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Dead rising jump chain 0.7 WIP

Sep 24th, 2014
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  1.  
  2. Dead rising jump chain: version 0.9
  3. well , you've been doing pretty pretty good haven't you ? Want a challenge Do you? All right then I can oblige. Welcome to Metport city, once the very embodiment of a West Coast American metropolis. the majority of its citizens have since become infected and it is now overrun with thousands of zombies. On top of that it's infected because of a evil government plot and they're going to do a bombing run in a weeks time to level the entire city and destroy any evidence and any survivors left in it ! You're going to have to deal zombies, King zombies, gang bangers, looters, psychopaths and the military all as you try to put the pieces together and keep those few sane innocent individuals safe.
  4.  
  5. Your mission, which you've already accepted by selecting this jump is as follows 1. Get the evidence to expose this horrible conspiracy. 2. Rescue any survivors. 3. Escape before the bombs come in. Secondary objectives: 1.defeat any psychopaths you encounter. 2. Totally screw with the zombies in an amusing manner.
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  7. Additionally , any superpowers,magical, psychic, or otherwise unrealistic abilities aside from skills and improved mental faculties are reduced down to 1/75 of their former glory for the duration of this jump, you may not access your warehouse or any other equipment storage from previous jumps during this jump . Although you will have the option to take any vehicles you construct or find during this jump with you afterwards. And yes , even though we are dealing with not in fact undead zombies, but rather infected you will fail if you become one.
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  9.  
  10. You now have +0 choice points
  11. races
  12. perfectly normal human : free
  13.  
  14. you are a perfectly ordinary run-of-the-mill 20+1d8 -year-old human being of whatever sex you'd like. Might come in handy if you don't want people to freak out about being a saved by a dragon or colossal ork
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  17. Infection immune human: 200Cp
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  19. You are unable to get infected by the parasite/virus that causes humans and animals to become zombies plus a general resistance to disease and parasites of in general. Additionally, you have moderate regeneration capacity and can heal from flesh wounds in a matter of hours.
  20.  
  21. Backgrounds
  22.  
  23. Average citizen.: Free
  24. you are a perfectly normal middle-class American with no special skills, abilities, connections , etc. although you do have a chip inside you that allows the government to track your movements however it does time release two weeks worth of Zombrex into your system before it needs checking and refilling so at least you don't have to worry about getting bit right?
  25.  
  26. Police officer: free
  27. you're a officer of the law, sworn to serve and protect you will do your damnedest to up hold order in the city.
  28. Start with riot gear, or handgun or shotgun, $1000 cash, self-defense training, firearms training, knowledge of the law, and a powerful motivation to up hold order and justice in your beloved city.
  29.  
  30. Gangster: free
  31. you are a gangster, you are familiar with the application of violence , stealth and the accoutrements thereof, if you need to sneak or when a firefight. This will put you well ahead of the average person.
  32. You start with a durable set of well-made civilian clothing, a fully loaded basic handgun, semi decent mob connections, self-defense training, firearms training, a thorough desensitization to violence and the evils that humans do and $5,000 cash
  33.  
  34. Illegal:100cp
  35. you're one of the illegals, you have knowledge of the symbols used to denote safehouses, access to the illegal's safe house network and weapons lockers , as well As a cell of other illegals as allies. You're used to fighting zombies and living off the grid, this mystery might not be your forte however You are extremely fit physically, able to Sprint long distances and routinely catch your self on ledges and climb up , as well as other feats of parkour. You are quite used to fighting zombies and have basic proficiency with nearly every everything that can be used as weapon, although you are not specifically trained for combat.
  36.  
  37. Photojournalist:200cp
  38. you are a photojournalist, In addition to being better able to expose this cover-up and document it you have a special ability, taking photos empowers you in the same manner as exercise or skill training. You gain different degrees of experience depending on the quality of photos you take. If you can manage to snap the next “Afghan girl”you might find yourself at a level of strength and skill unparalleled by any other man. You start out with a decent suit of clothing on your back , a high-quality ruggedized digital camera. And plenty of hands-on experience at taking pictures and solving mysteries in dangerous situations.
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  41. Terror Is Reality contestant:200cp
  42. You are a real athlete, whatever pushed you into riding a chainsaw equipped motorbike and wrestling zombies in a flaming two-story high ring with wood chippers for turnbuckles you got what it takes to do it!
  43. You have the following 1.a reinforced leather motocross outfit that zombies can't bite through 2. A thorough desensitization to violence 3. $10,000 cash. 4. Physical strength and stamina on par with a professional athlete. 5. A chainsaw equipped motocross bike. 6. Hand-to-hand combat experience.
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  45. Mechanic:200cp
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  47. You know your way around machinery, you are a practical engineering wizard able to repair anything right on the spot.Additionally a lifetime of hard practical work has made you physically fit. On par with a professional athlete. although you don't necessarily have any combat training, your awareness of your body and what you can do with it still gives you a powerful advantage over the average person. You can repair things and handle things so any equipment you find or make last twice as long, not counting ammunition. Which is handy when one more swing of a sword is the difference between getting clear of zombies and being surrounded.
