The dead walk the earth, feasting on the flesh of the living. The government has collapsed, and what order there is comes from the barrel of a gun. Men and women kill each other for the slightest scraps of food, medicine, and supplies. Greater monsters still roam the night, creatures straight out of a child's nightmare. Humanity's days on this planet seem to be coming to a close.
It is in this era that you find yourself alone, with strange powers you don't understand.
Who will you be?
A beacon of hope, perhaps, that restores civilization and brings order back to the world. Maybe a powerful neutral party, valuable and respected by all. Or will you become something worse… a beast that makes even the most terrifying monsters afraid of the dark?
Only you can decide whether you will write the next chapter in humanity's story… or close the book for good.
This story takes inspiration from many post-apocalyptic stories and games. "Welcome To Shalebrook" is a serious quest about living in a zombie apocalypse. It will probably get pretty dark. Your character lives in a fictional city in the United States. The quest will be character driven but will likely possess some empire-building elements.
If you're new to quests, the concept is simple.
Everyone collectively controls a single character in the story. Your decisions will determine the character's traits, personality, and actions.
At the end of most posts, I will have a few options available. Players will vote on the options they prefer the character to follow.
This is a weighed vote system, so the option with the most votes won't necessarily win. Players that give a good explanation as to why they're voting that way will have their votes counted more heavily. That said, in most cases the option with the most votes will win.
There will also be write-ins at certain points of the story, places where players can write in their own options instead of choosing from the ones available. I reserve the right to veto write-ins that I feel would tank the story or lead the story down a bad narrative path. Otherwise, creativity is encouraged.
There will be rewards for spirited discussion, likely a bonus to rolls.
Many actions that your character carries out will require rolls. However, for situations where I feel a roll is wasted, ie: you shooting an AK47 at a zombie lying on the floor, I'll simply write in a logical response to that action.
As the story develops and the character's personality becomes more solid, actions that go against that characterization will not be allowed or will require a roll.
If voting for multiple options at once, please precede it with a plan-name, to make it easier to count. If you change your vote, please cross out your previous one.
This list may be adjusted as the quest is ongoing. Thanks for playing!
All special actions will require a roll. The dice rolled will be a d100. That roll is then added to whatever modifiers your character has for the situation. Only modifiers in which you have a greater than 0 proficiency will be listed on this character sheet.
The listed situation will have a required roll to pass it successfully. These requirements will scale to the difficulty of the situation. How badly your character fails the requirement, or how much he exceeds it, will determine how the situation progresses.
There are criticals in this quest. So rolling a 1 will result in a critical fail, and rolling a 100 will result in a critical success. However, these criticals will take into account your skills. So a very good marksman who rolls a critical fail still won't shoot his ally in the back by accident. Likewise, an average fighter won't be able to knock out a championship fighter with a critical success.
Many perks will also grant additional, non-stated benefits as you progress through the story.
Better equipment and weaponry does not directly change rolls, but, instead, changes the number required to pass certain situations. So for instance, imagine a police officer in shooting a zombie with a pistol, and rolls a 85. He's shooting that pistol at an expert's level, and blows the zombie's legs off. Now let's say that same police officer has a rocket launcher instead, and rolls an 85. Now he's shooting a rocket launcher at an expert's level, and the zombie is vaporized. The results will be different, even though the rolls are the same.
Everything is this quest is viewed through the lens of your character. Which means his thoughts, knowledge, and judgement of people are going to be presented as "fact." Your character, and therefore you, will only know what he personally discovered or what other people tell him. Not everything he thinks is correct, not everything other people tell him is correct. Deciding what information you can trust is part of the quest.
The same applies to how other characters are described both in the story and in the character sheets. For instance, another character might secretly hate your viewpoint character, but if he's always friendly and helpful, their relationship might be listed as "friends."
Also, slight disclaimer: views expressed by the characters and by the player character are not representative of my own.
This is my first time running a quest, so I'm bound to get quite a few things wrong. Constructive criticism is very much appreciated.
Mutation LEVEL --- o0o0o0o
Superhuman Senses : You hear, see, and smell better than a human should be able to. You can also see perfectly at night.
(Perception +60) (No Penalties To Night Vision) Lightning Reflexes : Your thoughts become your actions. Incredible reflexes and reaction speed let you respond instantly to threats.
(Melee +30) (Defense +30) (Marksmanship +10 When Using A Firearm In Close Quarters) (No Penalties For Being Surprised) ??? - ????????
Traits
Methodical: You carefully weigh the risks and rewards of situations before you commit.
(+10 To Pre-Planned Actions) Sniper: Your time as a special forces sniper means you're absolutely deadly behind a scope.
(Marksmanship +30 When Using A Sniper Rifle) Security Expert: You've spent much of your career examining and addressing problems in fortification.
