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You are a ZOMBIE in a CITY. It has been several weeks since the start of the infection, and you have awoken to chaos and destruction around you. The other infected roam the streets in search of the few remaining living, they shamble and run, seeking blood and meat to sustain themselves. In this, you are no different from them.

You do, however, hold within yourself the potential to grow beyond what most zombies are capable of. The MUTAGEN you possess allows you to obtain new ABILITIES or PERKS or SKILLS or whatever you want to call them. However, it only thrives in adversity. To make it strengthen you, you must perform feats of zombie domination, which is, of course, besting and devouring powerful opponents. The intial threshold is low, but your achievements must increase in difficulty nonetheless. You feel the following TASKS are to be completed for your evolution to proceed:

1 kill 1 person wielding a small melee weapon (knife or small blunt weapon)
2 kill 1 person wielding a medium melee weapon (baseball bat or other heavy blunt weapon)
3 kill 1 person wielding a powerful melee weapon (chainsaw, sword, heavy blunt weapon wrapped in barbs)
4 kill 1 person in light armour (blankets or gambeson-like)
5 kill 1 person in heavy armour (anti-stab vest or other metallic)
6 kill 1 person with a small ranged weapon (pistol)
7 kill 1 person with a medium ranged weapon (smg, rifle)
8 kill 1 person with a powerful ranged weapon (machine gun, assault rifle)
9 kill 1 person in a small vehicle
10 kill a group of 3 or more people
11 kill a group of 3 or more people with small melee weapons or more powerful
12 kill a group of 3 or more people with meduim melee weapons or more powerful
13 kill a group of 3 or more people with small ranged weapons or more powerful
14. kill a group of 3 or more people in armour
15. kill a group of 3 or more people in a small vehicle

The tasks may be completed in ANY ORDER. Once you complete a task, you gain a MUTATION. We'll talk about it in a bit. Tasks 1, 2, 3 are GROUPED. They are structured in TIERS of increasing difficulty. By completing the task of a higher difficulty, you automatically complete all the previous tasks. So if you were to straight away kill a person wielding a powerful melee weapon, it would also count as you having slain people with medium and small melee weapons. The same is true of tasks 4, 5 and 6, 7, 8 and 9, 15. Tasks 10, 11, 12, 13, and 14 are UNTIERED.

A MUTATION is a boon that the mutagen grants you. You will unlock many mutations as you go, but you cannot pick all of them. Choose carefully! Sometimes it's best to specialize, sometimes to diversify. You may at any point recombine the mutations by RETREATING into the FOREST around the CITY. You can then hibernate for as many days as many mutations are being substituted.
>>
>>5756580
Every 3rd mutation, ignoring the initial one, you gain a SPECIAL or MAJOR or whatever mutation. It sometimes powers you up, but mostly unlocks other mutations. You may pick it in addition to a normal mutation whenever you reach a new threshold.

But you cannot linger for too long. The HUMANS are constructing an OUTPOST in the centre of the CITY. You must DESTROY the outpost. This will lead to zombie domination all over the city, and tremendously powerful mutations for you (victory in the quest). The humans are recruiting new survivors every day. They will stop coming some day, but for now they strengthen themselves. It could be a viable strategy to ramp up your power somewhat and attack while they're unprepared. Another zombie could carefully build up power until it ensures domination. There are several ways to overpower the OUTPOST...

As a zombie, you experience HUNGER and must eat human meat at least once every 3 days. You are, for being living dead, surprisingly similar to humans in bodily operations. You do, however, lack the cognitive capacity to wield weaponry and don armour or perform any of the other complex human things. Your other abilities are as follows:

[Sleepless] - you do not require rest or sleep except to heal yourself or recombine mutations.
[Night vision] - you see perfectly clearly in the dark.
[Regeneration] - you cannot regrow severed limbs, but pretty much every other injury can be regenerated with proper nutrition.

If you feel there is some other ZOMBIE POWER I may have forgotten, feel free to ask whether you have it.

