Dead down under. An Australian zombie apocalypse quest.

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July 1st, 2017. 4 Months since the outbreak

It's been a tough few months. When the first...
World Generation
Location
'Straya
July 1st, 2017. 4 Months since the outbreak

It's been a tough few months. When the first reports of zombies came out, you thought it was a bad April fools joke, but you're not laughing now.
April 1st, 2017 is the day the entire world started to fall apart, and you're just trying to survive. You haven't seen anyone alive in days, not since someone tried to steal your food stash. They were run off by your intimidating spray-painted water pistol.

You are a:

[ ] - Local: You've been born and raised here, barring holidays you've never left.
Scrappy fighter: You've got a cricket bat, and you're not afraid to use it. +5 to combat rolls with melee weapons
Out with the mates: You might see Bruce around, bastard owes you $5. Higher chance of contacts in the region

[ ] - Backpacker: Just taking a nice trip before settling down at home, this was not a good time to visit Australia
Working your way: You've done a lot of odd jobs for a bit of extra cash, it's paid off +5 to all rolls using manual labour (construction, farming)
Mobile: With everything you've prepared, you're quite comfortable without a bed to sleep in. Malus from sleeping without a base removed

[ ] - Businessman: You're visiting on a trip. Perhaps it was business, perhaps a weeks vacation. Either way, you're stuck here now.
Organised: You know how to keep things ticking over. Halves consumption of resources (rounded up)
Middle management: You can get the most out of people (+5 on every roll from another survivor in your group)

But more importantly now, you're a 26 year old
[ ] - Male
[ ] - Female

Named
[ ] - Bruce/Sheila
[ ] - Luke/Sarah
[ ] - Write In

From

Nationality (locked to Australian for local)
[ ] - America
Freedom exporters: You're a bit more experienced than most with guns. +5 to combat rolls with guns

[ ] - United Kingdom
Stiff upper lip: Everything is fine, just keep calm and carry on. +1 to all rolls

[ ] - Australian
True blue: You know this place, you're from here. +5 to all rolls regarding knowledge of the land (scavenging, foraging)

[ ] - Chinese
Industrious: A traditionally hard-working people, you don't need as much rest as most. 1 less hour of sleep required

[ ] - French
Liberté, égalité, fraternité: When things get tough, you really manage to pull together with others. +5 to social checks

Of course, it's not you you're worried about, it's the zombies. And there are a lot of them. What are they like?


AN: The points on the zombies are how bad the outbreak has been overall. Higher numbers means more zombies, worse situation world-wide and less human encounters. Lower numbers is the opposite, although humans aren't always friendly

zombie speed (pick one)
[ ] - shambling -1
[ ] - running
[ ] - sprinting + 1

Infection type (pick one)
[ ] - everyone's infected +1
[ ] - airborne +1
[ ] - water-borne
[ ] - direct transmission

What happens upon exposure (pick one)
[ ] - guaranteed turning +2
[ ] - sick with possibility +1
[ ] - nothing until death

upon death (pick one)
[ ] - turn always if infected +1
[ ] - turn only if killed by zombie


Special types (pick as many as you want) (+0 to +3)
[ ] - summoner - screams loudly when spotting humans
[ ] - feral - faster travel on all fours, can jump a considerable distance
[ ] - armoured - a poor soul who was wearing some form or armour when they turned
[ ] - poison - emits a virus-filled gas mix, after some build-up can become a fire hazard
[ ] - giant - Much bigger, filled with rage, difficult to take down
[ ] - explosive - explosive force from gas build-up
[ ] - vampire - sneaks, bites from behind


Lets hope you can survive here in the:
[ ] - Outback
Gone Bush: it's difficult to understand the fact that you can sometimes be the only human in a 100KM radius, but it can happen. When you are, it's far easier to spot a zombie and they show up in lower numbers. very low population, higher chance of survivor
Bush tucker - Australian land is either bush, consisting of a great deal of different food sources, or developed farmland, consisting of food sources. plenty of farm land, plenty of food plants, higher foraging

droughts and flooding rains: Australia exists in extremes. Bushfires, drought and floods all happen regularly, sometimes in the same month. more extreme weather, worse weather
Poisonous, Odd, and Sheep - If it exists, then it'll probably try to kill you. Almost every creature around is dangerous in one form or another. higher chance of injury from wildlife encounters

