercerville City, and Biotech attempts to control the ongoing infection. Cannibalistic attacks are beginning to happen everywhere and the city is completely plunged into chaos. Biotech still attempted to contain the situation as best they could, but it was too late…

 

Mercerville City became a silver platter for the infected. Seventeen miles wide by thirty two miles and everything was contained by Biotech’s walled structures. Thousands upon thousands of people slowly turned, without anybody knowing how or why, and when Biotech suddenly went quiet, it became abundantly clear that all hope was lost for Mercerville city.

 

As the shambling corpses spread into the thousands, if not hundreds of thousands, all normality shattered under the weight of the undead. It is here, where you lived when the infection ocurred. It is here, where your story will be told.

 

Welcome to Mercerville City.  

 

 

Many things are still to be implemented but we're starting off small for now. Take a read of the rules and feel free to join in!

 

The staff consists of:

Ziggy455


 

GENERAL RULES

1. Don't judge, we all are at different writing abilities. Don't flame or feel superior just because you know what a semi-colon's used for.
2. Respect all general forum rules.
3. You cannot use weapons in your stories if your survivor doesn't own it
4. Any questions can be sent to any of the moderating team via PM
5. Quality and length will play major roles in rating. No Scripts, only prose!
6. Overusing weaponry. You have a set amount of bullets, remember that.
7. Do not rush or Spam your stories, we like to keep the stories on a good level of quality throughout the game and we'll be able to tell if you just conjured up a scene out of the blue poorly.

Every 3 stories earns a bonus $150
Every five stories earns an SMG under $500 for free! 
Vehicles are in construction. (They may still be used now freely)

 


 

HOW TO PLAY

The concept of BUYS is simple. You create a character, write a story set within the world, and depending on how much the moderator likes the quality of the story, you are given a set amount of cash which can be used to buy things you can use in your story, including weapons, skills, and locations. Below you will find simple explanations for each part of Build Up Your Survivor! 

 

STARTING OUT

You start out simply with five hundred dollars, which you can choose to buy anything from skills, clothing, armor, guns, cars, and eventually safehouses. You start by asking to be a part of the game, you give your character's name and you put down what you want to buy for your character. The moderator will then update your character with whatever you have bought, ready for your next story. You are allowed to pick two low level skills under $1,000 dollars as well for your character, so you can begin to develop them. 

 

BUYING THINGS

When you've written and developed your character a little, you'll realize that he's not much of a survivor. You see, we wanna see your character develop, and to do that you have to write good short stories that we enjoy reading. The better the quality, the better the grading system which we'll cover next. Buying things is the only way to improve your character, be it a certain skill like lockpicking so he can get through locked doors, to buying that katana which will help you cut through all those stenches. Sometimes, it pays to be clever, and some skills will pay off much better than others at times. Take for example, carpentry level: Expert. Barricading and creating wooden-based weapons will pay off when it comes to ACTION UPDATES! 

 

IMPORTANT: Whatever items you buy, you do not magically own. You must write an adequate, logical story of how you obtain the item, vehicle, or skill. 

 

GRADING SYSTEM

Stories are graded simply, from grade A to B to C. Whenever a GM (Game Master) updates the game, he will grade your story based on the quality and presentation of your story. Now GMs will not always just give you grades. BUYS is a development game, and it not only helps your writing skills, but it'll help you understand the important of quality over quantity. Here are the grade prices.

 

A = $200

B = $100

C = $50

 

Grade C isn't always given because you're a terrible writer --believe me, we're all different-- but sometimes we'll explain why we gave you what grade we did. For example, if you attempt to kill eight zombies with a wooden bat and your only skill is 'Basic firearms knowledge' we're gonna be a little disappointed. You want the best grade possible? Play to your character's strengths, and eventually, as time passes and your money racks up, he'll develop into a competent survivor.

 

SKILLS

Skills are a new addition to BUYS which help regulate the what we like to call 'terminators'. See, sometimes you get people who want to play the hero or the badass who goes out and slays the hordes and masses. This can't be in the world of BUYS. Take for example, that you've just bought that lovely Colt 45, right? Now, unless you pick an assigned class, you won't know how to use one, right? Simple! Buying the skill 'Basic Firearms Knowledge' means you can shoot alright, but really, compare it to 'Pistol: Expert' skill and you'll understand why we're gonna give you $50 a pop when you're headshooting hundreds of walkers with ease.

 

NOTABLE LOCATIONS

Notable locations are large locations that can be temporary safe-houses for survivors. These locations are places like the M.P.D, a large police department. Mercerville General, the hospital, and many other places. These are free-for-all joints that can be entered by anyone (assuming nobody has barricaded the place up). However when it comes to public places like this, ACTION UPDATES become a worrying concern for anybody inside. 

 

COMBAT

Combat is a given in the world of BUYS. However, you aren’t Superman. And you sure as hell aren’t Leon Kennedy with a minigun. Combat, may at first, seem constricted or controllive but once you learn the simplistic functions, combat becomes more of a creatively controlled concept. So let’s begin:

 

Combat effectiveness is determined by the rolls of a virtual dice. Whenever combat is to be initiated, a writer must include the attack action at the END of their story. This will allow the GM to determine the dice outcome and whether or not you successfully kill/injure or miss your enemy. The GM will then explain the attack success in the updated post, allowing you to continue onwards.

 

For starting players with no skills, the GM rolls 2 10-sided dice with a maximum outcome of 20 and a minimum outcome of two. Normal infected zombies have a hitpoint score of 20 and thus beginner players will rarely hit a zombie in the head or kill them.

 

For example:

 

Player X attacks a normal zombie.

 

The GM rolls two 10-sided dice with an outcome of 15. The zombie’s HP goes from 20/20 to 5/20. This damage must be written into the story and the more gory, descriptive or fluid the writing, the better the outcome, loot, or grade.

 

A character can only attack the same enemy once in one story, and a second attack must be written into the next story. However a character can attack multiple enemies if he has the necessary skills to kill at least two. Pistol Proficiency 2, for example, doubles the amount of dice roll, upping your chance of killing a zombie by 50%!

 

Certain weapons will contain perks which are much more effective and each will be updated with explanations in time. For example, a high-grade machine gun will allow you to effectively kill multiple enemies with only one single dice roll of an enemy. E.g. A GM’s dice roll of 15 effectively means you damage several enemies in one attack. The better the gun, the better the perks.

 

MODIFIERS!

Every gun has a + or – modifier which is a dice roll which is added onto your final attack score. This all depends on the weapon you are using. Take for example, a Colt 45. will have a penalty of -2 because it’s a cheap gun. So if the GM rolls a 16, he will take of -2 leaving you with a final attack score of 14. However, the more expensive the gun and the better the knowledge and skills, the higher your modifier, and the greater the yield.

 

ACTION UPDATES!

Action updates are updates and actions throughout the world of BUYS. The GM controls the world as it turns and grows. At times, he will determine the movements of zombies. He will offer updates of the weather, the amount of zombies in certain NOTABLE LOCATIONS, and anything else he deems fit. Some updates may be determined by dice rolls. Each ACTION UPDATE will have information and at times possible narratives.