You start in the OUTSKIRTS of the CITY. Besides the OUTSKIRTS, there are the RIVER, the CENTRE, the LIVING APARTMENTS and the COMMERCIAL AND HARBOUR (one area) areas of the city. The OUTSKIRTS are an area where some humans and few zombies dwell. It is relatively sparsely populated due to its area (geometric), and humans lurk here and there, looting the various houses and households for food. the RIVER is where humans go if they need to cross a bridge or gather water. The CENTRE is where the OUTPOST is. The LIVING APARTMENTS have a large number of both humans and zombies constantly fighting one another, although the fighting has calmed down somewhat since the start of the zombie infection. The COMMERCIAL AND HARBOUR area has a lot of humans looting the place.
>>
>>5756581
You start with a single mutation of your choice. The available ones are as follows:

[Skeletal growths tier 1] - you develop skeletal growths: sharp claws and teeth that enhance your combat ability and negate enemy light armour (both only apply to melee).
[Combat metabolism surge tier 1] - once per day, power yourself up greatly in a phase of combat. Requires a brief recovery afterwards (minor disadvantage at next roll, unless combat ends).
[Hardened skin] - your hardened skin negates part of damage from melee weapons.
[Enhanced strength tier 1] - Your strength reaches peak human. You receive a moderate bonus to your attack, a bit to your defence, and more endurance for damage.
[Enhanced agility tier 1] - You reach peak human agility. You may perform an additional attack, and receive bonuses to defence and escape rolls.
[Pneumatic darts tier 1] - you grow darts launched from shoulder joints. They grant you better ranged attack.

You also must decide WHAT YOU'LL DO in the immediate future. It is currently MORNING and there are 4 PHASES in a DAY: MORNING, DAY, EVENING and NIGHT. You may HUNT or REST during a phase, as well as MUTATE (it requires time) and MOVE TO A DIFFERENT AREA. You may also do a SPECIAL ACTION of your choice or specify how you want to do another action. e.g. HUNT by LAYING IN AMBUSH or STASH AWAY MEAT in case you want to ensure healing later. It is time to start your journey to domination over the city:
>HUNT in the OUTSKIRTS
>REST
>MOVE TO A DIFFERENT AREA [which?]
>OTHER

(rules of combat will be introduced once we reach it)
(I will try to update often, but we'll see how it goes)
>>
>>5756583
>[Enhanced strength tier 1]
I like the sounds of this.
>HUNT in the OUTSKIRTS
Unless we ate recently and our "hunger timer" is at maximum, in which case
>MOVE TO [RIVER]
And scout things out there from a safe distance for now.
>>
>>5756599

Backing this
>>
>>5756583
>[Pneumatic darts tier 1] - you grow darts launched from shoulder joints. They grant you better ranged attack.
>HUNT in the OUTSKIRTS
MOVE TO A DIFFERENT AREA
river
>>
>>5756685
+1 here, poison dart hunter.
>>
>>5756685
+1
>>
>>5756583
>[Skeletal growths tier 1]

>HUNT in the OUTSKIRTS
>>
>>5756583
>[Skeletal growths tier 1]

>HUNT in the OUTSKIRTS
>>
>>5756599
>>5756616
>>5756685
>>5756745
>>5756858
>>5756931
>>5757231
>[Pneumatic darts tier 1] - you grow darts launched from shoulder joints. They grant you better ranged attack.
>HUNT in the OUTSKIRTS

You have PNEUMATIC DARTS. Launched from around the shoulders (though more in the arm to allow better aim), they deliver piercing thrusts from afar.

You seek out blood and flesh...

[Automatic moderate success to start you up]

...and you find it. One of the houses you pass by quietly has sounds of someone inside. Going in, you pass through the hallway. The closet with outdoors clothes is slightly open and the shoes are strewn about, but nothing else tells of the chaos going on outside. The living room has been preserved in the same way, the dusty carpet and well-worn couch not suggesting any kind of struggle that went on here. The house owners must've escaped somewhere safe when the infection started. You ascend to the second floor. Behind a closed door, someone is shuffling around. You decide to wait in ambush behind the door. When it opens and the unsuspecting human exits the room, you strike!