(+20 To Fortifying Locations Or Defending A Location) Intense: Your curt, focused nature makes you deadly on the battlefield, but can unnerve others.
(Marksmanship +10) (Intimidation +10) (Diplomacy -10)
(1) Flashlight
(1) Small Pocket Knife
(2) 10 1/2 In. All-Purpose Knife
(1) Screwdriver
(1) Nail File
(1) Coil of Rope
(75) 9mm Bullets
*1 Unit of Food feeds 1 person for 1 day.
Achievements
But Not Alone: You've joined up with a group of survivors. You have their back, and they have yours… supposedly. You gain +5 to diplomacy. You Da' Boss: You've become the leader of a group of survivors: it only gets harder from here. You gain +5 to intimidation. No Place Like Home: You've found a place to call your own in this crazy, crazy world. Who can say how long it will last? You gain +2 to diplomacy.
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Known Characters:
Rodney Hagen
The self-proclaimed best-dressed man in Shaleport. An older gentleman who used to sell men's wear.
GROUP MEMBER Traits: [???] Gender: Male Age: 67 Health: Perfect Fitness: Average Titles: None Relationship: Friendly Acquaintance Equipped: [.22 Semi-Automatic Pistol (20)], [Aluminum Baseball Bat]
Linda Lewis
A policewoman that takes "protect and defend" very seriously. When not out being a hero, she tends to be a bit mousy.
A reserved teenager who is cautious with his words and actions. Generally follows Jason's lead.
GROUP MEMBER Traits: [???] Gender: Male Age: 16 Health: Perfect Fitness: Average Titles: None Relationship: Neutral Equipped: [Bowie Knife], [Small Backpack]
Jason Carwell
An energetic and passionate young athlete. 'Action over inaction' is his creed.
GROUP MEMBER Traits: [???] Gender: Male Age: 18 Health: Perfect Fitness: Excellent Titles: None Relationship: Suspicious Equipped: [Aluminum Baseball Bat], [Small Backpack]
Orlando Paterma
This ex-cab driver enjoys his liquor and cigars.
GROUP MEMBER Traits: [???] Gender: Male Age: 37 Health: Perfect Fitness: Below Average Titles: None Relationship: Acquaintance Equipped: [Wrench], [9mm Revolver (12)]
Sharon Cheng
A mysterious doctor that doesn't mince words.
GROUP MEMBER Traits: [???] Gender: Female Age: 32 Health: Perfect Fitness: Average Titles: None Relationship: Neutral Equipped: [Basic Knife]
Fedir Kovac
A jovial giant of a man from Eastern Europe. Skilled in the martial arts.
GROUP MEMBER Traits: [???] Gender: Male Age: 36 Health: Perfect Fitness: Excellent Titles: None Relationship: Acquaintance Equipped: [Sledgehammer]
Lauren Booth
With both charm and energy, this former waitress makes friends easily.
GROUP MEMBER Traits: [???] Gender: Female Age: 25 Health: Perfect Fitness: Average Titles: None Relationship: Acquaintance Equipped: [Sharpened Hockey Stick]
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Home Base
Boutique Hotel: A beautiful inn located in the western area of East Shalebrook.
This compound boasts of luxurious rooms and a swimming pool.
Condition
Fortifications: LEVEL 3:
Sturdy walls with barbed wire and balconies that serve in place of watchtowers.
Comfort: LEVEL 5:
Hot food, warm beds, private bathrooms. As good as it gets without electricity.
Special Facilities
Kitchen: Gives you the ability to serve more satisfying meals. Water Catch (Small): +2 Units Of Food/Day
Base Inventory
(50) Units of Food (5 Days)*
(1) Aluminum Baseball Bat
(1) Small Pocket Knife
(7) Bottle of Antibiotics
(5) Bottles of Generic Painkiller
(1) Small Hammer
(3) Box of Nails
(1) Box of Fireworks
(3) Flashlight
(1) 9mm Semi-Automatic Pistol
(20) 12 Gauge Shell
(30) .22 Bullets
(95) 9mm Bullets
(8) .45 Bullets
It's the end of the world, and you have already died.
At least, you thought you did.
You wince from where you lay, amongst the rubble of the collapsed storefront, gingerly feeling for the wounds that should have ended your life. Except they aren't there. Smooth, whole skin greets your fingers, and you wonder if you were dreaming about those teeth closing around your arm… the flesh being ripped from-
No, best not to think about it.
Besides, if you really were dreaming, you'd be safe in your little makeshift shelter, a warm blanket over your shoulders, rather than in the middle of burning city surrounded by the walking dead. And all around you is evidence of your desperate, failed flight. The shattered glass from when you burst through the window, looking for shelter. The shards of the baseball bat that broke against the skull of that walking corpse.
