Welcome To Shalebrook [Zombie Apoc. Quest]

[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.
 
Might want to check for bite marks, or signs of injury.

...

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-

That seems to not be a problem.
 
[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.
 
1a.
[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.

1a.


Your hand rests on your chin as you contemplate your next move, and you grimace slightly at the feel of your growing stubble. Without running water, there's not much you can do about it, and you've got more important things to worry about besides.

A quick glance at the digital watch on your wrist reveals the time.

3:03 PM.

You'd been walking for nearly four hours straight, and you can certainly feel it. I've let myself go, you think, massaging your aching calves. A small sip of bottled water helps, soothing your throat. It's put away with some discipline and no little regret.

You haven't seen even a hint of anyone alive in your journey north. Every mile just seems to bring on more half-eaten bodies, more wreckages, and more misery.

You also realize how lucky you've been. There's enough room around here to step around the lone corpses you've seen lying on the road, and nothing has jumped out at you from an alley like you were half-expecting something to. You don't expect that to continue, from what little you know about the city. As you move deeper in to the outskirts, you'll have to deal with the dead you encounter, one way or another, if you want to keep going.

A shuffle, like cloth on concrete.

Your head turns at the noise in a split second, your entire body tensing as you enter a crouch. Every muscle is braced to either run or fight as you scan the area for the source of the disturbance.

Except there's nothing there. It's just another row of buildings, too far away for you to have actually heard anything.

You very nearly growl in frustration. You've been jumping at shadows all day, and it's not been great for your state of mind. Running a hand through your short hair, you realize you've been out of sorts. Who wouldn't be?

Usually…

[] – you're a rather forceful, gruff character. You decide on plans quickly and act on them. You're usually the first person in a room to speak, and while some would call you a leader, others might call you arrogant.
[] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[] – you're all smiles. You're a natural people's person, connecting to people, telling stories, making them laugh. People find it hard to gauge you, to make you commit to one side or another. Your irreverent nature might rub some the wrong way.
[] – people appreciate your unflappable character. You're a friendly, sympathetic ear to many troubles, and you give damn good advice. It's hard to shake you, and you give the impression that you've seen it all. Many will take your peacemaker role as a sign you don't hold any particularly strong beliefs.
[] – Write-In

You haven't given up on finding someone friendly in this damn city. Being alone out here is a death sentence. How long until you slip up?

You think you already did, once.

The skills gained from your profession might come in handy. After all…

[] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this is far worse than any battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[] – you're the executive of a major company. You're used to dealing with a cutthroat environment, with everyone trying to drag you down and eat you alive. Hell, it's practically like a day in the office, but with less meetings! You're far better at making deals and identifying plots against you than most. You also get things done rather quickly.
[] – you're a politician. Some people are going to hate you, but that's okay, you're used to changing people's minds. Who better, after all, to lead humanity back onto the right track than their duly elected representative? You're charismatic, skilled at changing people's minds and a natural leader. People tend to like you.
[] – you're a licensed psychologist. You spent your days listening to people vent, but your ability to learn what makes people tick suddenly gained a whole lot of relevance. You're able to get a more accurate grasp of people's personalities from a first impression, and you can identify meltdowns before they happen.
[] – you've been a foreman of a construction company for years. You know how to build things, and when everything's burning down that's a damn good skill to have. You can speed up projects, and you're more likely to know how to get something construction-related done in the first place.
[] – Write-In

You know you have the ability to contribute, and you will.

[] – Your wife would have wanted it.
[] – Your daughter would have wanted it.
[] – Your son would have wanted it.
[] – You'll see how it goes, after all, you've always done fine on your own.
[] – Write-In

Author's Note: Your personality will determine how your character speaks and acts throughout the game, though you will also be able to alter him through your actions. Your profession will determine what skills you start out with, and will come with its own perks and drawbacks.
 
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[X] – you're a rather forceful, gruff character. You decide on plans quickly and act on them. You're usually the first person in a room to speak, and while some would call you a leader, others might call you arrogant.
[X] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[X] – Your daughter would have wanted it.

welp time to reenact The Last Of Us.
 
[ ] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[ ] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[ ] – I never got to complete my dream of building the best sandcastle known to man. Now that there isn't anyone around to kick it down its the perfect opportunity to take over the world... of sandcastle construction
 
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[X] – you're a rather forceful, gruff character. You decide on plans quickly and act on them. You're usually the first person in a room to speak, and while some would call you a leader, others might call you arrogant.
[X] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[X] – Your daughter would have wanted it.

welp time to reenact The Last Of Us.