RULES OF COMBAT
Combat is simple. Every TURN you roll 2 dice (d10), 1 for ATTACK and 1 for DEFENCE. If you roll over 5, you succeed in the action and either deliver a hit (attack) or protect yourself from harm (defence). The WEAPONS and ARMOUR of the opponent and your MUTATIONS affect the DC. Combat should be short, and since you target vital areas, 1 to 3 hits should be sufficient to take out a single opponent. You can sustain about the same, a bit in the higher end to make it more FUN (I don't want you to die immediately), unless you develop STRENGTH MUTATIONS. You may perform TACTICAL DECISIONS at certain points of combat to give yourself additional bonuses to the rolls.

I will wait for rolls for 1 hour or so after I call for them, and if I don't receive any then I'll roll myself to speed things up.

The man you're attacking is armed with a KNIFE (small melee weapon). This adds 1 to your attack and defence DCs. Since you've AMBUSHED him, you gain a +3 bonus to your attack. You're in melee, so pneumatic darts are of little use.

Roll 2d10. DC: 6 on attack and defence. +3 to attack.
>>
Rolled 6, 1 = 7 (2d10)

>>5757405
I knew the claws and teeth would be better for the beginning
>>
Rolled 5, 7 = 12 (2d10)

>>5757405
>>
>>5757409
>>5757420
Sorry for the delay.
In this quest, we roll 1 time (not Bo3).
If you want to give more anons the chance to roll, you can do 1d10 for attack and let the other anon roll for defence.

>6 + 3 = 9 vs 6 - attack success

You jump the human with a roar and you both tumble on the floor. Disoriented, he cannot prevent you from biting his neck! You tear out a large chunk of flesh as the human cries out in pain, and blood gushes out of the wound - evidently, you have hit a few major arteries.

>1 vs 6 - defence failure

Your opponent, however, still has some fight left in him. With his last strength, he stabs you in the chest. You groan with blood in your throat - zombies don't feel pain. You grab the human's striking arm after that and wait while blood leaves his body. He tries attacking again, gargling blood, but it is no use. Soon, he is dead.

With this, you have completed the TASK
1. kill 1 person wielding a small melee weapon (knife or small blunt weapon)
and reached LEVEL 1. You gain a MUTATION.

Before you mutate, you sate your hunger with the human's flesh and lick his still warm blood from the arteries.

You then stuff yourself in a closet to begin your MUTATION.
>Choose another mutation from the list in this post >>5756583
>Remember you already have [Pneumatic darts tier 1]

(you may be asking why progress is so rapid early on - the quest is planned to be a oneshot, if it wasn't already evident, hence the little number of tasks and levels)
>>
>>5757465
It is, of course, me (forgot the trip).
>>
>>5757465
>[Enhanced agility tier 1]
This seems like it would have synergy with the darts.
>>
>>5757621
+1, nobody expects fast zombies
>>
>>5757621
+1
Fast zombies are human's nightmare.
>>
>>5757621
>+1
>>
>>5757621
>>5757628
>>5757679
>>5757704
>[Enhanced agility tier 1]

As you emerge from the closet, you feel lighter on your feet. You move faster, your reaction times are shorter, and you seem to overall be in better shape, if not particularly more muscular.

It is EVENING now. The sun is setting, tinting your surroundings a shade of red and orange. Night will come soon; not many humans remain on the streets, they seek shelter from the living dead now or return to their precious hideouts.

You still have a wound in your chest, mutation took up all of your power and the healing didn't happen, but you can keep going if you wish to risk it.
>HUNT in the OUTSKIRTS
>REST
>MOVE TO A DIFFERENT AREA [which?]
>OTHER
>>
>>5758229
>HUNT in the OUTSKIRTS
it's just a minor wound
>>
>>5758248
Ditto.
>>
>>5758248

Backing this!
>>
>>5758248
>>5758336
>>5758337
>HUNT in the OUTSKIRTS

In spite of your wound, you seek out more prey, perhaps someone stronger to further advance your progress - you're stuffed right now and eating is not in priority. You stalk the streets again...

