[ REMINDER ]: These stats are affected by bonus district points! If any of these stats reaches 0, the faction will be disassembled and a massive debuff will be applied to all characters in that faction (see posts below!)
- Location: Apple Minimum Security Prison - Faction Leaders:
- Warden: Magnus "The Boss" Fury (Played by Blade Kuroda) - Warden's Assistant: Micky Norm (Played by Nio Love)
- Motif: A red ball and chain with a sword. It used to be a higher security prison built on top of an apple farm, however due to funding cuts it was turned into a minimum security prison where those who committed light, non-violent crimes (such as petty theft, embezzlement, fraud, etc) were sent to. Every former inmate wears a pair of handcuffs strapped to the same wrist as a sort of weird bracelet or an apple pin.
- Facilities:
- Semi-private toilets in that there's a toilet in every cell.... buuuuut cells don't have privacy. Semi-private showers in that they're group showers. Do us all a favor and refrain from soap jokes. - Working kitchen and laundromat; warm bland prison food and clean clothes for everyone! - The Medbay; during the initial outbreak, a doctor fled to the prison and now takes up residence. In exchange for being fed and kept safe, they offer their services to give immediate and quality care to anyone who shows up.
- This is a flavor NPC only and does not offer additional healing benefits.
- Benefits:
- Incredibly Secure; nobody goes in or out without the Warden's knowing. - Working electricity; the prison has fully functioning lights and someone figured out how to make the fence charged with electricity. Everyone takes turns pushing fried undead corpses off and away from the fence. - Working facilities; all faction members enjoy fresh clean laundry and use of the gym when they aren't out scavenging. There's even a doctor on hand to give treatment to serious injuries!
- Draw backs:
- No privacy; considering every room is a cell, your neighbors can both see AND hear what you're doing. The shower facilities are also shared. You're also pretty sure there's someone watching you through the security cameras... - Strict lights out; at 9pm every night, it's "lights out" and all lights inside the facility automatically shut off. There are no flood lights outside, either... - Undrinkable water. Due to no information about the current virus, the only safe water to drink is bottled water. Besides, nobody's replaced the pipes in years. The water has a light brown tint and a coppery smell to it. - The Howling Ward; when the virus first broke out, the local police managed to lock some people up. Unfortunately, while those people have died they've reanimated. While you're pretty sure they're locked up safely behind bars, you never know if and when someone could slip through the bars... It really doesn't help that the power is out in that area either. Until further notice, the Warden has advised all faction members to stay away from that particular part of the ex-high security prison.
Blade Kuroda
gaia_crownBlade Kuroda is the GM for this faction! Quote them for any faction interactions!
Nio Love
gaia_crownNio Love is the assisting GM for this faction! Quote them for any faction interactions!
Posted: Mon Sep 14, 2015 1:44 pm
IC Rules:
1. Howling Ward is strictly off limits. If for some reason we need to go in, it will be organized as such. 2. Food and water is sanctioned and will be distributed equally within the faction at certain times of the day. Failure to arrive for pickup means you forfeit your daily allowance less someone wishes to share their portion. 3. Weapons are to remain holstered unless we have a breach. 4. Any physical altercations between inmates or civilians or otherwise must be resolved 1v1 with no weapons. Killing is forbidden. There is no fighting indoors - use the section reserved for the Fight Club. Keep it clean. If there is danger in the area, all fighting must be stopped to handle the situation. 5. No one is to leave the compound after dark. Gates will not open for any reason once the sun has set. If you are out there, you are on your own until sunrise. 6. Do not purposefully antagonize others. Show respect. Any racial, social, or religious intolerance will not be tolerated. 7. Failure to follow any of these rules or show disrespect to those in charge will result in deduction of bars for your first offense - your second offense will garner you a visit to The Box.
OOC Rules:
1. You can only do 2 faction quests a day! Make them count! 2. Try not to bounce around threads, with a group this big it'll be difficult to keep some time continuity but let's all work together to try our best! 3. While it might be tempting to save up bars to get promoted as quickly as possible, you can only use 3 a day on the raffle, so it's encouraged to always get your points in there when you can! 4. Do not Godmode other people's characters, including the NPCS. (If you don't know what godmoding is just ask one of us in PM!) 5. Blade and Nio are available for questions whenever, just PM us with anything! We love to help! 6. Keep track of your bars and your cred in your journal! Make sure you have links to everything you earn!
If you have any questions, please contact Nio Love or Blade Kuroda!
It has been one IC month since your sign-up prompt. The Prison has used all remaining supplies already, meaning we need to venture out into the infected zones. Your character's stats are tracked on the minis site. Be sure to check it daily! The only items your character has are those in your minis inventory. Concerning your HP:
When you hit 0 HP, you'll need to send all of your items to the Junkyard. When you hit 0 HP, you're not out of the game just yet -- you have 12 hours since the time of your death for someone to heal you. Let's say your HP is 0/50 and someone uses a +5 HP healing item on you, then your new HP is 5/50. You still send your items to the Junkyard, even if you are revived. Whenever you hit 0 HP, you drop all of your items regardless. Your attack dice depends on whether or not you've found a weapon on the minis site.