I had originally planned to have one of your family members be alive. But then I realized if you chose the daughter, the quest would pretty much play out like Last of Us, and players would spend the rest of the quest trying to protect her rather than building up civilization or other interesting things. Your post just reminded me Joel had a dead daughter too. Oops.
 
Wutnhammer said:
[X] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[X] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[X] – I never got to complete my dream of building the best sandcastle known to man. Now that there isn't anyone around to kick it down its the perfect opportunity to take over the world... of sandcastle construction.

You have stood on foreign beaches, seeking to lay the foundations of your dream. While others went out on the town on their days off, you studied and practiced your craft. Your whole life has been in preparation for this moment.

If you can dig a fox hole, you can dig a moat. If you can pack a wound, you can pack sandcastle walls. If your hands are nimble enough to disassemble and reassemble a rifle in under a minute, they're delicate enough for detail work on the crenelations and the portcullis gate. You are ready. This is your time.
 
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Okay, if possible, we should look for synergy in our superpower, personality, and profession. So...

[] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.

This is the optimal solo build, in my opinion. Our superpower is fantastic for information gathering- we get more information than any normal person, and we get it far sooner than they would get any. A personality that carefully and methodically processes that information, using some of the time that our power buys us to make sure that the decision is the correct one, has very strong synergy there. A soldier's skills will give us the background to take that unparalleled ability to make the correct decision and pair it with knowledge needed to fight and survive on our own.

But if we end up working with others we're unlikely to be able to push into the leadership position of more than a small group. We can be in charge of a few people through sheer competence but we won't be well-equipped to outmaneuver anyone socially- not unless "beat the shit out of them and ask if anyone else wants to challenge us" is our leadership method.


[] – you're a rather forceful, gruff character. You decide on plans quickly and act on them. You're usually the first person in a room to speak, and while some would call you a leader, others might call you arrogant.
[] – you're a politician. Some people are going to hate you, but that's okay, you're used to changing people's minds. Who better, after all, to lead humanity back onto the right track than their duly elected representative? You're charismatic, skilled at changing people's minds and a natural leader. People tend to like you.

This is the cult leader build. We meet other people, and we overwhelm them with sheer charisma and force of personality. We're not always right but we're more than willing to run roughshod over everyone who brings that up. Here, our superpower acts primarily as a defensive tool- being socially forceful means that people are unlikely to bring up problems to our face since we would be able to talk them down and make them look foolish in front of everyone else, so any grumbling will happen behind our backs- which we'd be able to hear, because super-hearing.

This build absolutely needs people that we can make minions and it demands that we act decisively to ensure that everyone we meet does what we say, because it thrives on social momentum- once we're in charge we can keep ourselves there, and while we don't have a lot of skill we can demand that others put their skills at our service. We need to find others as quickly as possible here and assume command at any cost.


[] – people appreciate your unflappable character. You're a friendly, sympathetic ear to many troubles, and you give damn good advice. It's hard to shake you, and you give the impression that you've seen it all. Many will take your peacemaker role as a sign you don't hold any particularly strong beliefs.
[] – you're the executive of a major company. You're used to dealing with a cutthroat environment, with everyone trying to drag you down and eat you alive. Hell, it's practically like a day in the office, but with less meetings! You'll far better at making deals and identifying plots against you than most people. You also get things done rather quickly.

The other style of social leadership; have a veneer of neutrality and professionalism while using superpowers to eavesdrop on everyone and their cousin, and exploit every advantage that we can get in terms of information or goodwill to persuade, blackmail, or bargain our way to the top. Stay there by again exploiting our information advantage and use our position to get things done better than the politician build can. It's not as good at maintaining loyalty because there's no real potential to go full-blown cult of personality (or just straight-up cult, if we can swing the superpowers that way), but with our sensory choice and the ability to rapidly identify dissent we should be able to keep a lid on things and make whatever group we take control of grow stronger faster and stay that way.

Again, this is a pure social build and needs to find more people ASAP. It has the advantage over the politician pure social build in that it can thrive in a non-leadership role without immediately attracting attention as a potential rival from any suspicious leader types, and that once it's in charge it's better at getting things done instead of just continuously firming up its own position.


[] – you're a licensed psychologist. You spent your days listening to people vent, but your ability to learn what makes people tick suddenly gained a whole lot of relevance. You're able to get a more accurate grasp of people's personalities from a first impression, and you can identify meltdowns before they happen.