[ ] - city
suburbia: Australian cities are built around a truly impressive amount of light commercial, industrial and residential setup, only broken up in a few central hubs of heavy development. This generalisation of the area means that savaging for anything you need is far easier
coastal - this city, like most large Australian cities is based on the coast, allowing for better access to river outlets, fishing and cool sea breezes. Fishing available, bonus to water collection, access to ocean

de-centralisation: suburbs means that you have to go an impressive distance to find any high-end technology, and travel will be longer due to rubble, old barricades and abandoned vehicles. Movement takes longer, no bonus to special equipment scavenging
Kelly gang - built deep into Australian culture is the idea of doing what needs to be done with a smile. This can be helpful at times, but when times get tough, you may find more aggression than you'd expect. Higher chance of bandit encounters


For now, it's a new day, and it's time to get out of your base and get some work done... in 5 more minutes.


AN:
SO, this is my first thing ever. This might go well or terribly, but I'm giving it a try.
Your in Australia because 'write what you know' and I don't know enough about 'Merica or Europe to do something based there.
The business man perks are useless right now. They will give you precisely 0 benefit to start with. In the long run though, it'll be outstandingly helpful (if you make it that far) due to reduced resource usage and bonuses to EVERYONE else's actions.

I'm also going to try and run this a bit differently than most quests. You'll be operating on a turn timer, but instead of actions you've got a certain number of hours in the day to work with. Each job can be assigned a number of hours and you then roll a d100 for success for each unit of time. The actions will have a threshold to progress normally, and then several higher thresholds for quicker progress (these will be hidden). I'll figure out exactly how the time will be divided in the next post after world generation, but I'm thinking 15 minute blocks (with the understanding that you won't finish most things in 15 minutes).
Perks (such as the bonuses above) come in two types, event editors or stat bonuses. The stats add to the roll (and you can advance your stats without a perk, but it'll be more difficult) and I'll be using exploding criticals with artificial or normal criticals.
 
Just starting to get this filled, at the moment it's more or less a copy paste of what you get with the perks added in.

Bruce Stevens
Fatigue - 0
Survival Kit (backpack with food, water, pocket knife and room to carry other equipment)
- watergun spray-painted black (may help to intimidate someone)
- phone (charged) *2
- handheld torch
- hammer (for nails or zombies)
- keys
- machete
- real gun (AuSteyr EF88)
- 110 5.56 rounds
- f1 grenade *2
- 3 40mm grenades
- m9 bayonet knife
- crowbar

Perks
Working your way: You've done a lot of odd jobs for a bit of extra cash, it's paid off +5 to all rolls using manual labour (construction, farming)
Mobile: With everything you've prepared, you're quite comfortable without a bed to sleep in. Malus from sleeping without a base removed
Stiff upper lip: Everything is fine, just keep calm and carry on. +1 to all rolls

Assigned vehicle - electric mountain bike

Base: House in Westmead - strongly secured(+20 to defense rolls)
food - 10
water - 26
medicine - 15
materials - 10
fuel - 2

Special items present:
Water tank
generator
laptop - 0/4 power
 
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[x] - Backpacker
[x] - Male
[x] - Bruce/Sheila
[x] - United Kingdom

[x] - shambling -1
[x] - direct transmission
[x] - sick with possibility +1
[x] - turn always if infected +1

[x] - summoner - screams loudly when spotting humans
[x] - feral - faster travel on all fours, can jump a considerable distance
[x] - armoured - a poor soul who was wearing some form or armour when they turned
[x] - poison - emits a virus-filled gas mix, after some build-up can become a fire hazard
[x] - vampire - sneaks, bites from behind

[x] - City
 
[x] - Backpacker
[x] - Male
[x] - Bruce/Sheila
[x] - United Kingdom

[x] - shambling -1
[x] - direct transmission
[x] - sick with possibility +1
[x] - turn always if infected +1

[x] - summoner - screams loudly when spotting humans
[x] - feral - faster travel on all fours, can jump a considerable distance
[x] - armoured - a poor soul who was wearing some form or armour when they turned
[x] - poison - emits a virus-filled gas mix, after some build-up can become a fire hazard
[x] - vampire - sneaks, bites from behind

[x] - City
 
[X] - Businessman: You're visiting on a trip. Perhaps it was business, perhaps a weeks vacation. Either way, you're stuck here now.
[X] - Male
[X] - Luke/Sarah
[X] - United Kingdom

[X] - shambling -1
[X] - direct transmission
[X] - sick with possibility +1
[X] - turn always if infected +1