 

ACTION UPDATE: Six zombies have smashed their way through the WEAK barricade on the East hallway of the M.P.D and unless dealt with they will break through the door into the main-room. 

 

 

Action updates can be anything, including story arcs, attacks, fires, explosions, and at times possible giveaway events. I mean who doesn't want a free Humvee? These are all controlled by the GM who can choose to have these AUs randomly or can assign them by dice rolls, flipping coins, or whatever they choose to keep the character's on their toes. 

 

REAL-TIME INFECTION!

From the inception of BUYS, it is assumed that once the writers begin writing, we are creating and experiencing the story from day one. Any writers who join at this stage are now helpless beginners in the Z-IX infection and as such, they're not prepared. For example. if a new writer joins a few weeks later, it is assumed that they are writing from a point of where the chaos of the infection has simmered down and as such they aren't in such peril. BUYS works on a real time system, and eventually, if a GM sees fit, time will pass.

 

Omnia sunt Communia
Henry Stone
Story Count 1
Inventory Glock 17. (18 rounds)
Fire Axe.
Hunting Knife.
Skills Handyman
Basic Firearms Knowledge
Money $484
Health 100%
Current Location --
 
Ziggy455
Marcus Bennett
Story Count 1
Inventory
Fire Axe
M9 Beretta (18 Rounds)
Skills
Carpentry Level 1
Basic Firearm Knowledge
Money $400
Health 100%
Current Location Mercerville Police Department
 
Osric
Edward Mortimer
Story Count 1
Inventory
Hunting Knife
M9 Beretta (18 Rounds)
Skills
Amateur Athlete
Basic Firearm Knowledge
Money $514
Health 100%
Current Location Mercerville General Hospital
 
PhilosophicalZebra
Gideon Schöneberg
Story Count 0
Inventory
Fire Axe.
CZ 75 (18 Rounds)
Skills Handyman
Amateur Athlete
Money $384
Health 100%
Current Location General Biotech Underground Facility
 
AceRay
Alysa Rei
Story Count 1
Inventory
Hunting Knife
Skills
Amateur Athlete
Money $684
Health 100%
Current Location --
 
Handyman
Coat.
Bryce Telmon Jr.
Story Count 1
Inventory
Nailed Wooden Bat
Browning HP
Skills
Basic Firearms Knowledge
Money $608
Health 100%
Current Location RJ's Gas and Gulp
 
Amateur Wrestler
AceKingston
Troy Martin
Story Count 0
Inventory
Combat Knife
Colt 45.
Fire Axe
Skills
Basic Firearms Knowledge
Money $400
Health 100%
Current Location --
 

Low Level Skills

Information

Price

Low: Melee proficiency 0.5 You gain a +1 modifier on low level melee weapons. 1/5 $1,000
Pistol Proficiency 0.5 You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Adds a +2 to your modifier. Part of the PISTOL Firearm Skill Tree. 1/5 $1,200
Shotgun Proficiency 0.5  You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Adds a +2 to your modifier. Part of the SHOTGUN Firearm Skill Tree. 1/5 $1,200
SMG Proficiency 0.5 You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Adds a +2 to your modifier. Part of the SMG Firearm Skill Tree. 1/5 $1,200
Assault Rifle Proficiency 0.5 You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Adds a +2 to your modifier. Part of the ASSAULT Firearm Skill Tree. 1/5 $1,200
Explosive Proficiency 0.5 You're a good thrower, and your chances of hitting multiple targets is much greater with this skill. Adds a +2 to your modifier. 1/4 $1,200
Carpentry level 1 Your barricades have a 25% chance of holding back multiple enemies. 1/4 $1,500
Handyman 1 You can fix electrical components, including radios with ease and simple knowledge. $500
Low: High Pain Threshold 1 You're not indestructible, but practice makes perfect! A gunshot will have a -1 effect on you, lessening the hit. 1/5 $1,000

 
Medium Level Skills
Information
Price
Intermediate Athlete You tire less easy. Allows two dice-roll attacks on the same enemy in one story. $2,500
Intermediate Wrestler Not only does this improve your unarmed modifier to +4, you also gain an extra 5-sided dice when rolling, maximising your final attack score to 25. $2,500
Pistol proficiency 1 You are learning how to handle a pistol like Eastwood in Fistful, but you’re not that good yet. You’re learning. This skill adds a +3 onto your attack roll and also allows you to attack two enemies in one Attack Story. $2,500
Melee proficiency 1 You gain a +4 modifier on low level melee weapons and can attack two enemies. 1/5 $2,000
Shotgun Proficiency 1 You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Adds a +3 to your modifier. You can now attack two enemies in one Attack Story. 2/5 $2,500
SMG Proficiency 1 You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Adds a +4 to your modifier. You can now hit three enemies in one Attack Story and you are given an extra 5-sided dice, raising your final attack score to a maximum of 25. 2/5 $3,000
Assault Rifle Proficiency 1 You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Adds a +3 to your modifier. You are given an extra 5 sided dice, maximising your attack roll of 25. 2/5 $1,400
Explosive Proficiency 1 You're a good thrower, and your chances of hitting multiple targets is much greater with this skill. Adds a +4 to your modifier. 2/5 $1,400
Carpentry level 2 Your barricades have a 50% chance of holding back multiple enemies. Part of the Carpentry Skill Tree. 2/4 $1,500
Handyman 2 You can now fix up damaged barricades to full health if they are not destroyed fully. You can also hotwire vehicles. $1,000
Mid: High Pain Threshold 1 You're not indestructible, but practice makes perfect! A gunshot will have a -3 effect on you, lessening the hit. 2/5 $3,000
 
High Level Skills
Information
Price
Professional Athlete You tire less easy. Allows three dice-roll attacks on the same enemy in one story with unarmed attacks. $3,000
Professional Wrestler Not only does this improve your unarmed modifier to +6. Your dice is given another five sides, maximising your unarmed attack roll to 30. $2,500
Pistol proficiency 2 You start finding that that pistol should have been in your hand when you were born. This skill adds a +6 onto your attack roll and also allows you to attack three enemies in one Attack Story. $3,000
Melee proficiency 2 You gain a +6 modifier on low level melee weapons and can attack three enemies in an Attack Story. 3/5 $1,500
Shotgun Proficiency 2 You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Your modifier is removed now but you are given another five-sided dice (Maximum AR is now 25) and your single attack roll is valid for three enemies at once in an Attack Story. 3/5 $2,700
SMG Proficiency 2 ou're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Your modifier is removed and are given another 5 sided-dice (Maximum hit 25). You can now hit three enemies with a single attack roll one Attack Story. 3/5 $3,000
Assault Rifle Proficiency 2 You're a good marksman, and your chances of hitting multiple targets is much greater with this skill. Your modifier is gone now and you are given an extra 5 sided dice, maximising your attack roll of 25. A single attack roll will now be valid for four enemies in a single Attack Story. 3/5 $3,500
Explosive Proficiency 1 You're a good thrower, and your chances of hitting multiple targets is much greater with this skill. Adds a +6 to your modifier. 3/5 $2,800
Carpentry level 3 Your barricades have a 75%% chance of holding back multiple enemies. 3/4 $2,500
Handyman 3 You can now restore power to any NOTABLE LOCATIONS and can also create twenty rounds of ammunition for any weapon in a story. $2,000
High: High Pain Threshold 3 You're not indestructible, but practice makes perfect! A gunshot will have a -5 effect on you, lessening the hit. 3/5 $3,000
 