No weapon? Use 2d6-6. Have a weapon? Use 2d8-6. Lost your weapon? It's back to 2d6-6.
Zoobey Artist
Magical Incubator
Offline
Zoobey Artist
Magical Incubator
Offline
Posted: Mon Sep 14, 2015 1:47 pm
Blade Kuroda
LEAD ROLE
Name: Magnus "The Boss" Fury Age: 32 Description: Brown hair, scarred face, patch over right eye. Might be mistaken as one of the prisoners, himself. He's tough, focused, and has a strong sense of justice. But he's kind of militant and maybe a little too ambitious or idealistic. Employment: Prison Warden
WEAPON: Sniper rifle with a blade attachment, as well as a suppressor.
Survival prompt: It was just another night in the prison. There were no major disturbances today thus far. Granted, these weren't exactly hardcore criminals, so it was kind of to be expected. Still, things happened now and then. When the lights suddenly cut out, Magnus looked up and around. Perhaps it was too early to think that. Confused shouts could be heard from the outside. Some guards were screaming about a potential prison break.
He stepped out of his office and boomed, "Alright, which one of you hooligans is the cause of this?!"
The warden let out a sigh and grabbed a flashlight to get to work.
"Sir! It... it's not the prisoners! There's some sort of...outbreak in the Howling Ward."
Magnus cracked his knuckles. Outbreak? What the hell was that supposed to mean.
"Gather up some men. Contain the issue. Let's go. Now. Have the others work on reducing the chaos in the rest of the facility. Move out."
Nio Love
ASSISTANT ROLE
Character Name: Micky Norm Age: 35 Gender: Male Employment: Recently fired from being a religious education director at St. Mary's shortly before being arrested under harassment charges.
Character description: A religious fanatic. Stubborn, discourteous, never trusting, pessimistic, and unstable. Physical description: Pale skin, incredibly well kept brown hair, intense green eyes, scruff due to being in prison. Headshot and fullbody. Weapon: Giant wooden cross with the ends sharpened. You're welcome world.
DAY ZERO PROMPT:
The lights blinking off wasn't out of place, at night. It happened every single day, except it usually happened later - and Micky's eyes were closed when it happened, so he hadn't even noticed. In his hands he clutched a rosary, moving the tiny beads between his fingers as he whispered hushed prayers to himself, repeating the words over, and over, until it came as easy as breathing.
Shouting and anger in the prison cells was also expected. What Micky didn't understand was why the guards weren't shouting back, trying to get silence down the aisles as the night continued to wane on. He finally opened his steely eyes, and glared through a thinly lidded gaze at the bars in front of him. The guards were too busy running to tell them to quiet down. They were too busy running away.
A loud buzz filled the air, the same one that he heard every morning, followed by the doors opening on every cell block in the prison. The thunderous pounding of inmates followed as they, too, ran.
He waited, sliding the beads down one by one, until a moment of peace had him on his feet and finally lurching forward to the entrance.
What he saw down past edges of the prison cells, attacking the stragglers who'd made the mistake of going through E block, had his fingers clutching the rosary until they went white and ached. His eyes widened, and his face lit up in horrifying, maddening victory.
"Behold," He whispered, as he watched an inmate being eaten alive. "The day of the LORD cometh, cruel both with wrath and fierce anger, to lay the land desolate: and he shall destroy the sinners thereof out of it."
He'd been patient, and he was confident his patience would be rewarded.
Posted: Mon Sep 14, 2015 1:50 pm
Ranking/Promotions
Civie This is where everyone starts off. You still have access to supply and whatnot, but we'll be keeping an eye on you until we're sure you're able to handle some more things. Promotion: 10 bars. The Mental Assessment quest must have been done at least once.
Recruit So you've checked out alright. Now you get to do more work to help everyone survive. You'll have access to various duties. It's up to you what you'd like to do. Promotion: 20 bars, 100% Cred in area of your choice (Medical/Supply/Kitchen/Security)
Officer You've proven to be pretty good at what you do. So now you get a little more responsibility and... a little more credibility. Promotion: 60 bars
Lieutenant You've done well, kid. You've really shown us what your worth is. This is a minor position of leadership. You'll be able to handle officers and recruits within your chosen area. You may even get some small bonuses, and will be asked to help the leads when needed.
Trust us. It will be needed.
BARS AND CRED
BARS: The Prison faction uses a currency known as Bars. Each Bar is one credit. Keep track of your Bars in your journal. They can be used towards a daily raffle that could score your character extra supplies. Bars are also the currency that you require in order to be promoted. Think of them as level up points in that sense. You cannot use the same points for both a raffle ticket, and promotion points. Juggle your Bars carefully or you'll find yourself behind on bars. Current bar amounts can be found here
CRED: There are four main sections of the prison that are currently interested in taking on officers. These are the Medbay, Kitchen, Supply, and Security. As a recruit, you can do quests that will earn you Bars as well as Cred. Cred, which stands for credibility, is not a form of currency so much as it is reputation that you are earning to be respected in that section of the prison. Respect, in truth, is the real currency to ensure a safe and peaceful survival in the Prison Faction.