[X] - summoner - screams loudly when spotting humans
[X] - feral - faster travel on all fours, can jump a considerable distance
[X] - armoured - a poor soul who was wearing some form or armour when they turned
[X] - giant - Much bigger, filled with rage, difficult to take down
[X] - vampire - sneaks, bites from behind

[X] - city
 
[X] - Backpacker
[X] - Male
[X] - Bruce/Sheila
[X] - Chinese

[X] - running
[X] - direct transmission
[X] - sick with possibility +1
[X] - turn always if infected +1

[X] - summoner - screams loudly when spotting humans
[X] - feral - faster travel on all fours, can jump a considerable distance
[X] - armoured - a poor soul who was wearing some form or armour when they turned
[X] - giant - Much bigger, filled with rage, difficult to take down

[X] - City
 
[X] - Businessman: You're visiting on a trip. Perhaps it was business, perhaps a weeks vacation. Either way, you're stuck here now.
[X] - Male
[X] - Luke/Sarah
[X] - America

[X] - shambling -1
[X] - direct transmission
[X] - sick with possibility +1
[X] - turn always if infected +1

[X] - summoner - screams loudly when spotting humans
[X] - feral - faster travel on all fours, can jump a considerable distance
[X] - armoured - a poor soul who was wearing some form or armour when they turned
[X] - giant - Much bigger, filled with rage, difficult to take down
[X] - vampire - sneaks, bites from behind

[X] - city
 
[x] - Backpacker
[x] - Male
[x] - Bruce/Sheila
[x] - United Kingdom

[x] - shambling -1
[x] - direct transmission
[x] - sick with possibility +1
[x] - turn always if infected +1

[x] - summoner - screams loudly when spotting humans
[x] - feral - faster travel on all fours, can jump a considerable distance
[x] - armoured - a poor soul who was wearing some form or armour when they turned
[x] - poison - emits a virus-filled gas mix, after some build-up can become a fire hazard
[x] - vampire - sneaks, bites from behind

[x] - City
 
Turn 1 - Morning July 1st
As much as you'd like to stay in bed all day and pretend things aren't awful, you need to get things done if you're going to continue to survive. And you have no intention of just rolling over and dying, not after everything you've already lived through. Besides, you've got your namesake to live up to. While you wish your parents didn't name you after their favorite horror movie actor, the spirit of Bruce Campbell may just have been with you here in Sydney when so many others had died.

You're currently staying in a derelict house, one which you found the keys for at a local Real Estate Agents. You chose this one because (rolled 1d6 = 1) it had a rainwater tank installed. With the water supply no longer viable, a source of good clean drinking water was vital, not that it's helped recently, you haven't had much rain. You could go straight to the source, since you're not too far from one of the water storage facilities, but it's still a fairly tough journey that you would be dangerous to make to often. You're in a suburb called Westmead, which puts you near several hospitals as well as relatively close to one of the major commercial centers, Parramatta. You're also close to Parramatta river, but from what you've heard the water quality in the river was so awful the local government wouldn't even allow fishing in the river for risk of contamination. You'd have to be truly desperate to drink from that, but at least it'd be close.

Thankfully you're in Australia during the winter, you had originally arrived for your backpacking trip in summer. In Perth. You know that's a bad idea NOW, but it would have been nice to be told before you started. Sydney was your last stop before heading home, but then the UK started quarantine and all flights were cancelled. Not that it helped much, last you heard London was being overrun. You're not sure they'll have managed any better than over here.

The normal zombies are easy enough to avoid, they mostly shamble along aimlessly unless they hear something. And despite what the zombie movies might tell you, it turns out being dead doesn't do wonders for the senses either, so you have to be pretty loud for them to hear you.
Of course, things never would have gotten this bad if that's all there was. There are other, special zombies that you've seen around, and some of them are pretty deadly. Like one you like to call the 'summoner' (you're such a nerd). It's senses are better than most other zombies, and even though it's slower (if just a thing were possible), it's more than loud enough to alert any of the basic horde around to your presence. You can easily pick one out, not only are they missing both arms, but their throat's nearly twice the size of a normal head.

Of course, the biggest threats are the infected more directly geared for combat. There's one you call a vampire, a smaller, sneaky thing that grabs you from behind and bites you. You try not to think too hard about the implications of it being smaller than an adults size.
The biggest threat is of course the giant. If someone took steroids on steroids, and then cross-bred that with the giant guy from game of thrones, this is what you'd get. Rage, strength and the complete inability to know when to die all wrapped up in one giant package. The only saving grace is that these appear to be few and far between, and aren't much faster than the normal shamblers. Not like the ferals, galloping along on all fours like some sort of dog. Except instead of wanting to lick your face, they want to eat it, preferably with the rest of the organs to follow. You could have sworn you heard one of them go 'parkour' once, but it's probably your imagination.

