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- Dead rising jump chain: version 1.001
- 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.
- 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.
- Additionally , any superpowers,magical, psychic, or otherwise unrealistic abilities aside from skills and improved mental faculties are reduced 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. Don't worry, however, gauntlets don't count right??
- You now have +0 choice points
- races
- perfectly normal human : free
- 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
- Infection immune human: 200Cp
- 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.
- Backgrounds
- Average citizen.: Free
- 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?
- Police officer: free
- you're a officer of the law, sworn to serve and protect.you will do your damnedest to up hold order in the city.
- 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.
- Gangster: free
- 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.
- 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
- Illegal:100cp
- 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.
- Photojournalist:200cp
- 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.
- Terror Is Reality contestant:200cp
- 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!
- 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.
- Mechanic:200cp
- 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.
- Abilities
- everything is a weapon:100cp free for photojournalist and mechanic.
- 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.
- Third person view 200cp
- 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 under.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 does 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.
- Safe houses: 400 cp discounted for illegal
- 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 you have a strong ability to identify out-of-the-way places and tricky paths that lead you to them you to them, these are their worlds equivalent of efficiency apartments, although they only offer forty-eight hours worth of safety and privacy, so it's best to keep moving.
- Bootlegger 100:cp, free for illegal.
- 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.
- Weapons lockers:200cp requires safe house, free for illegal.
- Well, it looks like you are in luck, safehouses have a weapons locker that allows you to withdraw and deposit any force multipliers you might happen upon into or from your warehouse.
- Waypoints:200cp free for photojournalist, mechanic,Terror Is Reality contestant special thanks to Artie-RTFAG for helping structure It.
- You'll have an absolutely perfect range sense and ability to navigate by dead reckoning. In addition , you perfectly remember any map you have seen from now on , and are even able to make annotations in these maps mentally.
- Clear objectives:800cp discounted for photojournalist, mechanic,Terror Is Reality contestant
- not only are you are supernaturally aware of where you have to go to do with anything you might need to do, but you are also have a similar ability regarding how long you have left to do it. Sometimes it might simply lead you to a area no larger than a large room you have to search but you definitely have a serious leg up on knowing where to find the next piece of the puzzle.
- We are survivors:400cp, discounted for illegal
- good news, your friends from previous jumps have found you here. They all gain similar backgrounds and are thrust into this nightmare alongside you. . However you may only take up to four companions rather than usual eight.
- Book smarts:200cp
- 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.
- Vehicle lots200cp, free for mechanic.
- . can't stand having to wait for your favorite vehicle? Simply by heading to a mechanic's Shop or the office of a parking garage you can pull out with any suitably sized vehicle from your warehouse, you can even deposit vehicles you find or build here into your warehouse.
- Combo vehicle:100cp, only available to mechanic. Requires Welding torch duct tape and multi-tool
- you have stumbled across the secrets of merging vehicles of similar tech levels into klug'd together engines of destruction, whether it's taking a steamroller and a motorcycle and forming them into a fire spewing speedster that crushes everything in its path, or a forklift and a van from a fireworks company into a rocket powered mobile Spike wall of slaughter.
- Gear
- transceiver: free and mandatory
- it's a standard ruggedized transceiver, additionally someone somewhere on the other line is monitoring the city and providing you with information about people, events, ,clues to the mystery, 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.
- Welding torch,duct tape and multi-tool:300Cp free for mechanic.
- 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. All of these are essentially unbreakable , the welding torch has an infinite supply of fuel and the duct tape will never run out.
- Zombrex supply:100cp
- 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.
- Drawbacks
- you may take as many drawbacks as you like
- special infected :+300cp
- 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 it these aren't your typical zombies.
- There's more coming! :+100cp
- 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.
- Old enemies, New challenges. : +500
- 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.
- Bad timing:+100cp
- 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.
- Unprepared.+400cp
- 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 five days of practice in order to gain these knowledge back.
- They've got your number!:+ 400 cp cannot be taken by illegal., Requires Zombrex supply
- You've been to chipped, this means that not only does the government know where you are at all times , but also your supply of Zombrex is time released in the pump in the chip And thus you cannot barter it. Expect lots of trouble from the military as they will always know where you are. Fortunately , safehouses are lined with Faraday cages If you can get into them , or any other signal blocking room. You just have to make sure they weren't following you this whole time.
- Bad intelligence:+200cp
- any companions and allies you might find are ridiculously stupid and ineffective outside of short bursts of social interaction. Expect be greatly slowed down and have to rescue their asses a lot.
- Victory!
- So you've persevered through it all, the zombies, the weakness the mystery,everything . Well, what you have to show for it? Not much, just these conditions have been you with the ability to kit bash together things to a frankly preposterous degree, whether it's getting two motors art of one chainsaw, building a functioning light saber out of perfectly normal precious stones, and a flashlight , combining the best of two frankly incompatible things without any of the drawbacks, or even manifesting two machine guns somehow when you put together a war bike out of unarmed consumer vehicles. What's more, none of these little projects will ever take more than a minute, so long as you have the parts at hand.The sky is the limit!
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