Master Level Skills
Information
Price
Master Athlete You tire less easy. Allows three dice-roll attacks on the same enemy in one story with unarmed attacks. $3,500
Master Wrestler Not only does this improve your unarmed modifier to +10. Your dice is given another five sides, maximising your unarmed attack roll to 35. $2,500
Master: Pistol Proficiency 3 You start finding that that pistol should have been in your hand when you were born. This skill adds a +9 onto your attack roll and also allows you to attack five enemies once in one Attack Story. 4/5 $3,000
Melee proficiency 3 You gain a +9 modifier on melee weapons and can attack five enemies in an Attack Story. 4/5 $1,500
Master: Shotgun Proficiency 3 You like to keep them for close encounters: You given another five-sided dice (Maximum AR is now 30) and your single attack roll is valid for five enemies at once in an Attack Story. 4/5 $2,700
SMG Proficiency 3 You’re an SMG champion! You are given another 5 sided-dice (Maximum hit 30). You can now hit five enemies with a single attack roll in one Attack Story. 3/5 $3,000
Assault Rifle Proficiency 3 You have trained yourself well, and now you are given an extra 5 sided dice, maximising your attack roll to 30. A single attack roll will now be valid for six enemies in a single Attack Story. 4/5 $4,000
Explosive Proficiency 3 You're a good thrower, and your chances of hitting multiple targets is much greater with this skill. Adds a +8 to your modifier. 3/4 $2,800
Master: Carpentry level 3 Your barricades have a 95% chance of holding back multiple enemies and can impale two upon breaching.You can fix up to nine barricades per story. 4/4 $2,50
Master: Handyman 4 You have the ability to turn any building of your choice into a hideout. 4/4 $2,000
High: High Pain Threshold 4 You're not indestructible, but practice makes perfect! A gunshot will have a -8 effect on you, lessening the hit. 4/5 $3,000
 
Survivor Level Skills
Information
Price
Survivor Athlete You tire less easy. Allows four dice-roll attacks on two enemies in one story with unarmed attacks. $3,500
Master Wrestler Not only does this improve your unarmed modifier to +15. Your dice is given another five sides, maximising your unarmed attack roll to 40 which allows you to simultaneously attack three enemies with the same roll. $2,500
Pistol Proficiency Survivor You are now Eastwood defined. This skill adds a +15 onto your attack roll and also allows you to attack seven enemies once in one Attack Story with the same attack roll. 5/5 $3,000
Melee proficiency Survivor You gain a +15 modifier on melee weapons and can attack six enemies in an Attack Story with a single dice roll. 4/5 $1,500
Shotgun Proficiency Survivor You like to keep them for close encounters and now you’re a Shotgun warrior: You’re given another five-sided dice (Maximum AR is now 35) and your single attack roll is valid for seven enemies at once in an Attack Story. 5/5 $2,700
SMG Proficiency Survivor You’re an SMG lord!  You are given another 5 sided-dice (Maximum hit 35). You can now hit seven enemies with a single attack roll in one Attack Story. 5/5 $3,000
Assault Rifle Proficiency Survivor You have trained yourself well, and now you are given an extra 5 sided dice, maximising your attack roll to 35. A single attack roll will now be valid for eight enemies in an Attack Story. 5/5 $4,000
Explosive Proficiency Survivor You're a good thrower, and your chances of hitting multiple targets is much greater with this skill. Adds a +8 to your modifier. 5/5 $2,800
High Pain Threshold Survivor You're close to indestructible. A gunshot or wound will have a -15 effect on you, lessening the hit. 5/5 $3,000
 
 

Melee

Price

Modifier

Skill Level required.

Plank of Wood  $1 -2 None.
Nailboard $2 -2 None.
Hockey Stick $4 -2 None.
Baseball Bat $6 -2 None.
Metal Baseball Bat $10 -1 None.
Nailed Wooden Bat $12 -1 None.
Switchblade  $14 -1 Melee Proficiency 0.5
Hunting Knife $16 -0 Melee Proficiency 0.5
Ballistic Knife $18 -0 Melee Proficiency 0.5
Combat Knife  $20 +1 Melee Proficiency 1
Fire Axe  $30 +1 Melee Proficiency 1
Machete $45 +2 Melee Proficiency 2
Sledge hammer $50 +2 Melee Proficiency 2
Katana $75 +4 Master: Melee Proficiency
Chainsaw $75 +10 Melee Proficiency Survivor

 

Pistols
Price

Modifier

Skill required
Colt .45 $50 -2 Basic Firearms Knowledge
Carbon 15 $60 -2 Basic Firearms Knowledge
Beretta 81 $60 -2 Basic Firearms Knowledge
CZ 75 $70 -2 Basic Firearms Knowledge
M9 Beretta $70 -2 Basic Firearms Knowledge
Glock 17 $70 -1 Pistol Proficiency 0.5
Browning HP $80 -1 Pistol Proficiency 0.5
Luger P $90 -1 Pistol Proficiency 0.5
Taurus 9MM $95 +1 Pistol Proficiency 1
S&W .40 $100 +1 Pistol Proficiency 1
Glock 30 $110 +2 Pistol Proficiency 2
Magnum 50 $140 +3 Pistol Proficiency 3
Steyr M $150 +3 Pistol Proficiency 3
Taurus Revolver $180 +5 Master Pistol Proficiency
Desert Eagle $200 +10 Pistol Proficiency Survivor
 

Shotguns
Price

Modifier

Skill Required

Sawn-off Shotgun $100 +2 Shotgun Proficiency 1
Remington 870 $250 +4 Shotgun Proficiency 2
Remington M1100-P $375 +6 Shotgun Proficiency 3
Mossberg 500 $500 +7 Shotgun Proficiency Master
SPAZ 12 $550 +8 Shotgun Proficiency Survivor
 
Sub-Machine Guns
Price
Tec-9 $100
Uzi $150
Ingram MAC-10 $200
Beretta M12 $250
Automatic Pistol $300
Steyr TMP $350
TDI Vector
$400
MP5 $450
UMP .45 $500
P90 $600
 
Assault Rifles Price
M14 $150
AR-15 $250
Colt Canada C7 $300
M16 $475
M4A1 Carbine $550
AK-74 $625
AK-103 $700
G36 $725
G3 $740
Steyer AUG $800
Famas Rifle $850
Ak47su $900
XMB $1,000
FN SCAR $1,250
AK-47 $1,500
FN SCAR $2,000
LWRC Infantry Automatic Rifle $2,500
 
Explosives
Price
Molotov Cocktails $10 each
Dynamite $50 each
Pipe Bomb $100 each
Incendiary Grenade $150 each
Regular Grenade $200 each
M8 Grenade $250 each
Land Mine $274 each
M67 Grenade $300 each
C4 $400 each
Satchel Charges $450 each
Claymore Mine $500 each
 
 
NOTABLE LOCATIONS (W) - Windows
The Mercerville Police Department
Basement
Main Hallway: Cells: 
Garage: Ramp exit to street.
 