This job has some superpower synergy in that we can gather information on people without actually talking to them in person thanks to super-hearing, so we can kick that "identify meltdowns" bit up to the next level. Additionally, it has some modest solo ability in that it'll let us immediately assess others quickly and accurately- and with super-senses, before they have any idea that we're anywhere nearby... but we could take a stab at doing that from a distance anyway since we'll be able to eavesdrop at a distance with, say, the soldier build long enough to hear conversations and make some guesses. In a strongly social situation it could make a run at being in charge with the appropriate personality combo but it could never have as strong a grip on things as the other two social choices- it's more of a lieutenant choice than a leader choice. I don't think that narratively we're going to have a lot of interest in that.

Basically, the job can't solo as well as a soldier and it can't social as well as a politician or executive, so even if it has some decent bonuses for both they're just not good enough bonuses to be worth it, in my opinion. We need to pick which playstyle we want and stick with it, not try to do both and fail.


[] – you've been a foreman of a construction company for years. You know how to build things, and when everything's burning down that's a damn good skill to have. You can speed up projects, and you're more likely to know how to get something construction-related done in the first place.

This job has no significant synergy with our superpower that I've been able to think up, and for the most part is highly useful if we can find people that we can trust- either to follow us with few problems, or that we believe serving is the right move. It feels to me like it would condemn us to a secondary role, though; we're neither capable of taking leadership in the face of proper social builds nor capable of surviving well on our own like a solo build could, because construction work is large-scale stuff that needs fellow laborers so we can't capitalize on our ability without other people present.

Nice benefits, but a bad choice for a main character. It would be a good choice for a second party member, except that we don't have a second party member, so it's just a bad choice.


Okay, that took a bit. Personally I think any of the three build suggestions I made could be fun. I'll think on which I want the most and vote later.
 
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Sandcastle best castle

[] – people appreciate your unflappable character. You're a friendly, sympathetic ear to many troubles, and you give damn good advice. It's hard to shake you, and you give the impression that you've seen it all. Many will take your peacemaker role as a sign you don't hold any particularly strong beliefs.
[] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.

I'm a crafty guy, so I'd normally go foreman, but with that power set being good with a ranged weapon from the get go will do wonders.
Especially if we can get a quiet one.
...And because im crazy

[] - After all, your life wasn't saved for nothing.


Edit: vote changed
 
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[X] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[X] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[X] – I never got to complete my dream of building the best sandcastle known to man. Now that there isn't anyone around to kick it down its the perfect opportunity to take over the world... of sandcastle construction.

[x] - After all, your life wasn't saved for nothing.

We're going to be the best hired gun, saving up for retirement.

Edit: Instead of just playing the social game with finesse and guile (Sorry man,) we're just going to be the guy no one can afford to piss off because we're combat/assassin monsters. 'Don't make me come over there!' and fighting off zombie hordes. By remaining unattached, but in contact with all groups we can work towards our goals without forcing/tricking groups.

You want us to kill a super zombie? Get us some support beams for our castle while we take care of it. Want us to scout out a building that may be infested? Give us some rations for a week. Want us to play messenger to a maybe-hostile group? Dig the moat of our castle a foot deeper.
 
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[x] – people appreciate your unflappable character. You're a friendly, sympathetic ear to many troubles, and you give damn good advice. It's hard to shake you, and you give the impression that you've seen it all. Many will take your peacemaker role as a sign you don't hold any particularly strong beliefs.
[x] - well, okay, the profession you'd put in a resume is History Teacher, but it is your skill gained during your stint in Prison that's going to serve you well, here. Shop class taught you mechanical maintenance and construction and the yard kept your body pretty fit. You're capable of identifying the social dynamics and your time with, um, "urban" individuals taught you the finer points of wealth distribution - you know, stealth, lock picking, the likes.
[x] - Admittedly, an ex-con doesn't have the most stellar reputation - still, it's been a while since you were released, right? Even if your crime's a little Prime time material, what kinda people would still remember the news so many years back?
[x] - Your (sorta adopted) daughter would have wanted it.
 
[X] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[X] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[] – I never got to complete my dream of building the best sandcastle known to man. Now that there isn't anyone around to kick it down its the perfect opportunity to take over the world... of sandcastleconstruction.

[x] - After all, your life wasn't saved for nothing.

Right... this just shows our character's not all that right in the head- but it's the cute and adorable crazy instead of the creepy or violent kind. :D
 
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I'm pretty sure we're violent, just professionally.

The way I view it is that we're good at our job and working with people, we just have a hobby that other people don't understand. No big deal, it's not like we're evangelical about it. But shooting zombies and teaching survival skills is just what we do so we have food/time in order to do our true passion. It's not like we go around busting up other peoples train sets, or mocking their sportsball teams, or LARP groups or whatever.
 
