Luceti Mods (
lucetimods) wrote2012-10-22 01:05 am
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Zombies ate my neighbors!
Hey everyone, here are the draft details we promised you. We’re going to toss them at you first with a timeline of events, an idea of what sort of threats needs to be dealt with, along with some answers to the questions asked in the last post. If you still haven’t signed your characters up for the draft but would now like to, please do so here. We’ll have another post soon for the village-side event.
TIMELINE OF EVENTS
25th:
Lucetians are ushered into the Vaskoth enclosure after only an hour’s warning. The message is broadcast very early in the morning -- around 4AM. The Malnosso have rigged this message to actually ring through the journals, much like an emergency alarm. However, if draftees are not awake to receive and act upon the warning, droids will arrive to try and drag them from their beds. Due to the sabotage mission, some of these droids can be fought off and escaped; more droids may come for drafted individuals but if someone does escape the droids, it is up to them whether they then proceed to the transporters.
Draftees are forewarned to not bring weapons that were crafted in other worlds or from material procured from other worlds. The Vaskoth security system prevents otherworldly weapons from being carried around. However they are promised access to Vaskoth’s armory before engaging in battle if they are unable to procure such a weapon from Luceti. If they attempt to bring a weapon, the security system will cause it to mysteriously vanish from their person and be deposited at Luceti’s weapon shop; this does not apply to any weaponry or technology that is imbedded in an individual’s body.
They leave Luceti at 5AM and arrive at the enclosure at 10AM. For the full day, they are left to deal with typical cultists enemies: soldiers, elites, shifters, and shift hunters. In this battle, Luceti will be assisted by Vaskoth’s own MSF soldiers, reinforcements led by Specialist Davis, and additional draftees from three other enclosures: Excenn, Zompania, and Kin’cora. More details on the enclosures can be found at the end of this post.
Note: Due to an ongoing experiment that the Vaskothans previously voted on, the entire enclosure will be night time for the entirety of the draft.
The Vaskoth enclosure is quite large and supports a population of 5,000. At the northeast quarter of the town is a setup similar to Luceti’s, but it outwardly expands with many more houses and buildings. Paved roads crisscross the town, go into the mountains and forests. The road even has a tunnel through the mountain range. Naturally these paved roads are used for the ample number of automobiles owned by the Vaskothans. A number of stores dot the town and they utilize their own currency in the form of copper, silver, and gold coins. They maintain their own barracks and military base by the southern lake. All of their weapons are stored and maintained here.
26th:
By 9AM, there are early reports of strange symptoms among the cultists. By 2PM, fellow draftees and MSF soldiers are hospitalized for displaying unusual symptoms. Come midnight, the hospital is lost to the virus as the first patients begin to succumb. Driven into a hyper state, they move faster, are stronger, and exhibit violent tendencies.
Preliminary intel suggests that it takes roughly twelve hours between contracting the infection and succumbing to it entirely. Before it was overrun, the hospital was working frantically upon a cure but all they managed to determine was that the infection is ultimately resistant to traditional healing magic and shifting. Before the head medic loses the ability to communicate effectively, he scrawls a note that states he remembered hearing about a Region 6 enclosure suffering from the same virus, and that one of its subjects was found immune.
Kin’corans are the first to abandon the battle and enter into survival mode and go against MSF orders by heading into the woods and forests to outmaneuver the plague. Those who manage to speak to them at length learn that they had experienced the same outbreak in their enclosure with the same pattern. The Malnosso was unable to cure it in their enclosure and killed off all the infected except for one sole survivor.
For those who might recognize her from her previous time in Luceti (and those who may want to meet with her anew), Carol is living in ‘Old Town’. She will be available for interaction at two points during the draft -- in these early stages, she can be approached while attempting to organize a relief effort.
27th:
The virus spreads spreads fast. As the zombie hoard gains numbers, larger groups are torn apart and comrades are separated. Survival is no longer possible in considerable numbers, as it appears that the infected are drawn to obvious signs of life -- sounds, sights, and smells that might suggest that a larger group is taking shelter. Groups of over five or six will find themselves suddenly ambushed by the recently infected.
It becomes apparent that the infection can be spread by bodily fluids - saliva and blood. The majority of the cultist horde has been infected, lacking the proper means or preparation to combat the plague. However, they also seem to be trapped in the barrier along with the draftees. Whatever means they used to enter the barrier have now been closed off, seemingly by their own on the other side. The Shift Hunters do not appear to be infected, but they become carriers for the virus.