You've also noticed a recent uptick in the number of shamblers wearing armor. Most of it looks like riot gear, but there's homemade armour as well, you even think you spotted a couple of professional army suits around. Part of you wants armour like that, but the more sane part is telling you that it didn't help them much.

AN:
[x] - Backpacker
No. of votes: 4

[x] - Male
No. of votes: 6

[x] - Bruce/Sheila
No. of votes: 4

[x] - United Kingdom
No. of votes: 4

[x] - shambling -1
No. of votes: 5

[x] - direct transmission
No. of votes: 6

[x] - sick with possibility +1
No. of votes: 6

[x] - turn always if infected +1
No. of votes: 6

[x] - summoner - screams loudly when spotting humans
No. of votes: 6

[x] - feral - faster travel on all fours, can jump a considerable distance
No. of votes: 6

[x] - armoured - a poor soul who was wearing some form or armour when they turned
No. of votes: 6

[x] - vampire - sneaks, bites from behind
No. of votes: 5

[x] - City
No. of votes: 6

[X] - giant - Much bigger, filled with rage, difficult to take down
No. of votes: 3

[x] - poison - emits a virus-filled gas mix, after some build-up can become a fire hazard
No. of votes: 3

Since these two were equal, I rolled a 1d2 (flipped a coin) and giant won over poison.

Bruce Stevens
Fatigue - 0
Survival Kit (backpack with food, water, pocket knife and room to carry other equipment)
- watergun spray-painted black (may help to intimidate someone)
- phone (out of batteries and service)
- handheld torch
- hammer (for nails or zombies)

Base: House in Westmead - lightly secured(+5 to defense rolls)
food - 3
water - 7
medicine - 1
materials - 2
fuel - 0
Special items present: Water tank

AN: You need 1 food and water unit per person per 24hrs. Going without is possible, but will have detrimental affects. Medicine is used only if sick, materials is used for construction or repairs and fuel is used for generators and vehicles.

July 1st 8AM - You have 12 hours to work with. Divide your time with the below:

[ ] - scavenge
[ ] - for food
[ ] - for water
[ ] - for medicine
[ ] - for materials
[ ] - for write-in

[ ] - plant a vegetable garden (needs seeds, min 4 hrs, moderate check)

[ ] - move base (min 2 hrs)
[ ] - to Parramatta
[ ] - to the reservoir
[ ] - to the hospital
[ ] - to the local school
[ ] - to the local church

[ ] - gather water from reservoir (3 hrs)

[ ] - try and find a bike (min 1 hrs, easy check)

[ ] - try and find a car you can use (min 1 hrs, difficult check)

[ ] - barricade the house (very easy check, -1 materials)

[ ] - set up a power grid (min 8 hours, nigh-impossible check)

[ ] - reclaim another house (easy check, min 2 hours, -2 materials, potential loot in the house)

[ ] - rest (restores morale and fatigue) AN: You don't have morale as the player character (and stubborn Brit that you are), but others who join your group will have it, and if it gets too low may refuse commands or leave altogether. You gain 1 fatigue every 24 hours where you haven't had at least 6 hrs rest. Encounters will be different in the day or night-time, so plan you're sleep cycle accordingly. You may also get well-rested bonuses if you rest for longer than the required 6 hrs.

[ ] - write-in (check and validity will be determined)


Any left-over time, or time gained from something being completed early will be added onto the next turn's votes

AN: So, I still don't quite know what I'm doing, but now I know who I'm doing it with. Welcome to the quest! I'll update with the character sheet in the next day or so, and will try to update the quest several times a week. As another note, I don't live in, nor have I regularly visited Parramatta. I have however been there before and I know the type of area quite well, so we're going with that.

Some checks will be easier with specific equipment. A car that you can use is very easy if you have a set of car keys for example. Some have a minimum time requirement that's listed above, the job will auto-fail without that time. Each statistic uses a skill that are all set to 10 (a very easy check is 20). You can level these stats to make it so you can auto-pass some actions.

Vehicles will make travel much faster, allowing scavenging at longer distances as well as reducing travel time in some actions (like gathering water).
 