Roll 1d100 for encounter.
>>
Rolled 25 (1d100)

>>5758343
>>
>>5758373
>25

You wander through the streets, and one seems oddly deserted. It is near the city, so houses give way to some low apartments, and when you walk between a couple of them, you hear a gunshot. The asphalt under your feet blows up into dust in one place! Glancing around, you notice movement in the upper floors, but you are ambushed, and the attacker reloads fast...
>Run away down the street (Enhanced agility +3 to escape roll)
>Run into the apartment from which a human is firing (Enhanced agility +2 for defence)
>Other
Whatever you do, roll 1d10 for defence, DC: 8
>>
Rolled 5 + 2 (1d10 + 2)

>>5758429
>Run into the apartment from which a human is firing (Enhanced agility +2 for defence)
>>
>>5758656
Fuck
>>
Rolled 9 + 2 (1d10 + 2)

>>5758656
+1
>>
>>5758656
>>5758658
alas
>>5758681
>Run into the apartment from which a human is firing (Enhanced agility +2 for defence)
>5 + 2 vs 8 - defence failure

You bolt towards the entrance into the apartment, but even with all your speed, the human's aim holds true. With another bang!, a bullet tears through your chest, aggravating the wound. Zombie organs are extra resilient and quickly blood-sealing, but even with these advantages, you can feel the weight of your wounds on you. This is, luckily, the only shot that finds its way towards your body. By the time you've reached the overhang near the doors, the firing has stopped. You take shelter here and pull out the deeply lodged bullet with your fingers.

You then consider your options. With two wounds, it would take only one more hit to kill you. Not only that, you feel heavy, and will receive a penalty in combat due to your wounds. You could, with a very high chance, escape if you keep to the facade of the building so that it's difficult for the human to shoot you while hanging out of the window with their rifle. You could also risk it and try to finish the job by ascending to the upper floors and searching them. Finally, it is possible to find a closet or a room on the first floor and hide there, but you'll have to figure out the risks of this yourself...
>RUN AWAY (1d10 DC: 4 with +3 bonus from Enhanced agility)
>HIDE on the FIRST FLOOR
>GO UP THE STAIRS to FINISH THE JOB
>>
>>5759112
>>GO UP THE STAIRS to FINISH THE JOB
They seem to be alone and have only a medium-ranged weapon! if we risk it and kill them it would net us task 6 & 7, which also would complete three tasks, unlocking new abilities.
Other anons already invested getting into the house, risking an injury that wouldn't have happened if they choose to run. We gotta follow through
>>
>>5759112
>GO UP THE STAIRS to FINISH THE JOB
>>
>>5759112
>GO UP THE STAIRS to FINISH THE JOB
>>
>>5759112
>GO UP THE STAIRS to FINISH THE JOB
>>
>>5760267
>>5760281
>>5760445
>>5760478
(praise heavens, I thought the quest was dead after there were no replies for an entire day)
>GO UP THE STAIRS to FINISH THE JOB

You decide to risk it.

You ascend the stairs as quietly as you can to perhaps surprise the human, but your steps still resound a bit throughout the stairway. It is getting dark outside already. Still, light pierces the darkness of the inner building through the windows a bit. You finally reach the upper floor where you remember last seeing the human. You quietly enter the corridor with with doors on your left and right. It is now that the light hits you. The human stands at the opposite end, flashlight taped to the rifle. It's a Mexican standoff.
Roll 2d10
Attack: DC: 5, +2 from pneumatic darts
Defence: DC: 7 (+4 from rifle, -2 from the dark), +2 from Enhanced agility, -1 from injuries for a bonus of +1
>>
Rolled 9, 5 = 14 (2d10)

>>5761065
Attack
>>
>>5761074
>9 + 2 = 11 vs 5 - attack success

You throw your arm up, and with the bang of compressed air getting out, the dart is sent right into the girl's abdomen. She gasps and grunts from the injury...

>5 + 1 = 6 vs 7 - defence failure

...but remains standing. With shaking hands she raises the barrel of the rifle at you. You try to evade, running erratically towards her, as much as the corridor allows, but it is no use. A shot resounds throuhout the building and the last thing you feel is a bullet piercing your brain.

YOU DIED.

...

...but the mutagen lives. Coating the dart were some of your bodily fluids. Mixed with blood, they soon infected the girl with the virus; 3 days - and she succumbed to the infection in another apartment, clutching her still-hurting wound.