You gain Cred in a specific faction by doing the corresponding recruit-stage quest. You can earn between 10 and 25 percent each time you do a quest, depending on how well you do. You need 100% in order to be able to do the Officer-level quests of that section. You can earn Cred in multiple sections, but it is encouraged to get to 100% in at least one section before stretching yourself out too thin in others - so that you will always have at least one Officer-level quest open to you.
We've created a graphic to help you keep track of how you're doing with Cred. It's optional, but fun to use: Simply change the number of the .jpg in the URL, with the amount of Cred you have in any faction. Here is a code for using it in your journal.
[img]http://zoo.thesporkedken.com/biohazard.png[/img][color=blue][b]KITCHEN CRED[/b][/color] [img]http://wisteria.thesporkedken.com/graphics/**CHANGE TO KITCHEN CRED AMOUNT**.jpg[/img]
[img]http://zoo.thesporkedken.com/biohazard.png[/img][color=green][b]SECURITY CRED[/b][/color] [img]http://wisteria.thesporkedken.com/graphics/**CHANGE TO SECURITY CRED AMOUNT**.jpg[/img]
[img]http://zoo.thesporkedken.com/biohazard.png[/img][color=orange][b]MEDBAY CRED[/b][/color] [img]http://wisteria.thesporkedken.com/graphics/**CHANGE TO MEDBAY CRED AMOUNT**.jpg[/img]
[img]http://zoo.thesporkedken.com/biohazard.png[/img][color=indigo][b]SUPPLY CRED[/b][/color] [img]http://wisteria.thesporkedken.com/graphics/**CHANGE TO SUPPLY CRED AMOUNT**.jpg[/img]
It's up to you to keep this up to date: You'll need it when you want to do Officer quests. When you are working with it, it should look something like this:
KITCHEN CRED
SECURITY CRED
MEDBAY CRED
SUPPLY CRED
-----
FIGHT CLUB
There is one final Cred that can be earned, but does not garner you any quest requisites. That is Fight Cred. The Prison Faction is unique in that it understands how important the release of aggression - and training in battle - really is. It has officially sanctioned a Fight Club for training purposes, in the field to the left of C Block. -These fights must be 1v1 and requires you make your own thread for it, titled: [PRISON] [Fight Club] Name v. Name -They must be witnessed by at least one other faction member -This fight does not use your HP. It uses your persistance, and you get 10 points of it. 10PP only. -Your dice are 1d4. No exceptions. -They must not use any weapons. -If there is NO REPLY after you have attacked and 12 hours have passed, it is automatically assumed the player being attacked is AFK and you may attack again. -At 0PP, you are temporarily dazed/knocked out, and have lost. Period. -You may not give up unless you hit 3PP or less. If you give up, the fight ends immediately, and the other fighter wins. -At the end of the fight, the thread is closed, and your PP is reset. -The winner gets 20% Fight Cred. The loser gets 5%. -This Cred is entirely optional, and does not open up Officer quests. It is also more difficult to gain, and is purely for RP flavor. Having Fight Cred may open up other, purely RP flavor events in the future for your character, but for now the only reward is the Aura of Intimidation, listed below. In addition, it's simply a way to get the aggression out, and keep yourself in shape. (This is also the sanctioned method of settling an argument between faction members.) -Magnus can be challenged! However, he does +1 damage and has 12 PP. If you manage to beat him, you gain 50% Fight Cred and 3 Bars.
Fight Club Reward: Aura of Intimidation: Your character lets off an Aura of Intimidation. They've got a strong, vicious reputation throughout the Prison Faction and they know it. It shows in the way they walk, the way they talk. This person is extra intimidating, and should not be provoked. (This does not affect any stat, it's purely RP flavor.) You may place this in the info section of your posts once you have achieved full Fight Cred.
Keeping track of your fight cred is the same as any other cred if you wish to do so:
Civilian Level quests All faction members can do these.
Mental Assessment:
The prisons are one of the safest places to live in during the event; but those in charge want to keep it that way. This means making sure anyone who's lucky enough to be staying in a cell should be mentally equipped to handle what's in store for them. The first test any prison faction member has to go through is psychological testing; we're already filled with former criminals, it's too dangerous to ignore. The world outside is life-threatening enough; the last thing we need is insanity killing us from the inside, too.
These tests can be taken once daily while still in civvie stage of membership. This consists of one Rorschach test, and one simple ethics question. You can only do this test 10 times total, and you cannot pick the same Rorschach twice - nor can you pick the same ethics question twice. You're allowed to choose which ones you do, or if you'd rather roll for them, they are numbered from 1-10, simply roll 2d10. Just make sure you pick different ones each time.
You can do both in one post, or use separate posts for each - but you must have a word count of at least 100 words for each part, either way. Your internal dialogue can be as crazy or murderous as is canon for the character, but it would probably be best not to say you see yourself killing someone in the Rorschach test, if you want to move on to the next stage. (AKA, lying is OOCly totally allowed/encouraged).
What if my character sees nothing? -This is a perfectly valid response, and yet will obviously give you issues when getting to 100 words. Thankfully, the psychologist who is administering these tests is very insistent. You are allowed to roleplay having an argument with the psychologist, whose only response to your problem is to try harder. He tells you to twist it. Turn it. Let your eyes unfocus. He will give your character every possible generic advice on how to see something, and they may still not see anything - but at least this will give you enough fodder to use for the roleplay.
