2032: Zombie Survival is a RPG set in the year 2032 and focuses on a group of gifted individuals trying to make it in a unique take on classic zombie survival.
In the final days of The Uprising, a benevolent corporation came forth with the answer to humanity's prayers. In a stunning display of man power and ingenious retasking, they built the Bio Domes; huge steel and glass structures the size of cities designed to keep toxins and RAC's (Reanimated Corpses) out and the salvagable elements of humanity in. This innovation, paired with the newly produced War Reaver Mobile Weapons Platform managed to halt the inexorable march of the RAC's and safeguard humanity for a time.
Many a citizen often asks if the price paid for survival was too high. The Bio Domes provide safety, but only from the terrors without. On the inside, humans face down the twin threats of starvation and violent crime almost daily, all while dealing with the now oppressive rule of GLADIUS. And somewhere in the dark of the Wastes, a new evil is emerging that threatens mankind's tenous way of life down to the last man, woman and child.
I think that this approach to zombie survival lends itself to several specific story paths that all utilize the same mechanics, but are incredibly different in setting and offer an array of plots to GM's.
•Bio Domes: This story path focuses mainly on the life of an everyday person in one of the 12 Bio Domes around the Earth. It highlights the human struggle in a confined area where millions of people who are not really policed are starving nearly to death and bubbling over with violence.
•Near Wastes: This story path focuses on the life of those who either venture out of the Bio Domes or maybe lived there from the start. Regardless, the adventurers in this story are about hardy everyday citizens who travel into the relatively close Wastes around Bio Domes looking for "riches" and supplies.
•Deep Wastes: This story path focuses on the life of those employed by Gladius. Whether they be soldiers, doctors, scientists, or even unlucky civilians these humans are the ones who confront the strangeness of the Wastes in their entirety. Born deep into enemy territory by the only remaining and functioning aircraft, these individuals will face the dreaded E-RAC's, hyper mutated zombies.
My vision for a character in this game ends up being something similar to D20 Modern. The players would start out with "broad" character templates that give them a basic set of skills. As they level up they can enter into various careers that provide them with more specialised (and useful) skill sets that will increase their survival chances.
I want this game to kind of evolve into different editions that progress the canon of the world by about 10 years at a time. Under great stress humans evolve and adapt like almost no other creature can and I intend for that to be reflected in the editions. Each addition will ultimately offer higher levels, but also alternative career options.
The system is D100 with skill tests utilizing DC's. Equipment, abilities, and classes augment each roll by small numbers so that the sum total ends up making the character quite potent.
If you are trying to join on as a writer I will need a writing sample. If you are wanting to join as a mechanic specialist I will need an "application" of your experience with various systems. Anything else either position considers relevant would also be of use.
Minimum check in is once a week.