Your mutations, however, reset, not that there were many. It's back to square one. Choose 1 mutation from this list >>5756583 to start off with. And the rest... you know the drill.
>HUNT in the LIVING APARTMENTS
>REST
>MOVE TO A DIFFERENT AREA [which?]
>OTHER
>>
>>5761186
It is NIGHT, by the way.
>>
>>5761186
Shiiiit... we've failed a lot with defense so, let's get defense better OK?
>Mutagen: Enhanced strenght tier 1.
This gives us moderate bonus, a bit to defense and endurance for damage.
Everything we've failed so far. I think it's good if we go enhanced agility next to attack more often, if possible.

>>HUNT in the LIVING APARTMENTS
This is where the big fight is happening and it's night time, better!!!
>>
>>5761186
>[Skeletal growths tier 1]

>HUNT in the LIVING APARTMENTS
Kek, time to try something else
>>5761065
>(praise heavens, I thought the quest was dead after there were no replies for an entire day)
for some reason I could only find this thread on sunday
>>
>>5761362
Seconded.
>>
>>5761362
+1
>>
>>5761362
>>5761420
>>5761504
>>5761535
>[Enhanced strength tier 1]

The girl you were before you turned was quite busty, but you have no use for meat sacks now. The mutagen recombines them and whatever residual nutrition remains into muscles all around your body in a few hours.
ENHANCED STRENGTH TIER I gives you a +2 bonus to your attack, +1 to your defence and an additional wound before you succumb to injuries.

>HUNT in the LIVING APARTMENTS
Roll 1d100 for an encounter
>>
Rolled 36 (1d100)

>>5761764
>>
>>5761846
>36

You stalk the LIVING APARTMENTS. Most humans have holed up somewhere for sleep - night is a time of zombies. Still, some groups remain on the streets, unable to find shelter in time, or perhaps too daring in their expeditions. You find one such group. They swiftly kill zombies they encounter with baseball bats and sewer pipes they scavenged somewhere. You are part of another pack of zombies they encounter on their way. There are 5 of them and 6 of you, so numerical advantage is slightly on your side, but the weapons they wield make them formidable foes still. The moment they turn their head flashlights towards you, they charge. The other infected respond with their own attack.
>Charge in
>Pursue a more elaborate plan?
>>
>>5761927
>>Pursue a more elaborate plan?
Aim for disarming, and stripping the head lamps off a couple so we can drag them away.
>>
>>5761927
Attract the zombie hoard and frighten the humies with an ear piercing “REEEEEEEEEEEEEEEEE”
>>
>>5762098
>+1
>>
>>5761927
>>Pursue a more elaborate plan?
>>Aim for the headlamps
>>5762098 good idea, we attack them as safetly as we can and blind them.
>>
I am not dead (heh) as you may have thought due to me not replying for a day. Some stuff got in the way of me updating, update will arrive tomorrow, posting from phone rn.

In the mean time, roll 2d10 for attack and defence, I will post the dcs and modifiers once I get to my notes tomorrow.
>>
Rolled 7, 6 = 13 (2d10)

>>5763010
alright OP, hope you're doing well.
>>
Rolled 8, 9 = 17 (2d10)

>>5763010
>>
>>5763043
Hey good rolls
>>5763091
frick these are better... way better
>>
Rolled 7, 3, 4, 3, 4, 5, 10, 2 = 38 (8d10)

>>5762098
>>5762132
>>5762138
>>5762324
>>5763043
>Aim for disarming, and stripping the head lamps off a couple so we can drag them away.
>Attract the zombie hoard and frighten the humies with an ear piercing “REEEEEEEEEEEEEEEEE”

A REEEE is out of your vocal power, but you let out a mighty roar! The humans are startled for a moment, but continue their charge. Reinforcements are hopefully coming...

You try to knock the bat out of the human's hands. This will raise the DC slightly, but lower it on the next rolls
.
Attack DC: 6 (base 5 + medium melee 2 + trying to disarm 1 - night 1 - battling with two opponents 1) with +2 from enhanced strength
>7 + 2 = 9 vs 6 - attack success

Defence DC: 5 (base 5 + medium melee 1 + trying to disarm 1 - night 1 - battling with two opponents 1) with +1 from enhanced strength
>6 + 1 = 7 vs 5 - defence success

The human you're facing with the other zombie swings his bat and misses! You grab it while it's slow from the afterswing. The human tries to pull it out of your grasp, but your strength allows you to hold it. In the mean time, the other zombie is upon him. Your ally bites a solid chunk out of the human's arm. He lets go of the bat, shouting something in pain, and staggers back, blood pouring out of his wound.