Is there a right answer to the ethics questions? -There is never a right answer for ethics questions such as these. You are an individual, and will react in different ways to different things. We will not judge or expel you for being scared. We're all scared. We will not judge or expel you for your answers if they reflect that fear. There are no right answers, but there are wrong answers. Those are the only ones we will be looking for. Answer carefully, and remember that our faction rewards respect and safety.
Rorschach TestsChoose a different one each time.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Ethics QuestionsAnswer a different one each time.
1. You must choose between saving the life of another faction member, or obtaining a box of bottled water. You cannot do both. Which do you choose, and why?
2. You disagree with a rule that your faction has expressly stated. How do you react? Do you do nothing? Do you try to make change happen? If so, how?
3. Someone has said something against your particular choices in life. Do you confront this person? How does the interaction proceed?
4. Another faction member that you have not yet met is being beaten to death. How do you react?
5. Another faction member has destroyed something precious to you. How does this make you feel?
6. How would you feel about killing another faction member if the person was a danger to those around you / infected?
7. Were you loyal to any person / family / group / religion in the past, and if so, will this impede your ability to be loyal to your faction now? If not, do you feel like loyalty and respect come easy to you?
8. Do you feel like the prison faction is the right choice for your new life? Explain why or why not.
9. Your past records have been washed away. This is a brand new start for everyone here. How does this make you feel?
10. You have been forced to share a cell with someone you dislike. How do you react?
Rewards You may claim 2 bars for the first time you take this test. You may claim 1 bar for any other day you do it afterward. (Limit 1 time per day)
Laundry Day:
Need to keep clothes clean especially with all the blood and other bodily fluids. Hygiene is important. We want to reduce the risk of infections for any injuries we have, right?
You only need to do one laundry load.
Roll 3d4. Look at the results for each die and add it up for your final score. This score will determine how well you've done with the task. You also must write a minimum of 300 words for this quest to be considered finished. Your reward? Come clean clothes and bars.
Dice 1 - Amount of detergent 1. You threw in half the bottle. More means cleaner right? +1 2. A little too much detergent was used. +2 3. Not quite enough detergent was used. +2 4. Just the right amount for your load size. +3
dice 2 - Amount of bleach 1. HALF THE BOTTLE. IN NOW. +1 2. A few drops should do, right? +2 3. Some extra was spilled into the load. +2 4. Half a cup. Just perfect. +3
Dice 3 - Amount of fabric softener 1. Time to make this the softest thing ever. Use half the bottle. +1 2. Just a little bit should work, right? +2 3. Full cup of the stuff! +2 4. You followed the instructions and put in the right amount. +3
Results: 8-9 points = Nice clean load of laundry! Fresher than pine. You earn 2 bars for this perfect load! 5-7 points = You did a decent job of it. You earn 1 bar for the task. 3-4 points = Using that much of the chemicals has caused the laundry machine to overflow with soap and bubbles. The good news is the stuff is now cleaned. The bad news is now you have to mop up the place. You do receive 1 bar for your efforts.
Paintball:
Among all of the equipment and sports gear that lie around ready for common use on the playing field, there is a section squared off for another test that the faction has created for new members. It's simple enough - you're given a paintball gun with a silencer on it - this is important, because guns are too noisy to be fired out in the open field, even if it's still protected by the electrified fence. It might attracted too much unwanted attention.
A crudely made mechanical device pops up cardboard cut outs of what looks like were once poster advertisements of various people. There's a busty woman smoking a cigarette and leaning on something that might have been a car. There's a young man in jeans that hang too low, trying to look like James Dean in a black and white photo. There are several of these cardboard people, most of which are only from the midsection up, that pop up at random times like Whack a Moles. Interspersed between them are similar cutouts - except these have been altered. The skin has been colored to green, eyes have been blackened or reddened, and blood seems to have been drawn everywhere. These are the infected. It's your job to shoot them. And only them.
The test isn't necessarily a chance to practice your shooting skills - it's meant to test your ability to make quick decisions, and a crude attempt to lesson friendly fire casualties. The cutouts pop up fast, and at random, making for a hectic challenge; so it's also a stress test.
Step One: Roll 6d6 in one NON-RP post. Each dice is considered one cutout, in the exact order they are rolled. Even means it was a human, odd means it was a zombie.
Step Two: In your next post, roll 6d6 again. Each dice is considered the shot for the cutouts in your first roll. The first dice tells you whether you hit the first cutout, and so on. Even means you shot it, odd means you did not shoot. -You must roleplay each cutout individually, although you may do them all in this one post. Just describing what you hit is enough. -This post in total must be a minimum of 300 words.
Example: -I roll 6d6 and get 5, 6, 3, 1, 5. This means I have a zombie, a human, a zombie, a zombie, and a zombie, in that order. -I roll 6d6 again, and get 6, 3, 5, 1, 2. This means I hit a zombie, I did not fire at a human, I did not fire at a zombie, I did not fire at a zombie, I hit a zombie.