First floor

Main-Room and entrances to North, West, and East hallways and stairway to second floor.

(W) East Hallway: Storage, stairway to second floor, janitor's bunk.

(W) West Hallway: Evidence Room: Bunk Quarters: 

 (W) North Hallway: Offices, interrogation room.

 

Second floor

Main Room: Upper offices, Captain's office.

West Hallway: Stairs to the roof, mens and women's toilets.
North Hallway: Empty rooms, storage rooms. Entrance to balcony out front.
 
Roof
Roof: Helipad, fire escape.

 

Twelve large windows on the main floor.
RJ's Gas and Gulp Station
First floor

(W) Main-Room: Front entrance to main shop floor, full of windows.

Back room: Staff room, toilet, and back exit outside. No windows.

Outside: Chainlink fence surrounding.

 

Eighteen panel windows on main floor. 
Mercerville General Hospital
Basement
Main room: Storage.
Garage: Ramp exit to street.
 
First Floor
 

(W) First floor: Reception, waiting rooms, three general stores. Main exit into building. Elevator.

Second floor: Cafeteria, waiting rooms. Paediatric ward.

Third floor: Cancer ward, general treatment rooms. Common rooms. Private rooms. Open wards. Staff room. 

Fourth floor: Chemist dispensary, medical storage.

Fifth floor: Wards, private rooms.

Fifth floor: Private rooms, general rooms, common area.

Sixth floor: Theatre, intensive care, reception areas.

Roof: Helipad.

 

Expect updates daily! 


Omnia sunt Communia
  • Omnia sunt Communia

    Tierra Y Libertad

  • Members
  • Joined: 12 Aug 2008
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#2

Posted 06 February 2014 - 04:01 PM

Count me in! I'm confused though, it says you start off with $500 and you're allowed to chose up to two basic skills to start off with, do I have to pay for those or are they "freebies"? For example, could I create a character with Carpentry Level 1 and Handyman and then still use my $500 to buy weapons? Or could I get Carpentry Level 1, Handyman and buy Basic Firearms Knowledge and a Desert Eagle ($300 + $200 = $500)?


Build Up Your Survivor
  • Build Up Your Survivor

    You mad cuz I'm stylin' on you.

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  • Joined: 08 Aug 2009
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#3

Posted 06 February 2014 - 04:09 PM Edited by Build Up Your Survivor, 06 February 2014 - 04:10 PM.

Count me in! I'm confused though, it says you start off with $500 and you're allowed to chose up to two basic skills to start off with, do I have to pay for those or are they "freebies"? For example, could I create a character with Carpentry Level 1 and Handyman and then still use my $500 to buy weapons? Or could I get Carpentry Level 1, Handyman and buy Basic Firearms Knowledge and a Desert Eagle ($300 + $200 = $500)?

 

You can pick two freebies to start off with. As long as they're under $1,000 then you can pick any two. There will be more skills in the future, as we're starting off with a small range of guns, locations, and stuff just to see how it goes. So you're welcome to grab those two skills and the Deagle and the extra skill for the cash. 

 

Just let me know your character's name, what skills you like and based on those I determine your starting equipment. 


Omnia sunt Communia
  • Omnia sunt Communia

    Tierra Y Libertad

  • Members
  • Joined: 12 Aug 2008
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#4

Posted 06 February 2014 - 04:20 PM

In that case I'd like: Handyman ($0), Basic Firearms Knowledge ($0), Glock 17 ($70), Hunting Knife ($16) and Fire Axe ($30).

 

$500  - $70 - $16 - $30 = $384.

 

Character Name: Henry Stone.

 

Going to start off small, makes for a more interesting story.


Build Up Your Survivor
  • Build Up Your Survivor

    You mad cuz I'm stylin' on you.

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  • Joined: 08 Aug 2009
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#5

Posted 06 February 2014 - 04:29 PM

In that case I'd like: Handyman ($0), Basic Firearms Knowledge ($0), Glock 17 ($70), Hunting Knife ($16) and Fire Axe ($30).

 

$500  - $70 - $16 - $30 = $384.

 

Character Name: Henry Stone.

 

Going to start off small, makes for a more interesting story.

 

Henry Stone has been added to the game.

Inventory and skills have been updated.

 

Looking forward to seeing how you start this. The skills are there to make sure you start off small, but in time, with more of them, we'll see bigger developments, and bigger characters.


Ziggy455
  • Ziggy455

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#6

Posted 06 February 2014 - 05:58 PM Edited by Ziggy455, 06 February 2014 - 05:59 PM.

Name: Marcus Bennett

 

The M.P.D’s main room was filled with activity. Like a stockroom floor, there was a derivative use of the words ‘f*ck YOU’ – ‘Asshole!’ and ‘SUCK MY DICK..’ These all came from the frustration of the fleeing M.P.D force. Tens of cops, the entire main crew were in a bitter bout of chaos, shuffling, grabbing items, and packing up whatever they could find. A radio continued its static chant of broadcasts. Throughout all of this chaos, as Maggie, the large receptionist elbowed Sergeant Green in the face and the rookies banged other female rookies over railings near the entrance, it became abundantly clear that law and order was now out of the window. Marcus sat down at the main desk overlooking the entrance from a raised platform and gently sighed, his eyes scanning the black and white tiled floor below for Chief.

 

“Get as much as you can,” he suddenly heard, piping his head up. “we ain’t comin’ back.”

 

“Chief! Chief!?” he yelled down to the burly man, his white shirt and black tie drenched in sweat. He rubbed his moustache lightly, trying to retain it from its business but to no avail. He looked up to Marcus.

 

“Listen Bennett,  it’s no use—Go home to your family, get out of here. Martial law’s up, and you know what’s gonna go down cause this ain’t no regular army.”

 

Marcus looked around and shrugged. “Think I’ll stick around: see what’s up here, Chief.”

 

The chief quickly made his way up the ramp to the main platform. He approached Marcus, putting his hand on his shoulder, shoving past Maggie who now had an éclair in her mouth, her face smeared with cream and red lipstick. “You’re a good man—Stupid, but good nonetheless. Look, this place is big—defendable and it’s got enough rooms for those things to get lost in. Heck! I’d stay with you but my old lady’s safety comes first and she wants us gone outta Mercer’ tonight.” He let his hand slip away and placed them onto his hips, sighing as he looked around at the chaos. “GREEN! Clean ya f*ckin’ nose up.”

 

“Moggie hot me in da fuss!”

 

Chief waved his arm quickly and turned back to Marcus. “What about quarantine?”

 

“Hey! f*ck quarantine—I’m a officer of the law. I’m the Chief of Police, son. I’ll be speeding down the East Coast in no time once we hit the checkpoints.”

 

“I hope you get out, man, I really do,” said Marcus, and he meant every word of it. The Chief was a real good guy, one of those old-timers who still believed in right and wrong, and doing what needed to be done. If anybody deserved to escape the apparent airtight quarantine, it should be him.

 

“You take care alright? Here—keys to the whole joint. Nobody’s sticking around here for long now. Too many of them are coming so you got free reign until somebody else decides they like it here, alright?” Marcus took the keys and slipped them into his pocket.

 

“Alright, Chief.” He shook his hand lightly, and then it gripped him tighter eventually pulling him in tightly for a hug. “You would of made Lieutenant, you know it?”