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[x] Plan: Find food, meds, materials and a bike
-[x] - scavenge
--[x] - for food x3h
--[x] - for medicine x3h
--[x] - for materials x3h
-[x] - try and find a bike (min 1 hrs, easy check) x2h
-[x] - barricade the house (very easy check, - 1 materials) x1h

Not sure about the vote format you want, but with the time being limited, plan format is probably the one.
Also how does investing more time into an activity work? Does it give more rolls, and we get to take the best one?
Why are there square brackets inside some of the options? Are they resource requirements?
How does 'reclaim another house' work?
 
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As much as you'd like to stay in bed all day and pretend things aren't awful, you need to get things done if you're going to continue to survive. And you have no intention of just rolling over and dying, not after everything you've already lived through. Besides, you've got your namesake to live up to. While you wish your parents didn't name you after their favorite horror movie actor, the spirit of Bruce Campbell may just have been with you here in Sydney when so many others had died.

You're currently staying in a derelict house, one which you found the keys for at a local Real Estate Agents. You chose this one because (rolled 1d6 = 1) it had a rainwater tank installed. With the water supply no longer viable, a source of good clean drinking water was vital, not that it's helped recently, you haven't had much rain. You could go straight to the source, since you're not too far from one of the water storage facilities, but it's still a fairly tough journey that you would be dangerous to make to often. You're in a suburb called Westmead, which puts you near several hospitals as well as relatively close to one of the major commercial centers, Parramatta. You're also close to Parramatta river, but from what you've heard the water quality in the river was so awful the local government wouldn't even allow fishing in the river for risk of contamination. You'd have to be truly desperate to drink from that, but at least it'd be close.

Thankfully you're in Australia during the winter, you had originally arrived for your backpacking trip in summer. In Perth. You know that's a bad idea NOW, but it would have been nice to be told before you started. Sydney was your last stop before heading home, but then the UK started quarantine and all flights were cancelled. Not that it helped much, last you heard London was being overrun. You're not sure they'll have managed any better than over here.

The normal zombies are easy enough to avoid, they mostly shamble along aimlessly unless they hear something. And despite what the zombie movies might tell you, it turns out being dead doesn't do wonders for the senses either, so you have to be pretty loud for them to hear you.
Of course, things never would have gotten this bad if that's all there was. There are other, special zombies that you've seen around, and some of them are pretty deadly. Like one you like to call the 'summoner' (you're such a nerd). It's senses are better than most other zombies, and even though it's slower (if just a thing were possible), it's more than loud enough to alert any of the basic horde around to your presence. You can easily pick one out, not only are they missing both arms, but their throat's nearly twice the size of a normal head.

Of course, the biggest threats are the infected more directly geared for combat. There's one you call a vampire, a smaller, sneaky thing that grabs you from behind and bites you. You try not to think too hard about the implications of it being smaller than an adults size.
The biggest threat is of course the giant. If someone took steroids on steroids, and then cross-bred that with the giant guy from game of thrones, this is what you'd get. Rage, strength and the complete inability to know when to die all wrapped up in one giant package. The only saving grace is that these appear to be few and far between, and aren't much faster than the normal shamblers. Not like the ferals, galloping along on all fours like some sort of dog. Except instead of wanting to lick your face, they want to eat it, preferably with the rest of the organs to follow. You could have sworn you heard one of them go 'parkour' once, but it's probably your imagination.

You've also noticed a recent uptick in the number of shamblers wearing armor. Most of it looks like riot gear, but there's homemade armour as well, you even think you spotted a couple of professional army suits around. Part of you wants armour like that, but the more sane part is telling you that it didn't help them much.

AN:
[x] - Backpacker
No. of votes: 4

[x] - Male
No. of votes: 6

[x] - Bruce/Sheila
No. of votes: 4

[x] - United Kingdom
No. of votes: 4

[x] - shambling -1
No. of votes: 5

[x] - direct transmission
No. of votes: 6

[x] - sick with possibility +1
No. of votes: 6

[x] - turn always if infected +1
No. of votes: 6

[x] - summoner - screams loudly when spotting humans
No. of votes: 6

[x] - feral - faster travel on all fours, can jump a considerable distance
No. of votes: 6

[x] - armoured - a poor soul who was wearing some form or armour when they turned
No. of votes: 6

[x] - vampire - sneaks, bites from behind
No. of votes: 5

[x] - City
No. of votes: 6

[X] - giant - Much bigger, filled with rage, difficult to take down
No. of votes: 3

[x] - poison - emits a virus-filled gas mix, after some build-up can become a fire hazard
No. of votes: 3

Since these two were equal, I rolled a 1d2 (flipped a coin) and giant won over poison.