[x] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[x] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[x] - After all, your life wasn't saved for nothing.

I agree with RubberBandMan. Cold professional is the way to go here!

EDIT: But not with the sandcastle thing; I'd prefer something like
[x] I want to avenge my friend(?)/saver of my life's death

as a side goal...
 
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I'm pretty sure we're violent, just professionally.

The way I view it is that we're good at our job and working with people, we just have a hobby that other people don't understand. No big deal, it's not like we're evangelical about it. But shooting zombies and teaching survival skills is just what we do so we have food/time in order to do our true passion. It's not like we go around busting up other peoples train sets, or mocking their sportsball teams, or LARP groups or whatever.
Oh yeah, I agree we're violent, or going to get. That's the nature of the genre. It's just that there isn't a voice telling us to collect zombie front teeth to add to our necklace collection because it'll please the Old Ones, though the wanting to build a sandcastle is a really skewed priority in the zombie apocalypse more than a strange hobby.

But what can we expect at the end of the world?
 
Just to clarify, you guys aren't choosing your character's end goal yet, that will come later. Right now it's just background.

There is absolutely no problem playing some hyper competent soldier with perhaps a little too much attachment to his sandcastle hobby. But that's very different from an end goal.

This is aiming to be a semi-realistic, serious quest. So if you later decide to make your character's end-all-be-all goal building a giant sandcastle, you certainly can. But he'll be legitimately insane for doing that when people are eating each other, and in the real world insane way, not a comic "what a quirky guy" way. With all the complications that will involve.
 
Oh, background? i thought that third vote was more along the lines of character motivation to continue onward
 
Oh, background? i thought that third vote was more along the lines of character motivation to continue onward
You're right in a way. Your background partially provides you with the motivation to keep going, and will determine how you interact with certain characters you meet soon.

It's just a bit early to have your character decide an end-game goal or his final motivation. He's basically just trying to survive at this point, so saying his goal is to rebuild civilization or something is premature.
 
[x] – people appreciate your unflappable character. You're a friendly, sympathetic ear to many troubles, and you give damn good advice. It's hard to shake you, and you give the impression that you've seen it all. Many will take your peacemaker role as a sign you don't hold any particularly strong beliefs.
[x] - well, okay, the profession you'd put in a resume is History Teacher, but it is your skill gained during your stint in Prison that's going to serve you well, here. Shop class taught you mechanical maintenance and construction and the yard kept your body pretty fit. You're capable of identifying the social dynamics and your time with, um, "urban" individuals taught you the finer points of wealth distribution - you know, stealth, lock picking, the likes.
[x] - Admittedly, an ex-con doesn't have the most stellar reputation - still, it's been a while since you were released, right? Even if your crime's a little Prime time material, what kinda people would still remember the news so many years back?
[x] - Your (sorta adopted) daughter would have wanted it.
 
[X] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[X] – you're a licensed psychologist. You spent your days listening to people vent, but your ability to learn what makes people tick suddenly gained a whole lot of relevance. You're able to get a more accurate grasp of people's personalities from a first impression, and you can identify meltdowns before they happen.
[X] - After all, your life wasn't saved for nothing.

Psychology+ Supersenses= super cold reading. Tattletale build is go
 
[X] – you're known for your careful, methodical nature. You take your time to identify the pros and cons of any situation before acting. You also respond better to rational, rather than emotional, appeals. You've been called cold before.
[X] – you can't think of a better time to be an ex-soldier. You've fought in wars, but this far exceeds anything even the worst battlefield you've been to. Still, your marksmanship, survival training, and tactical abilities have a great deal of utility here.
[X] – You'll see how it goes, after all, you've always done fine on your own.
 
[x] – people appreciate your unflappable character. You're a friendly, sympathetic ear to many troubles, and you give damn good advice. It's hard to shake you, and you give the impression that you've seen it all. Many will take your peacemaker role as a sign you don't hold any particularly strong beliefs.
[x] - well, okay, the profession you'd put in a resume is History Teacher, but it is your skill gained during your stint in Prison that's going to serve you well, here. Shop class taught you mechanical maintenance and construction and the yard kept your body pretty fit. You're capable of identifying the social dynamics and your time with, um, "urban" individuals taught you the finer points of wealth distribution - you know, stealth, lock picking, the likes.
[x] - Admittedly, an ex-con doesn't have the most stellar reputation - still, it's been a while since you were released, right? Even if your crime's a little Prime time material, what kinda people would still remember the news so many years back?
[x] - Your (sorta adopted) daughter would have wanted it.
 
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