28th:
Mid-day, an evacuation is ordered. Luceti draftees are provided with the option to fall back and enter into a twelve hour quarantine, be checked for the infection, and then returned to their own enclosure once they are given a clean bill of health. Draftees are told they must clear their own way to Vaskoth’s teleporters; although evacuation is ultimately optional, it appears as though most of the other enclosures’ draftees are beating a hasty retreat. From the inside, Vaskoth appears doomed. Specialist Davis and a small contingent of MSF soldiers remain to defend the teleporters until the end of the draft.
At this point, those infected during the first day will begin to slow down. No longer moving quickly, these zombies are now only shambling forward, though they are no less powerful. Medically, it seems as though the virus is literally tearing their bodies apart by constantly being pushed to its limits. To any who study their remains, some will begin to exhibit the signs of major organ failure.
The lakes and rivers are deemed unsafe, as the virus is capable of sustaining itself in water and passing on infections this way. Due to the cultist presence, the water available in both residential and commercial pipes grows increasingly limited.
29th:
Clean water and unclaimed food supplies are scarce. Electricity Shifts providing the town with power flickered out shortly after the first evacuation. At this point, it becomes difficult to estimate just how many uninfected draftees are left within Vaskoth.
Throughout the day, reports trickle through what’s left of the Vaskoth radio network that a lone survivor -- unaffected but still drinking from the natural water supply -- has been spotted north of the mountain tunnel.
The Malnosso announce over the radio network that a full power cap will be instituted. From 12PM on the 29th, everyone will be reduced to normal abilities, including infected cultists.
Carol, hoping to coordinate talent from whatever survivors are left, will also broadcast over the radio system. Keep an eye out for this message!
(Note: There will be a new log here for the remainder of the draft.)
30th:
Deeming the situation out of control, the Malnosso order a Shift-bomb to be detonated in Vaskoth in order to completely eliminate the plague. By then, most draftees from other enclosures not yet infected will have evacuated. Remaining MSF soldiers will begin to withdraw as well. Lucetians will continue to have the option to evacuate or to stay and try to find a cure. Anyone hoping to work on the cure will have to wait for (or arrange to have) the hospital area OR the bio-lab at the MSF barracks cleared of their shamblers.
31st:
The threat of the bomb looms over the area. Specialist Davis and his remaining men will hold the path to the teleporters for any last minute survivors to escape. By 3PM, the bomb will be dropped and detonated. The last of the MSF will be gone by 2:30PM and at this point, no one will be able to evacuate. If a cure is not presented by 2:50PM, it will be too late to stop the detonation process. Anyone left in the enclosure will be killed.
ENEMIES
On the first day of the draft, the enemies will all be the same uninfected Foot Soldiers, Elites, Shifters, and Shift Hunters we know and love. Refer to the The Nitpicker’s Guide for more information. NOTE: There will be no Dream Shifters on this draft. Like Lucetians, the cultists will not have access to their typical weapons either. Elites will be Shifting invisible weapons, whereas standard soldiers will use whatever they can get their hands on.
For the rest of the time...
Early Infected Cultists, MSF, and draftees from all enclosures -- after the virus incubates for twelve hours -- become monstrous, irrationally violent versions of themselves. The Kin’corans, having experienced this virus before, refer to them as runners. Runners lose the capacity for speech roughly six hours after contracting the virus. Another six hours later, they are entirely beyond reason and seem to exist only to maim others and attempt to pass the virus around. A runner’s strength and speed exceeds what they had before; however, a sliding scale still exists and a runner who was once a healthy cultist elite will still be stronger than a runner who was once a mere foot soldier.
Advanced Infected Cultists, MSF, and draftees from all enclosures -- once the virus has been in their system for a few days -- will become what other draftees start to call shamblers. In comparison to the initial viral symptoms, shamblers are slower and incapable of fine motor functions; however, they are no less dangerous -- especially when they gather in large hoards. At this point, the virus is ravaging their internal organs and without a cure their bodies will be torn apart from the inside out with no hope of rescue. Even curing them at this stage could pose a threat, as the virus is literally keeping them alive.
Infected Shifters - On top of being either runners or shamblers, Third Party Shifters are uniquely affected by this virus. While all MSF and draftee infected seem to lose most of their special abilities upon infection, Shifters retain their powers. However, they no longer possess rational control over their own Shifting. As such, glitchers are Shifters whose cerebral cortexes are so compromised by the virus that their Shifting glitches on and off -- seemingly at random. This may manifest as large area Shifts that disable powers or technology, but they may function in other ways. Other Shifts may cause those around the glitcher to suffer from a loss of motor skills, blindness, intense paranoia, a loss of rational thought, and other such effects.