Bruce Stevens
Fatigue - 0

Base: House in Westmead - lightly secured(+5 to defense rolls)
food - 3
water - 7
medicine - 1
materials - 2
fuel - 0
Special items present: Water tank

AN: You need 1 food and water unit per person per 24hrs. Going without is possible, but will have detrimental affects. Medicine is used only if sick, materials is used for construction or repairs and fuel is used for generators and vehicles.

July 1st 8AM - You have 12 hours to work with. Divide your time with the below:

[ ] - scavenge
[ ] - for food
[ ] - for water
[ ] - for medicine
[ ] - for materials
[ ] - for write-in

[ ] - plant a vegetable garden (needs seeds, min 4 hrs, moderate check)

[ ] - move base (min 2 hrs)
[ ] - to Parramatta
[ ] - to the reservoir
[ ] - to the hospital
[ ] - to the local school
[ ] - to the local church

[ ] - gather water from reservoir (3 hrs)

[ ] - try and find a bike (min 1 hrs, easy check)

[ ] - try and find a car you can use (min 1 hrs, difficult check)

[ ] - barricade the house (very easy check, [ ] - 1 materials)

[ ] - set up a power grid (min 8 hours, nigh-impossible check)

[ ] - reclaim another house (easy check, min 2 hours [ ] - 2 materials, potential loot in the house)

[ ] - rest (restores morale and fatigue) AN: You don't have morale as the player character (and stubborn Brit that you are), but others who join your group will have it, and if it gets too low may refuse commands or leave altogether. You gain 1 fatigue every 24 hours where you haven't had at least 6 hrs rest. Encounters will be different in the day or night-time, so plan you're sleep cycle accordingly. You may also get well-rested bonuses if you rest for longer than the required 6 hrs.

[ ] - write-in (check and validity will be determined)


Any left-over time, or time gained from something being completed early will be added onto the next turn's votes

AN: So, I still don't quite know what I'm doing, but now I know who I'm doing it with. Welcome to the quest! I'll update with the character sheet in the next day or so, and will try to update the quest several times a week. As another note, I don't live in, nor have I regularly visited Parramatta. I have however been there before and I know the type of area quite well, so we're going with that.

Some checks will be easier with specific equipment. A car that you can use is very easy if you have a set of car keys for example. Some have a minimum time requirement that's listed above, the job will auto-fail without that time. Each statistic uses a skill that are all set to 10 (a very easy check is 20). You can level these stats to make it so you can auto-pass some actions.

Vehicles will make travel much faster, allowing scavenging at longer distances as well as reducing travel time in some actions (like gathering water).

What are our options around radios? I assume we don't already have one?
 
[X] Plan Basic Start
-[X] - scavenge
--[X] - for food x2h
--[X] - for medicine x2h
--[X] - for materials x2h
--[X] - for fuel x1h
-[X] - try and find a bike (min 1 hrs, easy check) x1h
-[X] - barricade the house (very easy check, - 1 materials) x1h
-[X] - rest x3h

Not sure what's supposed to go inside the brackets for barricading the house, but that's something we should definitely get done sooner rather than later. I'm also having us rest partially during the day, as we'll probably be in for a bad surprise if we try resting for 6 straight hours during the night.
 
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What are our options around radios? I assume we don't already have one?

Excellent point, I knew I had forgotten something. I've updated the list with personal equipment, but I'll also copy it here.

Survival Kit (backpack with food, water, pocket knife and room to carry other equipment)
- watergun spray-painted black (may help to intimidate someone)
- phone (out of batteries and service)
- handheld torch
- hammer (for nails or zombies)

So no, you have no radio at the moment, either commercial or the more useful military hand-held.

[X] Plan Basic Start

Not sure what's supposed to go inside the brackets for barricading the house, but that's something we should definitely get done sooner rather than later. I'm also having us rest partially during the day, as we'll probably be in for a bad surprise if we try resting for 6 straight hours during the night.

What's supposed to go in those brackets is nothing, because they're not supposed to be there. That'll teach me to copy paste from other parts of my sheet. Fixed.

Also, very good point with the resting, but so long as there's no noise or light, the zombies aren't usually going to wander in. You may have... other disturbances though.

Lastly, you don't HAVE to do full hours for each item, you can break it into half-hour or even 15 minute chunks (no more than that though, it'll drive me insane dealing with it all). That being said, it's not in any way a bad thing that you've done it that way.
 