IC Modifiers: -Your character might be wary about shooting anything (This is your roleplay choice based on your character). If so, you are allowed to choose to change one of your six shots to a no-shot, each time you do this exercise. -Your character might be trigger happy (This is your roleplay choice based on your character). If so, you are allowed to choose to change one of your six shots to a hit, each time you do this exercise. -You may not do BOTH of these each time. Just one. -You may choose to do neither. -The choices you make do affect your end score.
Rewards: For every zombie you hit, you get 1 bar. For every human you did not shoot, you get 1 bar. For every human you hit, you lose 1 bar. You cannot get negative numbers, so if your third shot hits a human and you are at 0, you remain at zero. If you get a -1, then a 1, however, you end up with 0. You may do this once a day.
Cardio:
Always remember rule number 1. Cardio. Seeing how we have a gym at our disposal, there's really no reason to not keep yourself in top condition, especially during times like this. You need to do a minimum of 300 words among all steps to claim the rewards.
Step 1: Warm up It's always important to warm up before you exercise. You wouldn't want to pull a muscle, after all. Roll 1d4 1. Ouch! Seems like you might have overdone it a bit. -3 to your work out roll. 2-3. You've warmed up adequately. Time to get to work. No modifier. 4. You've done an excellent job. Your body is perfectly primed for what's ahead. +3 to your work out roll.
Step 2: Working out Roll 1d20 and choose a cardio exercise of your choice. Running, jump rope, ect, ect. Then RP it out according to your dice results. Add or subtract whatever modifiers you might have had from the previous step. 1-5: You tried to work out, but you ended up hurting yourself more than anything else. + 0 Bars. 6 -15: You get a decent workout. Not amazing, but it's still something to help keep you in shape. +2 bars 16-20: Great job! You feel invigorated and strong for this vigorous workout. +4 Bars.
Posted: Mon Sep 14, 2015 1:55 pm
Recruit Level Quests Your character must be at least a recruit or higher to perform these.
Security: Security Maintenance
That electric fence around our perimeter is important for keeping the monsters out, so it's within our interest to keep it up. Sometimes the zombies get stuck on it. We'll want to dispose of those. You must write a minimum of 300 words in this quest to be able to claim any reward.
Step One:Finding electrified zombies Before anything else, you need to find where the bodies are. Start scouting along the perimeter to see what you can find.
Roll 1d4. This determines the amount of corpses you find along the fence.
Step Two: Removing the corpse Next is the real tricky part. Getting the zombies off the fence without frying yourself in the process. Hope you have some rubber gloves!
Roll 1d20 for every zombie you have found. You can do this in one or multiple posts. Up to you.
1. Critical fail! BZZZAAP! You feel a painful jolt of electricity before flying back and away from the fence in shock. There's a hint of smoking flesh in the air and the body also remains stuck to the fence. Take 10 damage. You may roll again to remove the body, however you cannot earn bonus bars if you happen to roll a 20 on the reroll. 2-10. You manage to pry the body off, getting a little zapped in the process. Take 2 damage. 11-19. You manage to pry the body off without any issue. 20. Critical success! Wow, that zombie was really two bodies stuck together! Two for the price of one. +2 bars to your final tally
Rewards For every zombie you have successfully removed from the fence, you earn 2 bars.
In addition to the rewards already listed, if you are successfully remove at least half of your (round up) zombie bodies without hurting yourself, you also receive 25% Security Cred. Otherwise, you earn 10% Security Cred. Please keep track of your Cred in your journal! You will need it in order to complete Officer level quests!
Kitchen: Kitchen Duty
With supplies scarce, it can be tricky getting some decent tasting food. It doesn't help that there's a lot of people that need to be fed. Maybe the gruel you make will come out alright. You need to write out at least 300 words in order to claim reward for this quest.
Step One: Seeing what Ingredients you have at your disposal.
Roll 4d10. Match up the results with the list below.
Pinch of salt Pinch of pepper Baked beans Handful of dried pasta Questionable meat SUGAR Some sort of grain. I think it's grains. Right? Right...? Bottle of unidentified black liquid A ghost pepper (where did this even come from?) Peas and corn
Step Two:Tasting After rping out making the stuff, it's time to give it a taste. Roll 1d6 to see how it turns out.
OH GOD ARE YOU TRYING TO MAKE POISON? THIS IS VOMIT INDU--UURURUGGH!!! It might not be the worse thing you've tasted, but it's close. +1 bars It really could be better. But hey, gotta survive, right? +2 bars It turned out decently. It at least tastes edible. +2 bars Not bad at all. It actually tastes pretty good.+3 bars This tastes like magic. Wonderful wonderful magic. +6 bars
Rewards In addition to the rewards already listed, if you rolled a 4 or higher in step 2, you also receive 25% Kitchen Cred. If you rolled 3 or less, you earn 10% Kitchen Cred. Please keep track of your Cred in your journal! You will need it in order to complete Officer level quests!
Supply: Supply Run
It's your job as an underling to go out and find the supplies that the prison faction members need to survive. This is exactly as dangerous as it sounds. Good luck.