Shift Hunters who are immune to the virus can otherwise act as carriers. Their bites will potentially infect draftees. Those searching for a cure may want to consider trapping and studying the Hunters. While studying their immunity will be invaluable in providing the building blocks of an answer, it ultimately will not provide anything but a partial clue towards a working cure.
GEOGRAPHY, SUPPLIES & SHELTER

(click here for larger version)
Notes on the map:
When compared to Luceti, Vaskoth is a far more densely populated enclosure. Initially, most of its houses and apartment buildings will already be inhabited with very little room to spare except for what has been freed up by the ravages of war within the enclosure. The Malnosso will be expecting their draftees to camp out for what was supposed to be a routine battle situation. However, as more and more individuals fall to the virus, more rooms and houses will become available. Keep in mind, they are not always the safest option.
Although many supplies -- food or otherwise -- are up for grabs in the early scramble for survival, most of Vaskoth’s recent harvest, groceries, and necessities will be snapped up by those with a homefield advantage: those who live in Vaskoth. Paranoid over the fate of their home and uncertain as to who else has been infected, many will be reluctant to help anyone who could be a possible carrier for the virus. Draftees may have to forage far afield to make their meals, barter with other draftees, or resort to theft.
Q&A
Q: Will killing it be the only way to stop a zombie?
A: You can lock a zombie up, chain them down, strap them to a bed, or whatever. But zombies will be much stronger than they were before being infected, so they may break through restraints. Otherwise they’ll keep pushing themselves forward unless an obstacle stops them.
Q: Will draftees be warned about the virus and advised to put down the infected?
A: The initial draft announcement will not mention the virus; after all, even the Malnosso are unaware of it at that point. However, after the first Runners start attacking the hospital, a bulletin will go out on the radio to be aware of a potential outbreak. Draftees will be advised to keep open wounds closed. As the situation worsens, draftees will at first be advised to focus on the cultists and leave the situation to MSF. Once order breaks down, most NPCs won’t hesitate to take on zombies to save their own lives.
Q: Will the draft be in an area large enough to support Luceti’s larger-sized characters, such as dragons?
A: It takes place in an enclosure larger than Luceti, so there’s more than enough room.
Q: Does the virus encompass all sorts of species and not just humanoid ones?
A: It attacks higher brain functions, so sentient creatures would be vulnerable to it. Though some exceptions may exist on a case-by-case basis regarding anything that may prevent the subject from being infected. In general you should be able to figure this out on your own or among your cast.
Q: How is the virus spread?
A: The virus is spread by bodily fluids, primarily blood. So, for example, any draftees who fight in a manner which requires them to bite or tear into their opponents will be infected very quickly.
Q: How long would it take for the virus to run its course? How long before someone loses their ability to think and reason?
A: The first six hours go through flu-like symptoms as the subject feels weak and nauseous, breaks out into a cold sweat, and feels light headed and weak. Six hours after, they begin to act more aggressively and will be extremely hungry, though no food they are given will seem to sate their appetite. This is also around the time when infected individuals lose their capacity for speech or even the will to communicate effectively. They will begin to act hostile around anyone treating them. After this first twelve hours (time varying on each person), they will lose all sense of rationality and be driven to attack and consume. They are, however, seemingly able to tell who is already infected and have no interest in fellow zombies.
Q: How much will infected characters remember after the event?
A: They’ll remember the first twelve hours. Anything else after will be highly fragmented and nonsensical memories strewn together randomly.
Q: Would the infection be able to get around someone having high immunity or high resistance to diseases?
A: Again, a case by case basis. In most situations, the virus would take longer to take control of them. Those who are quick healers may not experience as many negative symptoms, though will eventually succumb to it too. Someone like Wolverine would likely never devolve into a shambler.
Q: Will draftees be able to request special items going into this draft?
A: There will be no time for special requests due to how soon they are sent to the enclosure. They’ll have to make do with what’s in the enclosure already.
Q: Will characters be able to use any special powers and abilities even after being infected?
A: It varies on the power. Someone who has powers that take thought and focus - like most brands of magic, would no longer have the presence of mind to use them. Instinctive abilities would remain functioning up until the Shift that disables powers.
Q: Can special abilities/powers/magics stop or deter the virus?