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Not sure about the vote format you want, but with the time being limited, plan format is probably the one.
Also how does investing more time into an activity work? Does it give more rolls, and we get to take the best one?
Why are there square brackets inside some of the options? Are they resource requirements?
How does 'reclaim another house' work?

Sorry for not answering this earlier, had to go to work.
Plan format is fine, and more time in an activity usually means either a better job, or higher increase in stats. There comes a point where something can't be done anymore, and at that point the leftover time is banked and added to next turns timer.
Square brackets was a formatting error of mine, but yes there is a resource requirement for some of these actions.
Reclaiming another house gives you more space (not an issue right now, storage is limited to 25 units of each), the potential to find resources or special equipment without having to scavenge and potentially new facility items (like your water tank).
 
Turn 2 - Evening July 1st
[X] Plan Basic Start
-[X] - scavenge
--[X] - for food x2h
--[X] - for medicine x2h
--[X] - for materials x2h
--[X] - for fuel x1h
-[X] - try and find a bike (min 1 hrs, easy check) x1h
-[X] - barricade the house (very easy check, - 1 materials) x1h
-[X] - rest x3h

To get started you wanted to see if you could find some sort of transport. A bike would help you get around faster and increase your reach.
(Required 40. Roll = 95 + 1 = 96. Great success) There were a few bikes in various stages of damage around surprisingly. You guess in an apocalypse people don't have much of a chance to put things away and most looters won't take a bike. You've picked up a fairly intact blue bike when you spot something propped up against a fence.
Ready to go, completely spotless (surprising considering the bloodstains all around it), an electric mountain bike.
Rushing up to it as if you're gift shopping Christmas eve instead of looting in an abandoned cul-de-sac, it looks completely intact. A quick glance shows nothing wrong with it, the battery appears to be fully charged and the motor looks pristine. It even has a spot on the back for packages. A little bit of effort getting it adjusted for yourself and you're peddling off and away.

Gained: Electric mountain bike: reduced time to travel to other areas, increased scavenging range. The electric motor can be turned on in emergencies to get out of the area quickly


Your new bike makes scavenging much easier, although you're not using the engine since you have no way to charge it, the range and speed you get peddling still helps your progress greatly. (Scavenge rolls: 3d8 = 8 food 4 materials 2 medicine, 1d4 = 3 fuel)
You start making several back and forth trips (looting rolls: 7d100+1 = 60, 5, 90, 17, 40, 15, 4) not encountering much at first. Then you almost peddle into a group of zombies. They immediately notice you and start lumbering towards you when a screech comes out from the middle of the group. Barreling out of the cluster are three feral zombies intent of tasting both your brains and intestines. Without any serious weapons you decide that discretion is the better part of valour. It's only the new electric motor on your bike that allows you to get away safely.
You're a lot more observant after that, which is probably why you spotted the bag lying mostly under a car. Taking it carefully (and checking for any zombies under the car first) you managed to find yourself a dead smart-phone, a set of keys with a car FOB on it and a wicked-looking machete. Unfortunately the car keys don't unlock the car it was under, that'd be too easy for you. Still, you've found some useful equipment and you're fairly sure that if you were looking for it, you could find that car quickly.

You take a break from scavenging and decide to fortify your base. (needs 20, rolled 87 + 6) This thankfully goes much better than you expected. Between your experience with hard work and your motivation to not get eaten, you manage to create some fairly impressive fortifications. Gain further +15 to defense rolls

After the middle of the day, you head back out to try your luck again.
Your journey is mostly un-eventful, although at one point you hear an explosion further out west. It must have been a seriously large one since it looks like it was quite far away. Thankfully for you, it's dragged the zombies away from your search, leaving you without any additional encounters.

After everything so far you thought you might have a rest before nightfall to be ready. You know that the streets are more dangerous at night. The zombies may be harder to spot, but they also seem to be a bit more active, roaming around more during the night and are attracted to any light source. Best to be rested and ready if they cause any trouble.

2d100 events 66, 79 (nothing, explosion) AN:these rolls happen once every 6 hours. Most numbers lead to nothing but a few are special events, often in the background without you being directly affected.

Night falls, and you now need to decide what to do.