 

“Being a fat f*ck in a desk was never my style.” Chief pulled back with a faint laugh and a look of sincerity spread across his face. “You take good care of yourself, Marcus. I mean it.”

 

He nodded silently, moving back as cops, old friends shoved him out of the way, ready to leave the M.P.D.

 

The Chief slipped away into the masses, all of them finally making their way to the front entrance. “Pack up people! Get ready to move in five- get your sh*t, and get outta here as fast as your legs, your car,  or even your f*ckin’ pushbike’ll take you.”

 

Within a matter of minutes, the M.P.D’s main room had gone from a chaotic warzone, to an empty, echoing shell. Marcus made his way to the entrance, turned around, and noticed a few stragglers. “Anybody leavin’?”

 

 

 

He turned, yanking the Chief’s keys out of his pocket and shoving them into the door. He locked it up as quick as he could and turned back around, a pair of dark brown eyes staring him down. “You know it’s f*cked when the cops run for it.” Marcus slipped past the man with a grunt and made his way back up to the ramp, his boots clicking on the marble floor beneath him.

 

 

“Are you all that’s left?!” asked a blonde haired girl as she wiped away fresh tears from her blue eyes.

 

“It seems so.”

 

Current Location: M.P.D: Main Room.


Osric
  • Osric

    In The Name Of The Moon

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#7

Posted 06 February 2014 - 06:31 PM Edited by Osric, 06 February 2014 - 06:36 PM.

I'll play a rookie cop stationed at the Mercerville Hospital for security, overviewing the second floor

 

Skills and Equipment: Basic Firearms Knowledge ($0), Amateur Athlete ($0), Hunting Knife ($16), M9 Beretta ($70)

 

Name is Edward Mortimer


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#8

Posted 06 February 2014 - 06:55 PM

UPDATE

Osric's character Edward Mortimer has been placed into the game at Mercerville General.

Ziggy455's story count is now 1.


Omnia sunt Communia
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#9

Posted 07 February 2014 - 01:27 AM

Character Name: Henry Stone

Story #: 1

Location: Appalachian Wilderness

 

Appalachian Wilderness, 2014


Ever since this whole ordeal began Henry had difficulty sleeping. Rays of light, filtered through the canopy overhead, shone down on his face as he lay on the forest floor below. Four hours had barely passed since he fell asleep when the sound of a twig snapping nearby wrestled him from his slumber. His eyes opened and began to scan the area around him as he reached for his hunting knife.

 

He sat upright in his sleeping bag and looked out over the smouldering remains of last night's camp fire to see a deer stood just a few feet away from him. The animal stood motionless and stared at Henry, paralysed by fear. Henry smiled with relief as soon as he realised he was safe. Henry took to his feet and unzipped his sleeping bag. The deer took no chances and used this opportunity to escape. Disappearing into the forest as fast as lightening.

 

Henry rolled up the sleeping bag and stuffed it back in his rucksack. Placing it on the floor next to the camp fire, he sat down on it and began rubbing the dust from his eyes. Before he had even had the chance to properly breathe in the fresh countryside air Henry began coughing violently. He beat his chest with his fist to try and force out the last of it but it kept on coming.

 

Once his cough had died down, Henry took out a tin of food from his bag, and using the dulled edge of his hunting knife, began hacking away at the lid in order to get at the contents. After managing to slice open a whole just large enough to stick his fork into, Henry began tucking into the cold tin of ravioli, savouring every bite.

 

He sighed heavily as he ran his face across his face and through his thick, wiry beard. He stood up again, picked up his rucksack and slung it over his shoulders, as he began the long trek back towards Mercerville. The long journey back home.

 

Note: I plan on running two story arcs with this character, one set in the modern day exploring his life five years after the zombie outbreak, and another set in 1999 during the initial outbreak. Hope that is fine with the moderators!


PhilosophicalZebra
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#10

Posted 07 February 2014 - 04:40 AM Edited by PhilosophicalZebra, 07 February 2014 - 04:40 AM.

Sure, I'll jump in.

 

My character is Gideon Schöneberg, a 34-year-old Biotech scientist who worked in one of their top-secret illegal labs before the incident.

 

I'll take the Handyman ($0) and Amateur Athlete ($0) skills for now. I'd also like to buy a fire axe ($30) and a CZ 75 ($70).

 

I've got $400 left, but also a couple of questions on how this is going to work.

 

1. Can we make up new locations in our stories, or do they have to be introduced by the creator?

 

2. Can we introduce other players' characters in our stories, or do they stay individual?

 

3. Can we at all stumble upon weapons or objects that aren't on the list in our stories?

 

4. For writing purposes, what state/country is Mercerville City in? :p

 

5. Can our stories take place at any time? (Ex. August 1999, summer 2007, July 2020 etc.)

 

Anyway, assuming the answer to my first question is the former, then I'll start in one of the Biotech underground labs.


AceRay
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#11

Posted 07 February 2014 - 07:03 AM Edited by AceRay, 07 February 2014 - 07:03 AM.

This thread is sexist. It only refers to male characters in the descriptions in the OP. Oh, because only men can be true survivors and women are secondary to males, you sexist pigs! I’m officially offended. Anyway I’m also only starting with one freebie for my character, cause women are weaker than men.

Spoiler

Anyway, what year is it? Are we in 1999 or whatever, or in 2014? Because if it’s the later, then who would after 14 years be a complete noob at survival? Shouldn’t they be quite tough already to have survived 15 years of zombie outbreak? And if everyone is setting them at different times, that’ll be a real b*tch to figure out the timeline. Maybe someone could make a giant timeline of events.

Yeah, I have Amateur Athlete chosen as my only freebie. I know this is beta, but if there’s only three starting options and you get to choose two, then who would pick “basic firearm knowledge” cause that one is only three hundred bucks and the others are five hundred, you’d just pick the other two and buy firearm later.



























AceRay
Alysa Rei
Story Count1
InventoryHunting Knife
SkillsAmateur Athlete
Money$484
Health100%
Current Location--

Cold air chilled through the forest. The car left abandoned on the road, the two captives were dragged by rugged men wearing bandanas, screaming from their supplies. Trey looked tried to look over to his little sister but was then beaten down harder and harder by the bandits’ clubs. There was nothing around them but forest life, still mostly untouched by the undead, although the occasional straggler could be found wandering around. According to rumours, the underground base where the virus begun its massacre of humanity was around these parts of the woods, although no one had the balls nor cared enough to verify these rumours.

They were lead to a camp circled by a crusty fence. Human skins hung adorned around the tents as the inhabitants walked outside to see what the next meal would be. A large buzz saw sat pronounced in the centre of the camp, bloody bones and axes littered throughout the grounds. The stench of rotten flesh circled in the air. The dots were soon connected in their minds. These weren’t just raiders; they were cannibals, feeding on human flesh to survive, using the apocalyptic surroundings to justify their hunger.