A: The disease is extremely persistent, enough so that the cultists’ own Shifting doesn’t seem to hold up against it. While characters may be able to treat the symptoms or slow the virus down depending on their abilities, it can’t be stopped until a cure is found. Even Runners may be given temporary sanity again if somehow the infection is cleansed from them, but they will quickly be lost to it again, faster than the first time. Shamblers are beyond helping.
Q: How do evacuation and quarantine work?
A: Characters will have the option to evacuate on the 28th until the last day of the draft. If they are injured, MSF soldiers may try to transport them to safety without their approval. All draftees will be held in a 12 hour quarantine near the teleporter system to ensure they have not been infected. At this point, they will be escorted to the teleporter system and returned to Luceti. One teleported, they will be unable to return to the draft. Specialist Davis and his men will be in control of the teleporter and quarantine.
If a draftee is found to be infected, they will be restrained and held until the enclosure is either left to be blown up or a cure is found.
Q: Can you impart some spare zombie wisdom for those amongst us who aren’t familiar with them?
A: Our zombies -- while they are not truly members of the undead legions -- are essentially humans reduced to base instincts to attack and feed on the uninfected. Those in the Runner stage are healthy humans that are currently in a biological state where their adrenaline is super charged. They are making use of the maximum amount of strength and speed their body can output, regardless of how bad it is for their bodies. This makes them fast, strong, and extremely violent.
Shamblers are more your typical zombies. Their bodies are being torn apart by the stress of running at full speed for so long. Although not strictly undead, most Shamblers have been left in this state for so long that the virus is literally the only thing keeping them alive. Consequently, curing the virus could inevitably end up killing them.
In both cases, the zombies lack any rational thought and are acting purely on instinct. They lack self awareness and will not acknowledge or recognize friends or family. They will have lost all ability to speak or communicate.
ENCLOSURES
For some ideas on NPCs, here is some more information about the different enclosures who have sent draftees to Vaskoth:
Luceti
Cycle: Sixth Year
Population: 300+
Region: Six
Deployed: TBD
An enclosure far into its development and often a focus of much of the Malnosso’s attention. Although considered wildly dangerous, they have proven cooperative with the Malnosso and have accomplished remarkable feats that would be considered impossible for other enclosures. As a favorite enclosure of the previous CEO, it is has been the subject of many gifts and considerations other enclosures haven’t. Unlike most enclosures, subjects in Luceti are noted for having relatively brief stays within the world and consequently the ever shifting population leaves the enclosure divided.
Kin’cora
Cycle: First Year
Population: 500+
Region: Six
Deployed: 300
An enclosure still very early in its development that was unintentionally exposed to the world at large during a cultist attack that forced refugees to stay in Luceti. Two of its notable leaders are a rational man named Homer and a rough warrior named Korras Blake. They previously experienced a zombie outbreak in their own village. Due to the brutality of experiments in their enclosure, they share a close bond with each other and are very suspicious of others. They do not currently have access to missions and this is their first draft.
Vaskoth
Cycle: Ninth Year
Population: 5000+
Region: Eleven
Deployed: All
An enclosure far into its development. Resembling a small town more than a village, Vaskoth has developed to the point of having its own currency, roads and vehicles, homes spread out across the forest and mountains, an elected mayor and city council, and even the ability to vote for experiments conducted. They maintain their own MSF base, crewed primarily by their own people. Only soldiers are sent to battle, with the rest having won draft immunity via cooperation. They have not been seen on missions before, though they do cooperate with MARS. The enclosure has many children among its population, most of them having been born within Vaskoth.
Zompania
Cycle: Third Year
Population: 100+
Region: Thirteen
Deployed: 50
A small enclosure established in honor of Count Zompano some time ago. Despite the subjects being relatively ‘normal’ and lacking in powers, they have been a favorite of the MARS program due to how often they participate in missions. They are sometimes used on drafts, but usually in support roles, due to the low number of fighters among them. Although they have crossed paths with Lucetians on previous recurring missions, they were not on the space draft.
Excenn
Cycle: Fourth Year
Population: 300+
Region: Three
Deployed: 200
A standard enclosure quite similar to Luceti and Kin’cora. With a diverse population of fighters and civilians, it has proven receptive to cooperating with the Malnosso, though only to an extent. They are frequently seen on missions, often in combat roles, and were involved with the space draft. The stories of Luceti has been passed around within Excenn to the extent that most of the population tends to idolize Lucetians and are eager to work with them on drafts and missions. Although they have numerous soldiers, most of them pale in comparison to Luceti’s fighters.
