Story: They told us it would end....that it would be over...that we would go home....they lied...now we will have to survive...in this once peaceful city....taken apart by..by..by ZOMBIES!
Player Sheet: Name: Gender: M or F (This could change things) Starter ClassLook Below) Stats: Str: Int: Charm: Spd: Hp:10/10 ------------- Skills: (Start Classes Look Below for skill sets) Firearms: Melee: Building: Crafting: Savaging: -------------- Equipment: (Depends on Starter Set) Head: Body: Legs: Feet: Weapon: Inventory: None
I return my gaze to John, slightly more cold now, slightly more appraising. He hadn't accepted my offer to stay, and anyone who isn't a friend is automatically a rival. "And you're... what?" I ask. "A day laborer? An engineer? An architect? Construction is a vast profession, you know, and I'd like to know what skills you have at your disposal."
This is where things become difficult, where I must resort to diplomacy. Luckily, next to my superior intellect, my diplomatic abilities are top-notch. "After all, if I'm to know how you can best help our little colony survive, I need to know what you can do." Hopefully he'll get the gist of it this time. I'm taking control: I want him to follow me and form a colony here, at the military base.
Looking around, it looks **** well easily defensible, and that's the main feature to look for in a post-apocalyptic base of operations, no matter whether the group that chooses to hide there calls it a colony or a haven.
He says he is a architect and partly a enginner he can fix simple things and design things. He agrees to join you as well then starts working on the gate controls
You break the lock and open the crate inside is a note...that says "to the person who finds this note, this is a false bottom open it and get a surprise, could be good or bad open at you own risk" She shouts telling you she cracked the code.
I would in fact like to make the army compound my base.
While John works on the gate, I scour the rest of the compound for anything potentially useful, going inside any buildings and searching those too. I can store anything that's too large or unwieldy to carry in the bunk area, which will probably become my safehouse.
[There's a lot of demand for them, apparently, and more than enough supply. I have a theory, however: if you form the same RPG as everyone else, you're dubbed unoriginal, but it becomes popular because it's a well-known concept. If you form a more original RPG, well, nobody knows what you're babbling on about and you end up with a distinct lack of players.]
Theres the Bunker Room that is empty except for bunks Theres 4 mg towers at the corners but the ladder is destoryed There is also teh Command Base and inside are....oh god..so many dead bodies and there lies the commander at his desk......and some spare M16 bullets and a radio that looks broken.
You see you are in the middle of the street in what looks like the begining off town you see dead Marines at the blockade wall and zombies in front of you picking at the wall.
Alright, dead bodies creep me out, so I immediately begin the process of dragging them outside and dumping them outside of the Army Compound walls; let them rot out there, I certainly don't want them inside my base.
Then I head over to the Bunker Room and begin examining the lock to ensure that it's intact, fixing it if it's not, and building a makeshift barrier that can be used to bar the door from the inside. This is the most only obvious place to sleep in the entire Compound, so I figure I might as well make it something of an inner sanctum. I can work on the Machinegun Towers later, or perhaps John will, since I'm not exactly... mechanically skilled, for lack of a better term.