It was funny how quickly life could turn upside down within an instant. Just a few days before, Alysa and Trey watched the life in their mother’s eyes fade out as the starvation took her soul. It was then they decided they would not end at the same fate, then packing the car with all they had and driving, somewhere, anywhere, away from the undead. Now, whatever what was left of their supplies were in the cannibals’ hands, whom were laughing and jeering at them, all of them wearing bandanas or balaclavas concealing their faces, some wearing masks, all with heavy hunting gear. Two brutes clutching shotguns knocked them both to the ground, aiming the guns at her head.

In an instance, there was silence. The cannibals stopped jeering and kneeled down towards a hooded man walking out from what looked like the main tent. He wore a black sweater with a hood and green camo jeans, with military boots, and examined everyone with a fierce intensity, until he finally came toward the prisoners.

Alysa looked directly into the cannibal leader’s dark eyes as he pulled down his hood and looked directly into her eyes, which were soon drawn to the necklace of human ears hung around his neck. His face was long, a small greying goatee perched on his cheek and short, black hair sprouting from his head. He moved about a foot closer as he ordered the shotgun wielding fiends back. He approached her

“Hi, I’m Jack,” the dissonant cheerfulness of his voice almost knocked Alysa off balance. She wasn’t sure if she was supposed to respond or not. He let out a small smile and moved closer to her.

“Please, don’t… don’t hurt us,” Alysa tried not to let the fear in her voice come through but failed to sound convincing. After all, she was just a seventeen year old girl. A seventeen year old girl who was now being groped by a man at least thirty years her senior. His course hand rubbed up her waist and under her firm breast, the smile still stuck to his face.
“You get your hands off her!” shouted Trey violently and lunged at him with his fist clenched and anger in his voice. He was a lackey, tall college student studying a degree in computer science before the virus hit, who Alysa had never thought thrown a punch in his life. Jack caught the attack with his spare hand without looking as a couple of cannibals pulled him back and threw him onto the floor, beating him with their feet before tying him like an animal by the wrists and ankles with some rope. He never let his eyes lose Alysa’s gaze, who stood there in fear, feeling his hand move in circles on her skin. Suddenly, he pulled his hand back and spoke again.
“What’s your name?”
“…Alysa,” she finally managed to say.
“Who’s he?”
“He’s my brother.”
“Well, let me tell you my dear Alysa, that his meat looks very tender right now,” Alysa suddenly jerked as he heard him say those words and what could only be described as a medieval executioner stood forward, axe in hand and a sack over his head. Before anything could be said, he swung down hard onto Trey’s arm, who let out a horrifying, blood curling scream as the metal tore through flesh and touched the bone. It was not a clean cut, and the executioner bent down and ripped the rest of the arm off with his bare hands, the bone crunching and blood squirting all over the ground, tears of pure pain crawling out of Trey’s eyes, his lip bleeding due to bighting so hard. The executioner threw the bloodied arm into a crowd of cannibals, the group removing their masks and bandanas and fighting for the arm, being tossed around the group.

Jack’s eyes turned back to Alysa. Such strange, distant eyes. There didn’t appear to be any anger or hatred in them.

“Now, do you want to save him, or shall he be eaten on a bonfire?” he said it the same way a normal person would talk about eating noodles for dinner. For them, this was normal. Alysa looked around, noticing a particularly disturbing bandit licking Trey’s arm bone from the corner of her eye. Trey was almost in shock, crying and unable to move. He was truly helpless.
“I’ll do… anything,” Jack moved forward again and rubbed his hand against her crotch through her jeans. A single tear escaped her eye as he did that.
“You’re so beautiful,” he said. “Tell me. Why are you crying?” she closed her eyes and felt him start to kiss her neck, his tongue cold against her skin. Another tear dripped down her cheek. The cannibals began to disperse and go back to their tents, Trey led to a holding pen, next to other captive, already resigned to their fate.
“Because… I’m afraid.”
“Don’t be,” he said quietly into her ear, pushing her away violently as she suddenly had a bag pulled over her head and carried away from where she was.

She had the bag pulled off her found herself inside what must have been Jack’s tent. A bald man with a large scar on his face forced her to remove her clothes. He angrily pointed her to the bed, then he told her to not leave unless she wanted to be thrown out into the horde, before guarding outside the door.

 

--

 

Bleugh, I'll get around to the rest tomorrow, need to watch even more Bruno Mattei films for this to pan out right.


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#12

Posted 07 February 2014 - 07:54 AM

@Jacky Fiend: That's fine--As long as it doesn't overly complicate things, it should be all good. 

 

Sure, I'll jump in.

 

My character is Gideon Schöneberg, a 34-year-old Biotech scientist who worked in one of their top-secret illegal labs before the incident.

 

I'll take the Handyman ($0) and Amateur Athlete ($0) skills for now. I'd also like to buy a fire axe ($30) and a CZ 75 ($70).

 

I've got $400 left, but also a couple of questions on how this is going to work.

 

1. Can we make up new locations in our stories, or do they have to be introduced by the creator?

 

2. Can we introduce other players' characters in our stories, or do they stay individual?

 

3. Can we at all stumble upon weapons or objects that aren't on the list in our stories?

 

4. For writing purposes, what state/country is Mercerville City in?  :p

 

5. Can our stories take place at any time? (Ex. August 1999, summer 2007, July 2020 etc.)

 

Anyway, assuming the answer to my first question is the former, then I'll start in one of the Biotech underground labs.

 

1. Can we make up new locations in our stories, or do they have to be introduced by the creator?
Locations or areas can be made up and you are free to use any you can think of but their maintenance would be completely up to you. However, if you feel like you would like your location to become a notable location, all you have to do is PM the layout of it like I have done and I will turn it into one. 
 
2. Can we introduce other players' characters in our stories, or do they stay individual?
Of course you can introduce other player's characters into stories. Of course it depends on if that person wants you to though. If you want to co-operatively write, make sure you PM who you wish to do it with so your story-telling is fluent between the two of you.
 
3. Can we at all stumble upon weapons or objects that aren't on the list in our stories?
Buying weapons (objects are being implemented soon) is a out-of-character concept in which buying them, gives you the right to use them. If you cannot pay for it, you will not be able to use it in your story.
 
4. For writing purposes, what state/country is Mercerville City in? :p
Mercerville is a smaller take on the city of Chicago, Illinois. So I'd say Illinois.
 
5. Can our stories take place at any time? (Ex. August 1999, summer 2007, July 2020 etc.)
 
To avoid confusion, all stories must take place following September 15th as multiple time strands of stories will be confusing. However, you can always be like Communia and have one set extremely far in the future so as not to mess with the current stats.
 
If you have any more questions, let me know. 
 
UPDATE!
 
AceRay: Character Alysa Rei has been added to the game.
PhilsophicalZebra: Character Gideon Schöneberg has been added to the game.
Story-counts have been updated.
 
Grades:
 
Omnia: Loving the setup, and it'll be good to see where Stone goes after the initial 1999 outbreak. I know it's hard getting back into writing, but as you do it more, it'll become easier. It works as a nice little opening, and it'll be awesome to see where you take this.
B Grade: $100+
 
AceRay: God-damn. Already we're well away and these sick bastards sound like prime Arc material but I've yet to update that into the main game. I loved the ferociousness of the hunters and the detail of Trey's arm being torn away was sickening but brilliant. Most importantly, I'm liking the character--I want to see development as time goes by.
 