You scan your surroundings, taking in the shelves, long picked clean, and the debris scattered amongst the floor. Even your small backpack, filled with what little food you had left, is still here. The thing that attacked you is long gone, how or why it didn't finish you off… you don't know. Nor do you know why you are still alive.
You pick yourself off the ground. You feel… good. Strong. Better than you've felt in weeks actually, living off canned fruits and cereal. Better than you have any right to feel.
But also, different somehow.
Your pack seems lighter than it did before as you sling it over your back, and you grope around your pockets for your small knife – still there. It would be useless against the dead, they don't feel pain, and they're stronger than most men. Against other people though… well, when things get bad, some people get mean. The things you saw on the television just before the power went out...
Well, you think to yourself, no sense in staying here. You cautiously peek your head out the window, careful to avoid stepping on the glass. You only see the usual suspects: burned out cars, trashed store fronts. A few partially eaten bodies, but nothing moving. The coast clear, you slip through the makeshift opening.
It's already been a month since the world has ended, but you're still not used to it. You don't know if you can get used to something like this.
The first thing that hits you is the smell, a putrid odor of rot and decay. And something else too. You never would have thought fire had a smell in the old days, but you know what it smells like now - burning flesh.
Worse than that though, is the silence. There was always some noise back then, even when you were alone. The chirping of birds, the whistle of a car driving past, the hum of a computer fan. You never realized how silent things would be without civilization, without people. Because now… now there's nothing.
That does make it easier for you in some ways.
You move as quietly as you can, listening for movement, for something out here besides you. Even here in the outskirts of the city, there is danger all around you. As you so grievously learned only a few hours ago. Hearing nothing, you crouch beside a wrecked SUV as you contemplate your next move.
First on your list, food. You have maybe three days' worth of canned beans and tuna in your pack, if you're careful. This is your biggest concern. You think that most of the smaller stores will have been looted, while the larger ones are probably packed full of the dead. If you stretch out your food too much, you'll be too weak to scavenge.
Second, before the day ends you'll need somewhere to hole up for the night, somewhere safe. Or as safe as you can get when most everyone you see is trying to eat your face. You had to disassemble your barricade to leave your old home, so there's nothing for you back there.
You'll also need some weapons, something you can actually use against the dead. A large, blunt object might work, if it's well put together and is light enough for you to carry. You might even be able to find a firearm. Living in a northeastern city like you do, they're not as common as out west, but there should still be plenty around.
One question remains: what happened to everyone? You haven't seen even a glimpse of anyone living since you left your hiding place, and you have no idea what became of the rest of humanity. They can't all be gone. Finding someone sympathetic would probably give you a better shot of actually living through the next few weeks. There is also a high degree of risk, of course, because you could find someone who isn't quite so friendly.
Not knowing the city too well, you decide to push forward and check any promising locations, while being very, very careful. Your brush with death is still fresh in your mind.
You pass a car which has still has its tinted windows intact. You glance at the mirror-like surface and see…
[] - a boy…
[] - a girl…
Of about...
[] – 12 years of age.
[] – 16 years of age.
[] – 21 years of age.
[] – 27 years of age.
[] – 35 years of age.
Satisfied that everything is where it should be, you continue on your way… unaware that this one incident will change your life forever, more even than the end of the world. Because you did die, in a way. You breathed your last breath as a human being and awoke as something else. You possess something most people can only dream of having.
[] – You are freakishly strong and fast, to a level only Olympic athletes can match.
[] – The lesser dead ignore you completely, unless you get too close. The greater dead are much less likely to find you if you are hunted, or to hunt you in the first place.
[] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
[] – You are never hungry or tired. Unlike humans, you don't need any food or sleep to operate. While your muscles can fatigue, they recover very, very quickly.
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Welcome to Shalebrook! Your first decision for this story is to decide who you are, and the next few posts will also consist of character creation. The way people react to you will be very different, based on your age and sex. The older you are, the more likely you are to possess useful skills and knowledge. However, being younger might provide interesting gameplay opportunities and also makes your mindset more flexible.
Choose your mutation carefully. While choosing one won't lock out the others, you can think of them as skill trees. The most powerful abilities are the ones you need to specialize for. Some mutations are easier to hide than others, and that will also depend on your character. Showcasing super strength as a 12 year old girl will raise some eyebrows and cause some people to try to burn you at the stake.
You can read the rules and how this game works in the first post. A re-emphasis: votes will be counted, but votes with good explanations and rationalizations will be weighed more. This is a fairly serious game, and your character will be consistent throughout, so I wouldn't recommend voting for something just for shits and giggles.
Constructive criticism is very much appreciated, whether about gameplay or about writing. I'll close the first vote once I've gotten enough input.
[X] - a girl…
[X] – 21 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
21 years old because it's the middle of the road in terms of experience and youth, and the heightened senses as a power because the first one is dry for me and the rest I deem too passive for my tastes.