Step One:Finding Water The streets are an absolute wreckage heap of abandoned cars, rotting bodies, and horrid smells. You need to find a building that might have what you're looking for (in this case, bottled water), and fast - your presence has already attracted some attention.
-Roll as many d10 as you dare. You must reach 10 water to proceed, but the more you roll, the more likely you'll find company. If you don't reach 10 water, you can continue to roll until you do. Match your results below.
1. You've found a hardware store. It looks picked clean. (0 water) 2. You've found a small grocery store. The shelves are empty, but if you look in the back store room.. (2 water) 3. You've found a major convenience store. The motherload! (5 water) 4. You've entered the first building you could find, a house. The bedroom still contains what remains of the inhabitants, don't go in there The broken fridge, while filled with rotting food, has a supply of untouched bottled water in the back. (2 water) 5. There's a gas station on the corner. Surely there's at least something left.. (3 water) 6. You enter a toy store. This definitely doesn't - wait, did you check the staff room fridge? (1 water) 7. You've found what was probably once a restaurant, but the sign's long been destroyed. Still, there's a stock room.. (1 water) 8. A giant building turns out to be what was once a wholesale food store. It had food in bulk.. jackpot. (5 water) 9. You enter a pet store. It looks hopeless, until you notice that the sign in the grooming section that claims they give the pets Evian.. thank goodness for pretentious pet stores. (2 water) 10. You enter a computer store. Every single device is broken - and there's no water in sight. (0 water)
Remember, you must obtain 10 water to continue. Step one has a minimum word count of 300 words, that can be spread out between any posts done for step one.
Step Two: You've Been Noticed Step two is only required if you rolled one of the following numbers at any time during step one: 3, 5, or 8. If you did not roll one of these numbers, you may continue to step three without action. If you did roll one of these numbers, you attracted attention.
Something shambles closer. It was waiting, having holed up here where others have looked. Perhaps this was why you found so much; it was just too easy. Too obvious. And now, too late to run.
-To continue, you must disable the infected coming towards you. It has 5HP and is not fast enough to attack you as long as you keep attacking it. You may use your current dice based on your weapon (starting weapons are 2d6-6) and attack until it reaches 0HP. This does not kill it, it only disables it enough for you to get away. Run.
Step Three:Heading back It sure is hard to run with supplies, isn't it?
-Roll 1d10. 1-3: You drop the water you've found but make it back alive. That counts for something, doesn't it? (Fail) 4-6: You drop half of the water you've found, but you get back with 5 bottles. Every bit counts. (Pass) 7-10: You make it back alive, unhurt, with all your water intact. Well done! (Pass)
Rewards: If you successfully pass all three steps, you are awarded an extra 5 bars. (Step two is passed whether you find a zombie, or beat a zombie. There is no fail!) You also receive 25% Supply Cred. If you failed at step three, you only receive 3 bars, and 10% Supply Cred. Please keep track of your Cred in your journal! You will need it in order to complete Officer level quests!
Medical: Medical supplies
As a recruit, your job is to do all of the jobs other people don't want to. These may be boring, or dirty, or just plain ridiculous. For those interested in gaining Cred with the medical section of the prison, your job is to keep the medbay stocked and organized. This is a tedious, and thankless job.
Step One:Opening Supply Boxes All supply boxes are unmarked and in no order. It's your job to open them, and find the supply you were assigned to stock and organize. Good luck - it's a complete mess in the main supply room.
-Roll 20d10 -The first dice decides what you've been assigned to. See the list below. All other dice are your attempts at finding it. You need to find at least one box to continue. If you do not match your first number with any of your other dice, you must continue to roll 20d10s until you do. Each time you must roll to search must have at least 100 word count. Feel free to match to the list of what you did find as flavor texts for your posts. -You receive 1 bar for attempting this, pass or fail. If you do not pass, you cannot continue on to step 2, and leave with only the 1 bar.
1. List of Supplies: 2. Bandages 3. Syringes 4. Exam Gloves 5. Bedpans 6. Catheters 7. First Aid Kits 8. Disposable exam drape sheets 9. Surgical Scissors 10. Thermometers
Example: I roll 20d10. I get: 5, 6, 8, 10, 5, 8, 5, 7, 6, 5, 2, 5, 3, 8, 5, 4, 4, 2, 4, 1. That first dice is a 5. This means I am in charge of finding bedpans. I now have 19 other chances to find boxes of bedpans, and lo and behold, I found five of them! I take those back to the medbay with me, victorious.
Step Two:Stocking Up -This is the easy step. Roleplay in a separate post, your character stocking the medbay with the item you've been assigned to. They may go in the supply closet, or in the case of drape sheets, be put directly on the exam tables. -This post must be separate, and 100 word count minimum. -You gain 1 bar for this step, and it is mandatory to move on to the next step.
Step Three:Organizing The supply closet is a complete mess. You can't just leave it the way you found it. -Roll 2d6. The total of your roll must be between 7 and 12 in order to have completed this task. This post has a minimum word count of 100. You receive 1 bar for attempting it, pass or fail.
Rewards: In addition to the rewards already listed, if you are successful at all three steps, you are awarded an extra 3 bars. You also receive 25% Medical Cred. If you failed at step three, you only receive 10% Medical Cred. Please keep track of your Cred in your journal! You will need it in order to complete Officer level quests!