A Grade: $200+
 
Ziggy455: Somebody should just tell me what grade you think mine is at. I cannot grade myself.

Vercetti42
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#13

Posted 07 February 2014 - 10:51 AM

Count me in.

 

Character name: Troy Martin.

 

Short Bio: Troy is a 28 year old resident of Mercerville who lost his family in the outbreak. He however has survived and now faces the tough task of surviving in the outbreak.

 

I'd like to have the Basic Firearms and Amateur Wrestler skills. (Both $0). Combat Knife ($20), Colt .45 ($50) and Fire Axe. ($30). 

 

Total: $100. At the moment I have $400.

 

Will write up a story later.


Osric
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#14

Posted 07 February 2014 - 04:32 PM

I need to write my initial story with Edward Mortimer and his escape plan. I'll probably do that tonight once I get all my ideas collected.


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#15

Posted 07 February 2014 - 09:14 PM

I'd hurry. To cut inactivity there's a set amount of random time--Chosen by dice for each player. If a player is inactive for too long, or doesn't upload a story between two updates then their character is effectively killed off mysteriously. It's a clever way of keeping players on their toes. 

 

Don't worry. A PM will tell you if you're nearing the death time, but after that, you've got a horde coming for you. GMs will write your gory end in beautiful detail. I trust you won't take that long though. 


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#16

Posted 08 February 2014 - 12:06 AM

Skills - Basic Firearm Knowledge ($0), Handyman ($0).

Weapons - Nailed wooden bat ($12), Browning HP ($80)

Location - RJ's Gas and Gulp Station

Name - Bryce Telmon Jr.

 

---

 

 

Rain droplets tracked down the glass window of the Gas and Gulp station. Inside, there were aisles of bare shelves. Everything was cleaned out, bar the odd can of stale cat-food. The entire place was mostly empty and a good majority of the products were gone; looted, rather. The 'caution: wet' sign had also been stolen in the havoc that only occurred movements ago. Behind the counter of the station, sat an empty till and nothing more. Outside, the night fell quickly. The streets of the suburban neighborhood, aligned by maple trees, were dead empty with an eerie silence. A whole mile radius of the neighboring area was pitch black - the only lights in the mile radius, were the intersection ones outside the gas station going through its systematical cycle of green, amber, red. 

 

Back inside the gas station, a very light humming sound was heard from the staff toilet. Strangely, the small bathroom with two cubicles were occupied by a plump figure sitting upon the right toilet. There, sat Bryce Telmon Jr - fresh out of highschool, fulfilling his career as RJ's Gas and Gulp station manager. Fat rolls protruded from his tight, yellow spandex work t-shirt and his forehead was covered in a cluster of yellow, ready-to-squeeze pimples. Headphones sat on his head as his music played on full-ball as he read through an adults magazine. "It's good to be alive, to be alive, to be alive... born to be alive," he mumbled the lyrics of 80's retro dance-music quietly as he proceeded to take a dump. Little did he know, his work colleague had abandoned him in the havoc previously. His co-worker was left to deal with counting the greens in the till when the crowd of looting maniacs attacked - all while this was happening, Bryce sat his fat ass down onto the cold toilet seat and played track 1 to his 80's track-list; Love is a battlefield. 

 

During the chorus of the song, his co-worker was dragged by his hair to the corner of a gas-pump outside; dragging with him the 'caution: wet' sign before he was curb stomped by a roid-raging gym junkie, perhaps on PCP. Within moments, his co-workers body was nowhere to be seen and outside, it began to rain. Bryce finished up his business without wiping his behind nor washing his hands and tucked the magazine underneath the basin sink. He opened the door and made his way back to the counter, not even noticing that his other worker had vanished with everything in the shop. A small radio on the corner of the counter had been static for the past hour now, so he decided to tune it in to his favorite station. He was a major Alex Jones supporter, and so he tuned into that radio channel to hear the mundane voice of a Texan ranting absolute misinformation on air; "the vaccine failed because, because folks, it was never meant to cure. No, it was meant to kill our population and the middle-class! Y2K has arrived early!" Jones yelled. His eyes widened when he finally realized the store had been tooted and Nick, his co-buddy, was gone. The streets were usually busy at this time of night with the highway outside the station flowing with traffic. In an instant, he rushed to the staff room out back where a plastic table sat in the middle of the room. A small kitchen was arranged in the corner and on the other side of the room was hidden behind empty boxes, the money safe. There was no money in it, but Bryce never stored the money there; only a weapon, just in-case of an emergency. He switched the code in and with a click, the door of the small safe swung open revealing a Browning HP.

 

Bryce had to be serious and he had to make the right decisions. He had never heard of the outbreak as he spent a lot of his time locked in his bedroom playing RPG based video games on his Windows 98. In his entire life, he had never shot a pistol but he understood the concept of how to reload and what not. First thing was first, he had to get the hell out of town for now. Perhaps escape to the wilderness, or better, find help with other people. But before he left the station, he grabbed a red spray can from a cupboard in the staff room and on the back wall behind the counter he wrote in warning, "Y2K HAS COME". He swung his key chain in his hand and lightly jogged out the sliding doors into the small parking lot. The only thing in the world that made him feel badass was driving his fathers red 'Cadillac Escalade', just like the only Tony Soprano drived. His parents had probably left town without their son. As much as they loved him, they also told him how much simpler life would of been if he was never born. The left back window was smashed out by a rock, guessing someone tried to steal his vehicle. Before jumping in the drivers seat, he reversed and eased his way out of the station. The only place he knew to go, was the police station.      


Osric
  • Osric

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#17

Posted 08 February 2014 - 12:07 AM

OOC: Here it is, my first story. A little short, but something.

 

Officer Edward Mortimer

Mercerville General Hospital, Nightfall

 

The second floor of the hospital was quiet as a door mouse, bright fluorescent lights illuminated the empty off-white hallways and the recently abandoned pediatric ward of Mercervile General Hopsital. Much like Edward's comrades in the police department, the medical staff and patients who were lucky enough to not get infected or shot by the police and army had evacuated the hospital in an attempt to escape. Few had stayed behind. Among the few were three people. The scared cop Edward Mortimer, a nurse named Serena Yang, and Sammy Bailey, a patient of the pediatric ward who was hospitalized for an injury before the chaos and stayed behind in the hospital at the request of the medical staff following the outbreak.

 

The three were congregating in the empty cafeteria, sitting in simple metal chairs at a plain gray table, drinking Diet Pepsi and eating snacks from the vending machine. The cafeteria was plain and dull, with chessboard floors and soft off-white walls, and with their backs to the wall sat the three survivors who stayed behind for various reasons.

 

"Damn, sh*t has gotten crazy. I have to get out of here. I don't care what goddamn Biotech, the CDC, or even the goddamn Army have to say about this, I am getting my ass out of Mercerville and hopefully to Canada or Wisconsin or somewhere out of this monster-infested hellhole!" said a thin and tired-looking Asian woman in her early thirties, clad in blue scrubs. This was Serena Yang, a nurse who stayed behind to watch any remaining children in the pediatric ward, who was so stressed from the situation, she didn't even watch her language in front of the nearby ten-year old.

