At the Start of a Day
Make 5 roleplaying chains:
Roleplaying Chain: Leader's Office
Roleplaying Chain: Infirmary
Roleplaying Chain: Meeting/Common Room
Roleplaying Chain: Front Porch
Roleplaying Chain: Outside BaseMake the defending chain if necessary:
Defending Chain:
Enemy (## health, # fighting skill)Fighting Scores
Level 0: 0-20
Level 1: 0-30
Level 2: 0-40
Level 3: 0-50
Level 4: 0-60
Level 5: 0-70When processing commands, you should have a random number generator tab, game instructions tab, the current day tab, and editing the next day tab all open. Comments to commands are made on the current day tab and changes made by the commands are edited into the next day tab. In general, all edits are made on the next day. I typically decrease the character's energy as a way to make sure people aren't doing more commands than they are allowed to, but this isn't entirely necessary. After closing the day, the energies can be restored.
Check the Seasonal Effects:
Spring: farming can occur again, +1 threat
Summer:
Autumn: +1 food from farming
Winter: 0 food from farming, -1 threat, -1 scavengingDangerous Missions
Scavenging, patrolling, Clearing out areas
Use a random number generator (1-100). Compare the number to the probability of injury on the table (fighting skill is cumulative of the task group). If the generated number is lower than the probability, then run the probability of the type of injury for each task group member. If the generated number is higher than the probability, then the task is successful. Then generate a random number from 1-5. If the number is 5 then increase the player's skill level by 1/4.
If a player is using a ranged weapon, generate a number from 1-threat for the amount of ammunition they use. If the number is higher than on hand then just set to 0.
For patrolling missions, increase the border strength by 1.
For scavenging missions, see the Collection Missions.Collection Missions
Use a random number generator (#-#) to generate a number. The generation parameters are based on the range of the number of resources that can be collected at the player's skill level. Each pair of players than do collecting missions together get +1 resource, depending on which resource they are collecting. Then generate a random number from 1-5. If the number is 5 then increase the player's skill level by 1/4.
Scavenging
Level 1: 0-3 food, 0-3 materials
Level 2: 1-3 food, 1-3 materials
Level 3: 1-4 food, 1-4 materials
Level 4: 2-4 food, 2-4 materials, 0-1 medicine
Level 5: 2-5 food, 2-5 materials, 0-2 medicine
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