On top of that, there’s also the Malnosso Security Forces:
Malnosso Security Forces
Deployed: 3000
Commanded by Specialist Davis and Arms Manager Jewel, the Security Forces are comprised partially of soldiers from Vaskoth who themselves are already enlisted. The MSF will have their own base located in the mountains to act from. Organized and smart, the MSF will typically be working with each other in large groups of ten or more. Expect them to be pulling people out of tough situations if they get cut off. As the zombie plague threatens stability. the MSF will become more strict with survivors and try to maintain order. They are equipped with modern weapons. They will also have a few helicopters on site, as well as several military jeeps and APCs. The majority of their forces will have been recalled and gone after the 28th.
Whew! And that’s a wrap. As always, use this post to plot, ask questions, or wonder how on earth you read all this.
TIMELINE OF EVENTS
25th:
Lucetians are ushered into the Vaskoth enclosure after only an hour’s warning. The message is broadcast very early in the morning -- around 4AM. The Malnosso have rigged this message to actually ring through the journals, much like an emergency alarm. However, if draftees are not awake to receive and act upon the warning, droids will arrive to try and drag them from their beds. Due to the sabotage mission, some of these droids can be fought off and escaped; more droids may come for drafted individuals but if someone does escape the droids, it is up to them whether they then proceed to the transporters.
Draftees are forewarned to not bring weapons that were crafted in other worlds or from material procured from other worlds. The Vaskoth security system prevents otherworldly weapons from being carried around. However they are promised access to Vaskoth’s armory before engaging in battle if they are unable to procure such a weapon from Luceti. If they attempt to bring a weapon, the security system will cause it to mysteriously vanish from their person and be deposited at Luceti’s weapon shop; this does not apply to any weaponry or technology that is imbedded in an individual’s body.
They leave Luceti at 5AM and arrive at the enclosure at 10AM. For the full day, they are left to deal with typical cultists enemies: soldiers, elites, shifters, and shift hunters. In this battle, Luceti will be assisted by Vaskoth’s own MSF soldiers, reinforcements led by Specialist Davis, and additional draftees from three other enclosures: Excenn, Zompania, and Kin’cora. More details on the enclosures can be found at the end of this post.
Note: Due to an ongoing experiment that the Vaskothans previously voted on, the entire enclosure will be night time for the entirety of the draft.
The Vaskoth enclosure is quite large and supports a population of 5,000. At the northeast quarter of the town is a setup similar to Luceti’s, but it outwardly expands with many more houses and buildings. Paved roads crisscross the town, go into the mountains and forests. The road even has a tunnel through the mountain range. Naturally these paved roads are used for the ample number of automobiles owned by the Vaskothans. A number of stores dot the town and they utilize their own currency in the form of copper, silver, and gold coins. They maintain their own barracks and military base by the southern lake. All of their weapons are stored and maintained here.
26th:
By 9AM, there are early reports of strange symptoms among the cultists. By 2PM, fellow draftees and MSF soldiers are hospitalized for displaying unusual symptoms. Come midnight, the hospital is lost to the virus as the first patients begin to succumb. Driven into a hyper state, they move faster, are stronger, and exhibit violent tendencies.
Preliminary intel suggests that it takes roughly twelve hours between contracting the infection and succumbing to it entirely. Before it was overrun, the hospital was working frantically upon a cure but all they managed to determine was that the infection is ultimately resistant to traditional healing magic and shifting. Before the head medic loses the ability to communicate effectively, he scrawls a note that states he remembered hearing about a Region 6 enclosure suffering from the same virus, and that one of its subjects was found immune.
Kin’corans are the first to abandon the battle and enter into survival mode and go against MSF orders by heading into the woods and forests to outmaneuver the plague. Those who manage to speak to them at length learn that they had experienced the same outbreak in their enclosure with the same pattern. The Malnosso was unable to cure it in their enclosure and killed off all the infected except for one sole survivor.
For those who might recognize her from her previous time in Luceti (and those who may want to meet with her anew), Carol is living in ‘Old Town’. She will be available for interaction at two points during the draft -- in these early stages, she can be approached while attempting to organize a relief effort.
27th:
The virus spreads spreads fast. As the zombie hoard gains numbers, larger groups are torn apart and comrades are separated. Survival is no longer possible in considerable numbers, as it appears that the infected are drawn to obvious signs of life -- sounds, sights, and smells that might suggest that a larger group is taking shelter. Groups of over five or six will find themselves suddenly ambushed by the recently infected.