Bruce Stevens
Fatigue - 0
Survival Kit (backpack with food, water, pocket knife and room to carry other equipment)
- watergun spray-painted black (may help to intimidate someone)
- phone (out of batteries and service) *2
- handheld torch
- hammer (for nails or zombies)
- keys
- machete
Assigned vehicle - electric mountain bike

Base: House in Westmead - strongly secured(+20 to defense rolls)
food - 11
water - 7
medicine - 3
materials - 5
fuel - 3
Special items present: Water tank

July 1st 8PM - You have 12 hours to work with. Divide your time with the below:

[ ] - scavenge
[ ] - for food
[ ] - for water
[ ] - for medicine
[ ] - for materials
[ ] - for write-in

[ ] - go looting
[ ] - around
[ ] - to Parramatta (min 1 hrs)
[ ] - to the reservoir (min 2 hrs)
[ ] - to the hospital (min 1 hrs)
[ ] - to the local school
[ ] - to the local church

AN: Looting is more likely to yield better equipment drops, but can't give any resources

[ ] - plant a vegetable garden (needs seeds, min 4 hrs, moderate check)

[ ] - move base
[ ] - to Parramatta (min 1 hrs)
[ ] - to the reservoir (min 2 hrs)
[ ] - to the hospital (min 1 hrs)
[ ] - to the local school (min 1/2 hrs)
[ ] - to the local church (min 1/2 hrs)
[ ] - to the waterfront (min 3 hrs, more dangerous to move this far)

[ ] - gather water from reservoir (2 hrs)

[ ] - improve your bike (min 2 hrs, very hard check)

[ ] - try and find a car you can use (min 1 hrs, moderate check with keys)

[ ] - barricade the house (moderate check, -1 materials)

[ ] - set up a power grid (min 8 hours, nigh-impossible check)

[ ] - reclaim another house (Moderate check, min 2 hours, -2 materials, potential loot in the house)

[ ] - rest (restores morale and fatigue)

[ ] - check out that explosion (min 4 hours, ? check)

[ ] - write-in (check and validity will be determined)

AN: Sorry for the delay with this, my SSD happened to die this week so I've been writing this on mobile and at work during lunch breaks. Because of this the character sheet will be a bit longer yet

If you're interested, here are a couple of guides for how the game works, specifically check levels and scavenge time yields for all you min-maxers
guaranteed - 5
Very easy - 20
Easy - 40
Moderate - 60
difficult - 80
Very Hard - 90
Nearly impossible - 101

15 mins - moderate check for 1 unit
30 mins - 1 unit
45 mins - 1hr 15mins - 1d4 units
1hr 30mins - 1hr 45mins - 1d6 units
2hr - 1d8 units
1d6 extra for each hour above
1d4 per hour with bike
1d8 per hour with car

each hour (cumulative, you can go half an hour and half an hour) scavenging gives you an incidental roll. may not get anything from these.
There are no crits on standard loot rolls, however the incidental scavenging rolls have crits. That's where your potentially keen eye (stat upgrades) can help.
 
[x] Plan Looting Spree
-[x] - scavenge
--[x] - for materials x2h
-[x] - go looting
--[x] - to the hospital (min 1 hrs) x2h
--[x] - reclaim another house (Moderate check, min 2 hours, -2 materials, potential loot in the house) x4h
--[x] - check out that explosion (min 4 hours, ? check) x4h
 
[x] Plan Looting Spree
-[x] - scavenge
--[x] - for materials x2h
-[x] - go looting
--[x] - to the hospital (min 1 hrs) x2h
--[x] - reclaim another house (Moderate check, min 2 hours, -2 materials, potential loot in the house) x4h
--[x] - check out that explosion (min 4 hours, ? check) x4h

I think we should integrate finding the car. No need to use it now but having it lined up for a quick escape makes sense to me.
 
Fair point. I was going to go look for it... eventually. Our quick escape needs are covered by the bike for the moment.
 
[X] Plan Midnight Rest and Hospital Run
-[X] - check out that explosion (min 4 hours, ? check) x4h
-[X] - rest x3h
-[X] - go looting
--[X] - to the hospital (min 1 hrs) x2h
-[X] - scavenge
--[X] - for medicine x2h
---[X] - at the hospital
--[X] - for materials x1h

I like most of the parts of @Nevill plan, but I still think we should do our best to not accrue any fatigue, at least at this early stage. I'm also pairing scavenging for medicine while we loot at the hospital, since looting won't actually grant us any resources. I'd hate to have to run back later to try and find some medicine after having already been there.
 
I am not sold on checking the explosion. It just seems to be sticking our head into a dangerous situation without any carrot dangling for us.
 
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