And I've got no problems with your writing - you capture the tone well - but maybe others might see different or something will come up. It's still early in the quest.
[X] - a girl…
[X] – 16 years of age.
[X] – You are never hungry or tired. Unlike humans, you don't need any food or sleep to operate. While your muscles can fatigue, they recover very, very quickly.
[X] - a girl…
[X] – 21 years of age.
[X] – You are freakishly strong and fast, to a level only Olympic athletes can match.
I really wanted to pick that stamina option, because never having to eat or sleep is so powerful in these kinds of settings, but then I realized that would remove a big portion of what I find interesting about the setting in the first place, which is scavenging for supplies and establishing a safe place for you to rest.
[X] - a boy…
[X] – 21 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
[X] - a girl…
[X] – 21 years of age.
[X] – You are never hungry or tired. Unlike humans, you don't need any food or sleep to operate. While your muscles can fatigue, they recover very, very quickly.
The utility of not having to eat or sleep is just too good for me to pass up, and it would make us pretty valuable to other people in a group, if we so choose. Company, without the extra mouth to feed!
Quick question, do we still get dehydrated with this option?
[X] - a girl…
[X] – 21 years of age.
[X] – You are never hungry or tired. Unlike humans, you don't need any food or sleep to operate. While your muscles can fatigue, they recover very, very quickly.
The utility of not having to eat or sleep is just too good for me to pass up, and it would make us pretty valuable to other people in a group, if we so choose. Company, without the extra mouth to feed!
Quick question, do we still get dehydrated with this option?
Keep in mind also that showing other people you don't have to eat or drink or sleep WILL raise questions, depending on who you're grouping with. You'll be able to get away with it in a group with lots of supplies, but in a small group your chances of being discovered go up rapidly.
Not needing to eat, drink, sleep or rest during the zombie apocalypse is pretty huge. But what the heck, let's go with
[X] – a boy...
[X] – 35 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
All the better to hear you the quest hooks with, my dear.
[X] - a boy…
[X] – 35 years of age.
[X] – You are never hungry or tired. Unlike humans, you don't need any food or sleep to operate. While your muscles can fatigue, they recover very, very quickly.
Not having to worry about food and water means there's more time for killing shit.
[X] - a boy
[X] – 35 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
While never tiring or requiring upkeep is tempting and obviously useful, it's also not terribly dramatic and doesn't do much to directly increase survivability against zombies.
The super senses/reflexes option provides a strong evasive toolset while being directly useful in a fight. It is also probably the most subtle power in its application. Much of it can be passed off as training, experience, and good instincts. Obvious superhuman feats, zombies mysteriously ignoring you, and never sleeping or eating is harder to pass off than knowing your way around in the dark better than your average person(it's not like anyone else will be able to see us seeing in the dark- they can't see!).
[X] – a boy...
[X] – 35 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
Maximum age for maximum skills. Maximum awareness for a combination of subtlety, utility whether we're alone or in a group, and being extremely potent while still allowing for the existing genre narrative pressures of being endangered by zombies and food that powers two and four seem built to negate.
[X] - a boy…
[X] – 21 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
[X] - Boy
[X] - 35 years of age.
[X] - You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
Weird old man who is impossible to sneak up on? I'm down
[X] - a girl…
[X] – 21 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
My main concern is other character's actions, such as stalking us or attempts harm us. So having good senses and reaction speed should help us survive. And you know, to move at night; that will make would be human enemy harder to find us.
[X] – a boy...
[X] – 35 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
The subtlest power set, useful for both ambush and evasion - yes please. We'd be have more options as a leader, so we should tilt our character advantages toward that.
[X] – a boy...
[X] – 35 years of age.
[X] – You can see in the dark clearer than day, and you can hear a pin drop half a mile off. You have far superior senses, and a near-instant reaction speed.
The shattered glass from when you burst through the window, looking for shelter. The shards of the baseball bat that broke against the skull of that walking corpse.
Hrm, well this looks interesting.
I'll see where it goes.
[X] - a boy…
[X] – 35 years of age.
Being the father figure might be nice.
Powers is.... hrm
Not getting tired or hungry is super tempting in a post apoc, but night vision and super senses would be so useful vs humans...
Then again, being able to outlast pretty much everyone is a great thing.
[X] – You are never hungry or tired. Unlike humans, you don't need any food or sleep to operate. While your muscles can fatigue, they recover very, very quickly.
[X] - You are never hungry or tired. Unlike humans, you don't need any food or sleep to operate. While your muscles can fatigue, they recover very, very quickly. No. of votes: 4 Murderhobo of Nod Sydney Sand Price Falconis
[X] - You are freakishly strong and fast, to a level only Olympic athletes can match. No. of votes: 1 rdc30