It becomes apparent that the infection can be spread by bodily fluids - saliva and blood. The majority of the cultist horde has been infected, lacking the proper means or preparation to combat the plague. However, they also seem to be trapped in the barrier along with the draftees. Whatever means they used to enter the barrier have now been closed off, seemingly by their own on the other side. The Shift Hunters do not appear to be infected, but they become carriers for the virus.
28th:
Mid-day, an evacuation is ordered. Luceti draftees are provided with the option to fall back and enter into a twelve hour quarantine, be checked for the infection, and then returned to their own enclosure once they are given a clean bill of health. Draftees are told they must clear their own way to Vaskoth’s teleporters; although evacuation is ultimately optional, it appears as though most of the other enclosures’ draftees are beating a hasty retreat. From the inside, Vaskoth appears doomed. Specialist Davis and a small contingent of MSF soldiers remain to defend the teleporters until the end of the draft.
At this point, those infected during the first day will begin to slow down. No longer moving quickly, these zombies are now only shambling forward, though they are no less powerful. Medically, it seems as though the virus is literally tearing their bodies apart by constantly being pushed to its limits. To any who study their remains, some will begin to exhibit the signs of major organ failure.
The lakes and rivers are deemed unsafe, as the virus is capable of sustaining itself in water and passing on infections this way. Due to the cultist presence, the water available in both residential and commercial pipes grows increasingly limited.
29th:
Clean water and unclaimed food supplies are scarce. Electricity Shifts providing the town with power flickered out shortly after the first evacuation. At this point, it becomes difficult to estimate just how many uninfected draftees are left within Vaskoth.
Throughout the day, reports trickle through what’s left of the Vaskoth radio network that a lone survivor -- unaffected but still drinking from the natural water supply -- has been spotted north of the mountain tunnel.
The Malnosso announce over the radio network that a full power cap will be instituted. From 12PM on the 29th, everyone will be reduced to normal abilities, including infected cultists.
Carol, hoping to coordinate talent from whatever survivors are left, will also broadcast over the radio system. Keep an eye out for this message!
(Note: There will be a new log here for the remainder of the draft.)
30th:
Deeming the situation out of control, the Malnosso order a Shift-bomb to be detonated in Vaskoth in order to completely eliminate the plague. By then, most draftees from other enclosures not yet infected will have evacuated. Remaining MSF soldiers will begin to withdraw as well. Lucetians will continue to have the option to evacuate or to stay and try to find a cure. Anyone hoping to work on the cure will have to wait for (or arrange to have) the hospital area OR the bio-lab at the MSF barracks cleared of their shamblers.
31st:
The threat of the bomb looms over the area. Specialist Davis and his remaining men will hold the path to the teleporters for any last minute survivors to escape. By 3PM, the bomb will be dropped and detonated. The last of the MSF will be gone by 2:30PM and at this point, no one will be able to evacuate. If a cure is not presented by 2:50PM, it will be too late to stop the detonation process. Anyone left in the enclosure will be killed.
ENEMIES
On the first day of the draft, the enemies will all be the same uninfected Foot Soldiers, Elites, Shifters, and Shift Hunters we know and love. Refer to the The Nitpicker’s Guide for more information. NOTE: There will be no Dream Shifters on this draft. Like Lucetians, the cultists will not have access to their typical weapons either. Elites will be Shifting invisible weapons, whereas standard soldiers will use whatever they can get their hands on.
For the rest of the time...
GEOGRAPHY, SUPPLIES & SHELTER

(click here for larger version)
Notes on the map:
- The map is a ROUGH idea of Vaskoth’s format and shouldn’t be taken as literally or to scale. General locations include:
- Old Town - a setting similar to Luceti’s village, primarily populated by residents from the first five cycles. Old Town houses the city’s modest government buildings.
- Downtown Area - a larger area lined with roads and larger buildings. Most of the stores and residential areas can be found here, as well as numerous industrial locations. The Hospital (H) sits at the northern edge, between Old Town and the new downtown.
- Harbor Area - Primarily used for fishing. The highway passes over a hydro-electric dam used to generate some of the power used in Vaskoth.
- Battle Dome - A massive complex many times the size of Luceti, boasting eight floors and forty separate chambers for training, relaxation, and so on. Unlike Luceti, it contains no medical facility. Lucetians will be unable to use it during the draft.