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  50. Abilities
  51. everything is a weapon:100cp free for photojournalist and mechanic.
  52. you are a master at improvising, quickly able to categorize everything you can get your hands on into the nearest approximate instrument of mayhem, and use it thusly.
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  54. Third person view 200cp
  55. your point of reference is not necessarily your own , although you can see as far as you would normally able to see in whatever circumstances you are your point of view is mobile with a range of up to a yard and half away and can be fully adjusted in a complete sphere , if you wish to aim a weapon or do fine detail work you can however shift back to seeing out of your own eyes . Note that this is not allow you to see everything from every point of view simultaneously, you still need to pan around, although this takes no more concentration, then turning your head.
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  58. Safe houses: 400 cp discounted for illegal
  59.  
  60. You know how the best setup safehouses and have a general knowledge of where to find them. Occasionally you're going to have to clean the zombies that somehow managed to break in, but they will be really safe afterword . Plus, that's where the weapons lockers are and there's usually a fair amount of edible food and maybe even some skill books for you there. After this jump you'll find that there are out-of-the-way places with these same symbols leading you to them, these are efficiency apartment sized dwellings with full bath facilities, any extras you purchased for safehouses although they only offer forty-eight hours worth of safety and privacy, so it's best to keep moving. And no your enemies will never catch on to the symbols.
  61.  
  62. Bootlegger 100:cp, free for illegal.
  63. The first batch of Zombrex was cooked up out of photo developing solution, cold spray,a first aid kit, and several Queen zombie parasites. This process has been refined into the prescription strength Zombrex we know today, but it is still possible to whip up bootleg Zombrex that's just as good.
  64.  
  65. Weapons lockers:200cp requires safe house, free for illegal.
  66.  
  67.  
  68. Gear
  69. transceiver: free and mandatory
  70. it's a standard ruggedized transceiver, additionally someone somewhere on the other line is monitoring the city and providing you with information about people , you can help or psychopaths who need to be stopped. Yes this does transfer between worlds, however , the person on the other end will only be able to give you information about your starting location. These little side quests will always provide you with an moderate quality ally or access to new equipment or abilities.
  71.  
  72. Welding torch and multi-tool. 100Cp free for mechanic.
  73. No more hunting around for maintenance rooms when you wish to combine something, just go ahead and merge those items right where you are. Also allows construction of combo vehicles, although you might want to watch out and make sure that no zombies are coming when you're hunkered down working on these little projects.
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  75.  
  76. Combo vehicle:100cp
  77.  
  78. #List of combo vehicles goes here#
  79.  
  80. Skill books:200cp
  81. Reading isn't just a hobby for you, you are able to push the usefulness of books past simply imparting knowledge. Simply by having it on your person A translation dictionary grants conversational fluency with the language it's translating to, hobby guides can greatly improve the durability of things related with that hobby, cookbooks will allow you to regain health simply by eating. And many more effects based on the print matter you are holding. You don't even have to do more than skim them to gain these benefits.
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  84. Zombrex supply:100cp
  85. not lucky enough to be part of the secret experiments that make humans immune to zombie infection? You start off with seven doses of prescription Zombrex, the miracle drug that prevents people from turning into zombies. When injected once every twenty-four hours you can keep living your life , of course in this situation there has to be some more somewhere and it's very valuable if you decide to sell it for some reason.
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  88.  
  89. Drawbacks
  90. you may take as many drawbacks as you like
  91. special infected :+300cp
  92. whoa, what is with these zombies? If they aren't midgets climbing onto your back then they are superfast ladies with deafening streaks and powerful claws, either that or they are bile spewing monstrosities , maybe even 7 foot tall Goliaths with an overabundance of muscle, anyway you look at these aren't your typical zombies.
  93.  
  94. There's more coming! :+100cp
  95. it seems like whenever you turn around. There's more zombies, you can slaughter the entire population of the state in zombies and there always seems to be more. No matter what you do zombies will keep coming.
  96.  
  97. Old enemies, New challenges. : +500
  98. something is off here, these aren't ordinary psychos. It seems like some of your worthiest foes from previous jumps have followed you into the world of dead rising, with most of their abilities intact, even if they have suddenly turned human you're really in for a fight Now, especially since three of them are guarding key information that you need for your mission.
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  100. Bad timing:+100cp
  101. your transceiver always rings at the worst possible moment, either alerting an enemy or finding you Objectives and mysteries all the way across the island. Whenever it is ringing you can be sure that it's going to him involve quite a bit more hassle than it otherwise would.
  102.  
  103. Unprepared.+200cp
  104. you lose all skills, memories and abilities from previous jumps,including most of what you would have gained with a background, any friends or loved ones you would've had from this life find you as an amnesiac in the gutter three days before the events of this gauntlet. It will take three days of practice in order to gain these knowledge back.
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