Zoobey Artist
Magical Incubator
Offline
Zoobey Artist
Magical Incubator
Offline
Posted: Mon Sep 14, 2015 1:56 pm
Officer Level Quests: Your character must be at least an officer or higher to be able to take these quests.
Kitchen: Serving Rations
It's that time of day. Everyone is beginning to line up to receive their portions for the day. Oversee the process and make sure everyone gets what they need. No more. No less.
Step One: Dealing with disasters Roll 1d6. This is a random event that happens during the ration distribution. RP out how your character handles it.
1. Someone suddenly vomits after eating. 2. A fight suddenly breaks out. 3. One person came to pick up their rations, but then left it on the table. 4. Someone trips and drops their portion. 5. After everyone has finished, someone comes in late, past the designated time to receive rations. 6. Someone's trying to steal some food from someone else's plate!
Step Two: Cleaning up As always the cafeteria is a mess after everyone's all done eating. Time to clean up. Roll 1d100. This translates to about how much you've managed to clean the place.
Rewards If you've written at least 300 words for this rp, you get 5 bars! AND If you managed to clean up at least half of the mess (50 or higher), you get +3 bars OR If you managed to clean up 90-100% of the mess, you get +7 bars
Supplies: Finding Flashlights
One of the other officers brought back a couple of boxes of batteries. It was a sweet score - but it would be even sweeter if there were more things that could use batteries, around. Like flashlights. It's time to go searching.
You must write a word count of 100 words for every undying you attract. (To a maximum limit of 500. You can write more but it is not required past 500 word count) This quest is very dangerous, do not enter it with low HP!
Step One: -Roll 1d100 -This is how many flashlights you've found. (They come in packs of 5.)
Step Two: -For every pack of 5 flashlights you found in step 1, your wandering has attracted an undying. -Round down. (73 would round down to 70) -Roll as many d4 as that number. (for 70 flashlights, you roll fourteen d4.) -For each d4, match the responses below. (The max you can lose from this quest is 20 points - that would mean rolling 1, 20 times.) -Remember that HP does not reset from thread to thread. Be careful.
1. You lose 1hp to the undying. 2. You lose the 5 flashlights you counted for that roll. 3-4. You manage to escape unharmed, with the flashlights.
Rewards
0 boxes of Flashlights: 0 Bars 1-10: 6 11-20: 12
Medical Ward: Running the Triage
As an Officer, you are in charge of several new recruits that all think they're doctors now. They are not doctors. You are not a doctor. But at least now you have the experience to make them do the grunt work, while you - well, you get to play doctor a little bit.
Thankfully, there's a real doctor there to stop you from messing anything up too badly. Time to show him what you've learned.
You must write 500 words total for this quest!
Step One: Inserting an IV -Roll 1d4 -The first dice indicates how many times you had to try to find a working vein to insert the IV into. Are you too squeamish to insert IVs? You may instead ask the doctor to do it - though he won't be happy about your ineptitude - and take the modifier for 4 automatically instead of rolling.
1. First try. +5 points 2. Two tries isn't awful... +3 points 3. He's not a pincushion, man. +0 points 4. Wow, that just.. wow. The doctor takes the IV away and does it himself. -3 points
Step Two: Disinfecting a wound -Roll 1d6
1. Did you just.. disinfect the wrong side of his body? Did you not even notice that there wasn't a wound there? -3 points 2-5. Using gauze and antiseptic fluid, you manage to clean up the wound and prepare it adequately. +1 point 6. Not only did you just disinfect the wound, but you snagged a piece of glass out with your gauze. That could have been dangerous. Nice job! +5 points
Step Three: Comfort -Roll 2d4-4
0. You accidentally knocked your elbow into your patients healing injury. -5 points 1. You and your patient don't speak. You simply have a stare down. -3 points 2. It's awkward, but a pat and a kind word can go a long way.. sometimes. +1 point 3. You've got a great bedside manner. +3 points 4. Whatever you said to that patient cheered him up so much, he walked right out fully healed. Are you a wizard? +10 points
Rewards
0: 0 bars 1-5: 2 6-10: 5 11-13: 8 14-20: 13
Security: Making repairs
With infected and undying clawing at our defenses, it's important to keep it in top shape. You must write 300 words minimum to claim rewards for this quest.
Step One: Find weak points around the perimeter. Rp out your character going along the walls and fences, looking for damaged areas. Roll 1d6 while you're at it.
1-2: You find a spot that has minor damage to it. 3-4: You find an area that has moderate damage. 5-6: You find an area that has been majorly damaged. There's also an infected crawling in! Beat the infected away before continuing on. It has 5hp and does 2 auto damage. You get +3 bars for defeating the infected.
Step Two: Begin repairs Roll 1d10 to begin repairing with whatever tools you have at your disposal. The number you roll is how well you've repaired the damage. The amount needed to fully repair an area depends on the level of damage that spot has sustained. In other words, this is your target number to meet or beat.
Minor: 3 Moderate:5 Major: 8
Rewards If you managed to fully repair the damage, you earn 10 bars. Otherwise, you earn 5 bars for your effort.