 

Sitting next to her was a dark-haired preteen child in pajamas, half-asleep, and next to the child was a young pale cop in his police uniform, gun and knife at his side. This was Edward Mortimer, who had been originally tasked with security for the hospital, but now had teamed up with Nurse Yang and Sammy,

 

"Listen, the Coast Guard and Navy have Lake Michigan locked down, so Canada's a no-go. If we can escape by land, dangerous as that may be, we might be able to make it to Sammy's house in Queen's Cross. According to those medical records you showed me, Sammy's parents live in Queen's Cross, which is a few hours drive from the Mercerville city limits and as far as I know, out of the infection and quarantine zones. So, there is a good chance his mom and dad are still alive. If we can reunite Sammy with his parents, well, that's good karma and either way, gets us out of this madhouse city. The problem is getting past the infected and then past the quarantine. Let's stock up on weapons at the police station, but first, we need to get some water and medical supplies to carry with us here, and then we head out."

 

Serena said "You got a gun, right? Maybe that can help us out in dealing with the infected."

 

Edward sighed and replied to the nurse saying "Yes I do, but ammo is not unlimited, and we have to be swift and stealthy. Maybe we can steal an ambulance or I can get to my cruiser. One thing about both police cars and ambulances is that they are fast but sturdy. Let's finish our meals, stock up on supplies and move out. If we can make it past the quarantine barricades, we'll get to Queen's Cross and put this whole nightmare behind us!"

 

Edward nudged Sammy to wake him up, and soon, the cop, the nurse, and the child got up and started their exodus. It would be one hell of a journey!


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#18

Posted 08 February 2014 - 10:26 PM

UPDATE

 

AceKingston: Troy Martin has been added into the game.

Coat: Bryce Telmon Jr. has been added into the game. 

 

GRADES: 

 

Coat:  Grade A  +$200

Osric: Grade B +£100 

 

 

Other: I'm constantly updating and thinking of new fundamentals when it comes to BUYS. Not only in keeping writers on their feet, but in creating a universal game which improves over time. I'm currently in a state of creation in certain things and here's a theory I'd like to run by yous all. 

 

Zombies are apparent in BUYS. However, the use of perks for now are quite limited. I believe that implementing a kill cost would make writers think twice about taking on armies of the undead. 

 

Zombies will always be apparent at NOTABLE LOCATIONS due to GM's control, however, I believe that killing a zombie should cost you $100 to successfully kill them. But don't stress out just yet! Certain skills and such will lower the cost. For example, if you have basic firearms knowledge, killing one zombie will cost you $90. Killing a zombie without any weapons with the Amateur Wrestler perk will cost you ten dollars less! Does anybody agree with this or would BUYS be better off without it as a fundamental?

 

Also: I'm thinking of adding a small tutorial to ACTION UPDATES within the next few days, explaining basically how they'll work and such. 


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#19

Posted 08 February 2014 - 11:00 PM

Ziggy, I think the idea has potential but it has to be executed properly in order for it to work. I mean, it wild probably water down the game considering you're not only loosing bullets but loosing money as well in the process. But, implementing that rule would also make you having to kill a zombie fairly rare. As AceRay said in the Writers Room, adding rules make coolness to whatever is not being used as often.

What about, killing a single zombie would cost $100 but say they're 4 zombies - if you have $400 (each zombie) you can gamble that money by killing them four zombies in reward for a greater money reward. You gamble to kill four zombies for $400 and in return if killing all, also adding $100 on top as the reward = $500. But if you fail to kill all fir that you gambled to, you loose all your money? Just an idea to make it a fun gamble.

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#20

Posted 08 February 2014 - 11:03 PM

Ziggy, I think the idea has potential but it has to be executed properly in order for it to work. I mean, it wild probably water down the game considering you're not only loosing bullets but loosing money as well in the process. But, implementing that rule would also make you having to kill a zombie fairly rare. As AceRay said in the Writers Room, adding rules make coolness to whatever is not being used as often.

What about, killing a single zombie would cost $100 but say they're 4 zombies - if you have $400 (each zombie) you can gamble that money by killing them four zombies in reward for a greater money reward. You gamble to kill four zombies for $400 and in return if killing all, also adding $100 on top as the reward = $500. But if you fail to kill all fir that you gambled to, you loose all your money? Just an idea to make it a fun gamble.

 

Would it be up to the GM to roll the percentage of success? Like, let's say there's four zombies and you decide that at the end of your story that your next one will be the attack. Who decides your success rate? The GM's dice roll or themselves? 


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#21

Posted 08 February 2014 - 11:05 PM

The GM should be the one to role the dice. But there should be 2 GM's so that they can roll each others dice to make it fair.

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#22

Posted 08 February 2014 - 11:29 PM Edited by AceRay, 08 February 2014 - 11:32 PM.

Just so none of you hacks have to go and find die to roll, just use this virtual one, I know the corrupt GM will use weighted ones:  :angry:

 

http://www.random.org/dice/

 

Ninja edit: Needs to two dice to roll imho, one is too little. Your stats should influence how you kill zombie and what dice roll you need. Say you have a gun and you only have amateur gun control, then you have to get 9 or above to kill a normal zombie, whereas if you're an expert you can more easily kill them with just a 4 or something. Might need some chart or something.


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#23

Posted 08 February 2014 - 11:32 PM Edited by Build Up Your Survivor, 08 February 2014 - 11:43 PM.

The GM should be the one to role the dice. But there should be 2 GM's so that they can roll each others dice to make it fair.

 

So let's say there's four zombies, the GM would roll a dice out of six. If the dice rolls over four then that would be a successful takedown of four zombies? Why would two GMs be needed?

 

EDIT: I like AceRay's example. All zombies could start off with 10HP. Meaning you have to roll a ten or higher to successfully kill one, and if there's four, that means you have to roll over forty or higher. Low level skills would lower their HP by 2 depending on the skill.


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#24

Posted 09 February 2014 - 12:45 AM

Well, obviously then different weapon classes would have to have to have benefits, otherwise there'd be no point in upgrading past a peashooter. Like, Shotguns will do double damage, you can fire multiple times per turn with machine guns, more so with Assault Rifles, therefore it's more possible to kill groups without dying immediately, you feel like your character is becoming more badass and it rewards players for buying stuff.


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#25

Posted 11 February 2014 - 04:45 PM Edited by Build Up Your Survivor, 11 February 2014 - 07:52 PM.

UPDATE!

 

1. Action Updates added into rules.

2. Combat added into rules.

3. Modifiers added into rules.

4. Modifiers, and skills required added to current weapons for PISTOLS and SHOTGUNS.

5. Skills have been added from level 0.5 all the way to SURVIVOR. 

 

Expect more daily, weekly, and whenever-ly.


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#26

Posted 19 February 2014 - 04:23 PM

ACTION UPDATE!

 

- Three thousand people was just a statistic, a pencil mark at the bottom of a clipboard. However when those three thousand bodies got up and started moving towards Downtown, it suddenly became a bigger problem. Outside of the Mercerville Police Station the main road is filled to the brim, street to street with the marching parade of dead that has scrambled their way to the main bulk of the city. 

 

-Meanwhile at RJ's Gas and Gulp zombies are starting to bang on the clear windows. There's no barricades and the lonely road leading to it is starting to fill up with the walking dead quickly. 





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