- MSF Base - A fenced off base that is heavily patrolled and operated typically by MSF soldiers who call Vaskoth home. It contains its own medical facilities and an advanced laboratory.
- Farmland - Thousands of acres of farmland extend westward of the town and provide 75% of the enclosure’s own food supply. The Vaskothans pride themselves on nearly achieving self-sufficiency.
- Main Highway - There is a central route that cuts through both the downtown and the Old Town areas, leading towards the teleporters. The conclusion of this highway will be well-guarded by Specialist Davis and his men.
- Old Town - a setting similar to Luceti’s village, primarily populated by residents from the first five cycles. Old Town houses the city’s modest government buildings.
Q&A
Q: Will killing it be the only way to stop a zombie?
A: You can lock a zombie up, chain them down, strap them to a bed, or whatever. But zombies will be much stronger than they were before being infected, so they may break through restraints. Otherwise they’ll keep pushing themselves forward unless an obstacle stops them.
Q: Will draftees be warned about the virus and advised to put down the infected?
A: The initial draft announcement will not mention the virus; after all, even the Malnosso are unaware of it at that point. However, after the first Runners start attacking the hospital, a bulletin will go out on the radio to be aware of a potential outbreak. Draftees will be advised to keep open wounds closed. As the situation worsens, draftees will at first be advised to focus on the cultists and leave the situation to MSF. Once order breaks down, most NPCs won’t hesitate to take on zombies to save their own lives.
Q: Will the draft be in an area large enough to support Luceti’s larger-sized characters, such as dragons?
A: It takes place in an enclosure larger than Luceti, so there’s more than enough room.
Q: Does the virus encompass all sorts of species and not just humanoid ones?
A: It attacks higher brain functions, so sentient creatures would be vulnerable to it. Though some exceptions may exist on a case-by-case basis regarding anything that may prevent the subject from being infected. In general you should be able to figure this out on your own or among your cast.
Q: How is the virus spread?
A: The virus is spread by bodily fluids, primarily blood. So, for example, any draftees who fight in a manner which requires them to bite or tear into their opponents will be infected very quickly.
Q: How long would it take for the virus to run its course? How long before someone loses their ability to think and reason?
A: The first six hours go through flu-like symptoms as the subject feels weak and nauseous, breaks out into a cold sweat, and feels light headed and weak. Six hours after, they begin to act more aggressively and will be extremely hungry, though no food they are given will seem to sate their appetite. This is also around the time when infected individuals lose their capacity for speech or even the will to communicate effectively. They will begin to act hostile around anyone treating them. After this first twelve hours (time varying on each person), they will lose all sense of rationality and be driven to attack and consume. They are, however, seemingly able to tell who is already infected and have no interest in fellow zombies.
Q: How much will infected characters remember after the event?
A: They’ll remember the first twelve hours. Anything else after will be highly fragmented and nonsensical memories strewn together randomly.
Q: Would the infection be able to get around someone having high immunity or high resistance to diseases?
A: Again, a case by case basis. In most situations, the virus would take longer to take control of them. Those who are quick healers may not experience as many negative symptoms, though will eventually succumb to it too. Someone like Wolverine would likely never devolve into a shambler.
Q: Will draftees be able to request special items going into this draft?
A: There will be no time for special requests due to how soon they are sent to the enclosure. They’ll have to make do with what’s in the enclosure already.
Q: Will characters be able to use any special powers and abilities even after being infected?
A: It varies on the power. Someone who has powers that take thought and focus - like most brands of magic, would no longer have the presence of mind to use them. Instinctive abilities would remain functioning up until the Shift that disables powers.
Q: Can special abilities/powers/magics stop or deter the virus?
A: The disease is extremely persistent, enough so that the cultists’ own Shifting doesn’t seem to hold up against it. While characters may be able to treat the symptoms or slow the virus down depending on their abilities, it can’t be stopped until a cure is found. Even Runners may be given temporary sanity again if somehow the infection is cleansed from them, but they will quickly be lost to it again, faster than the first time. Shamblers are beyond helping.
Q: How do evacuation and quarantine work?
A: Characters will have the option to evacuate on the 28th until the last day of the draft. If they are injured, MSF soldiers may try to transport them to safety without their approval. All draftees will be held in a 12 hour quarantine near the teleporter system to ensure they have not been infected. At this point, they will be escorted to the teleporter system and returned to Luceti. One teleported, they will be unable to return to the draft. Specialist Davis and his men will be in control of the teleporter and quarantine.