Posted: Mon Sep 14, 2015 2:02 pm
This post is reserved for the list of those who make it to Lieutenant status. This list will be used by other faction members to help them find group leads that come with bonuses.
Having a lieutenant with you in your quest thread garners you x2 bars for both Lt. and anyone else in that thread. You must be in the same thread, but roll separately for yourselves - whatever amount you get from your rolls is doubled at the very end of the quest. (So remember to ask nicely, or wait for a Lt. to offer up a group run in the blast chat! Chances are better that Lieutenants will want to help run Officer level quests for the big money payload! $$$)
LIST OF PRISON LIEUTENANTS 1. Monica Chavez (ThyPope) 2. Bing (Zee Oddwyn) 3. Adelaide (Medigel) 4. William Vayne (Steal)
Zoobey Artist
Magical Incubator
Offline
Zoobey Artist
Magical Incubator
Offline
Posted: Mon Sep 14, 2015 2:03 pm
DISTRICT HAZARDS
Whether a faction likes it or not, the undying AND infected will consistently be attempting to weaken the defenses of the faction. It is the duty of each faction participant to reinforce their faction walls and keep the swarms at bay. They will achieve this by participating in special GM events that award bonus district stats.
A [ Bonus District Stat ] is an additional award you get for participating in the 48 hour events, also known as the major storyline-based [ GM ORPS ]. Additional ones MAY be gained through smaller GM rps. It is your responsibility as a player to pitch in and help your district! This is a group effort!
When you obtain a [ Bonus District Stat ], you may apply the stat to your district's OFFENSE, DEFENSE, or SUPPLIES HP bar. If any of these bars go to zero it is GAME OVER.
[ Offensive Stat ] The more offense your district has, the better natural attacks it has against swarms of the undying and infected. The best defense is a great offense after all!
[ Defensive Stat ] The more defense your district has, the better protected your shelter is against potential natural disasters and wear and tear. Being exposed to the elements of nature is no laughing matter, especially when the vines around you seem to be rather alive.
[ Supplies Stat ] Without supplies, your faction would no longer be able to function at all. While food and water is up to each player, base supplies such as weapons, and shared faction supplies would all be lost, and the result would of course be, mass panic.
At the end of EVERY 24 hours, a "debuff" will be applied to your faction. It could happen to any of the three stats(or some, or all!) of any randomly generated number. Once again, any of these three stats above is at ZERO, your faction will collapse and it is GAME OVER for that faction! To view how your faction is doing, simply look at the first post of this thread in the faction stats quote!!
Posted: Mon Sep 14, 2015 5:38 pm
It is GAME OVER for a faction if your faction's offense, defense, OR supplies stat reaches ZERO. A random event will be rolled daily once every 24 hours, applying a debuff to one or several of them. Remember that by participating in GM ORPS and collecting [ BONUS DISTRICT STATS ], and dropping them off using the form below, you may actually UP any stat that you think is looking weak for your faction to prevent collapse! Their fate is in your hands!
If a faction disbands (GAME OVER), it no longer has a "Safe" hub. All RPs must be done in the zones
If a faction disbands, players cannot align themselves to another faction, BUT they can still wander the zones. Their HP is now halved for the rest of the event
If a faction disbands, ALL items all players own in that faction will be DELETED
If a faction disbands, two RANDOM players from that faction will be rolled for instant death.
Zoobey Artist
Magical Incubator
Offline
Zoobey Artist
Magical Incubator
Offline
Posted: Mon Sep 14, 2015 5:38 pm
Make sure you have the CORRECT FORM when redeeming!
Quest turn in/Bar redemption Finished a quest? Use this form!
[size=16][b][color=red]QUEST COMPLETE[/b][/size][/color] [size=11][b]QUEST LOCATION[/b] [b]NAME OF CHARACTER:[/b] [b]BARS WON[/b] [/size]
[ PROMOTIONS ] Ready to move up in the world of prison? Well now is the time. Civilian->recruit = 10 bars & must have done mental assessment quest Recruit->Officer = 20 bars & 100% cred in one of the four main areas Officer->Lieutenant = 60 bars
[size=16][b][color=red]READY FOR PROMOTION SIR![/b][/size][/color] [b]Character name:[/b] [b]Current rank:[/b] [b]New rank:[/b] [b]Link to journal:[/b] If promoting to officer, please link to the cred post in your journal. Otherwise ignore this. [b]Bar fee:[/b] Bar cost
[ BONUS DISTRICT STATS ] Are the bread and butter of keeping your base "alive". Remember that you can spread them out into three stats: offensive, defensive, and supplies. Think carefully, and take a look at the current stats of your faction before making a choice. If ANY of these stats hits 0, it is game over for your faction. Once again, these are obtained via the main storyline GM ORPS.
[size=16][b][color=red]BONUS DISTRICT STAT DROPOFF [/b][/size][/color] [b]NUMBER OF POINTS:[/b] [b]STAT TO APPLY IT TO:[/b] (offense, defense, OR supplies) [b]WHERE WAS IT WON:[/b] LINK(s) HERE [b]NAME OF CHARACTER:[/b]