If a draftee is found to be infected, they will be restrained and held until the enclosure is either left to be blown up or a cure is found.
Q: Can you impart some spare zombie wisdom for those amongst us who aren’t familiar with them?
A: Our zombies -- while they are not truly members of the undead legions -- are essentially humans reduced to base instincts to attack and feed on the uninfected. Those in the Runner stage are healthy humans that are currently in a biological state where their adrenaline is super charged. They are making use of the maximum amount of strength and speed their body can output, regardless of how bad it is for their bodies. This makes them fast, strong, and extremely violent.
Shamblers are more your typical zombies. Their bodies are being torn apart by the stress of running at full speed for so long. Although not strictly undead, most Shamblers have been left in this state for so long that the virus is literally the only thing keeping them alive. Consequently, curing the virus could inevitably end up killing them.
In both cases, the zombies lack any rational thought and are acting purely on instinct. They lack self awareness and will not acknowledge or recognize friends or family. They will have lost all ability to speak or communicate.
ENCLOSURES
For some ideas on NPCs, here is some more information about the different enclosures who have sent draftees to Vaskoth:
Luceti
Cycle: Sixth Year
Population: 300+
Region: Six
Deployed: TBD
An enclosure far into its development and often a focus of much of the Malnosso’s attention. Although considered wildly dangerous, they have proven cooperative with the Malnosso and have accomplished remarkable feats that would be considered impossible for other enclosures. As a favorite enclosure of the previous CEO, it is has been the subject of many gifts and considerations other enclosures haven’t. Unlike most enclosures, subjects in Luceti are noted for having relatively brief stays within the world and consequently the ever shifting population leaves the enclosure divided.
Kin’cora
Cycle: First Year
Population: 500+
Region: Six
Deployed: 300
An enclosure still very early in its development that was unintentionally exposed to the world at large during a cultist attack that forced refugees to stay in Luceti. Two of its notable leaders are a rational man named Homer and a rough warrior named Korras Blake. They previously experienced a zombie outbreak in their own village. Due to the brutality of experiments in their enclosure, they share a close bond with each other and are very suspicious of others. They do not currently have access to missions and this is their first draft.
Vaskoth
Cycle: Ninth Year
Population: 5000+
Region: Eleven
Deployed: All
An enclosure far into its development. Resembling a small town more than a village, Vaskoth has developed to the point of having its own currency, roads and vehicles, homes spread out across the forest and mountains, an elected mayor and city council, and even the ability to vote for experiments conducted. They maintain their own MSF base, crewed primarily by their own people. Only soldiers are sent to battle, with the rest having won draft immunity via cooperation. They have not been seen on missions before, though they do cooperate with MARS. The enclosure has many children among its population, most of them having been born within Vaskoth.
Zompania
Cycle: Third Year
Population: 100+
Region: Thirteen
Deployed: 50
A small enclosure established in honor of Count Zompano some time ago. Despite the subjects being relatively ‘normal’ and lacking in powers, they have been a favorite of the MARS program due to how often they participate in missions. They are sometimes used on drafts, but usually in support roles, due to the low number of fighters among them. Although they have crossed paths with Lucetians on previous recurring missions, they were not on the space draft.
Excenn
Cycle: Fourth Year
Population: 300+
Region: Three
Deployed: 200
A standard enclosure quite similar to Luceti and Kin’cora. With a diverse population of fighters and civilians, it has proven receptive to cooperating with the Malnosso, though only to an extent. They are frequently seen on missions, often in combat roles, and were involved with the space draft. The stories of Luceti has been passed around within Excenn to the extent that most of the population tends to idolize Lucetians and are eager to work with them on drafts and missions. Although they have numerous soldiers, most of them pale in comparison to Luceti’s fighters.
On top of that, there’s also the Malnosso Security Forces:
Malnosso Security Forces
Deployed: 3000
Commanded by Specialist Davis and Arms Manager Jewel, the Security Forces are comprised partially of soldiers from Vaskoth who themselves are already enlisted. The MSF will have their own base located in the mountains to act from. Organized and smart, the MSF will typically be working with each other in large groups of ten or more. Expect them to be pulling people out of tough situations if they get cut off. As the zombie plague threatens stability. the MSF will become more strict with survivors and try to maintain order. They are equipped with modern weapons. They will also have a few helicopters on site, as well as several military jeeps and APCs. The majority of their forces will have been recalled and gone after the 28th.
Whew! And that’s a wrap. As always, use this post to plot, ask questions, or wonder how on earth you read all this.
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