The other zombies are fighting their own battles... (rolling for other 4 zombies besides the one you're fighting with)
>>
>>5763523
ALL DCs for other zombies:
Attack: 6 (base 5 + medium melee 2 - night 1)
Defence: 5 (base 5 + medium melee 1 - night 1)

>7, 3 - attack success, defence failure
>4, 3 - attack and defence failure
>4, 5 - attack and defence failure
>10, 2 - attack success and defence failure

The other zombies are not faring so well. Two have received a couple crushing hits to their ribs, their organs probably a mush by now. They stagger towards the humans they're facing with undead determination - the zombies do not feel pain.

Two others have, at least, succeeded in dealing damage to the humans. Suffering a hit to the head, one of the zombies recovers and, in spite of the slightly caved in skull, leaps upon the human and bites her neck. With a bloody gargle, the human is trying to push the zombie away, fruitlessly.

The last of the humans delivers a hit to your ally's leg, making it trip over, but the persistent zombie crawls to the human with surprising speed and makes the enemy fall in turn by pulling and biting his leg.

The battle continues...
Roll 2d10 for attack and defence

The DCs are as follows:
Attack: 2 (base 5 - night 1 - wounds 1 - battling two opponents 1) with enhanced strength +2 for an AUTOSUCCESS
Defence: 2 (base 5 - night 1 - wounds 1 - battling two opponents 1) with enhanced strength +1

You may also SWITCH OPPONENTS.
>Attack a different human and leave this one for your ally to finish off.
>Persist and kill the human you've crippled.
>>
Rolled 10, 10 = 20 (2d10)

>>5763536
Persist and kill the human!
>>
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>>5763573
Sweet T-virus...
>>
Rolled 9, 10 = 19 (2d10)

>>5763536
>Attack a different human and leave this one for your ally to finish off.
since this one is already down, let's take care of the others
>>5763573
zam
>>
>>5763573
KILL KILL KILL!!!!!!!!!
>Persist and kill the human you've crippled.
>>
Rolled 6, 1, 8, 7, 5, 7, 6, 7, 6, 7 = 60 (10d10)

>>5763573
>>5763912
>>5763934
(aight, I can't just let this 1-in-100 crit go to waste, so I'll throw in an additional attack for you)

>10, 10 - attack and defence success

You yank the human towards yourself with great force, making him lose his balance and trip over with a yell. Hunching over his prone form, you break his neck and tear out his arteries in a few hits and bites, quickly finishing off your enemy.

Switching to another opponent, you attack one of the unscathed humans. Bolting towards him from the back, you leap upon your enemy and tear a chunk of flesh out of his neck with your teeth. This will make it easier for the other zombie to finish the human off. You look quite intimidating by now, face covered in blood and bits of viscera.

Out of the corner of your eye, you notice several more zombies running here. They should be upon the humans in a few seconds. Your roar was a success!

The other zombies act as well... (rolling)
>>
>>5764300
>6, 1 - attack failure, defence failure

The zombie facing the as of yet unharmed human makes another attack, but fails again. With a wild swing, the human breaks the living dead's neck and crushes it's head, finally taking down a zombie for once.

>8, 7 - attack success, defence failure

The one you fought with previously takes its place. This zombie is more competent, leaping upon the human while he's assessing the situation around him. A bite to the neck - and warm, bright-red blood fountains out of the wound. The human, however, pushes the zombie away with his last strength and, lifting his bat, delivers a crushing hit to its head. Your ally staggers back, shocked by the force behind the swing.

>5, 7 - attack failure, defence success

The ally with crushed ribs tries to help you, but the broken bones make it weak. The human pushes it away and tries to pull you off its back, but your grip remains strong.

>6, 7 - attack success, defence success
>6, 7 - attack success, defence success

The other zombies fare great. In spite of their injuries, they manage to take down their opponents, hungrily clawing and biting at the enemies' bodies, tearing them apart.

With the reinforcements arriving, the massive advantage is on your side. You all swarm the humans and kill them. Their bloody, panicked cries resound throughout the neighbourhood as you devour them. Today, you have claimed a victory.

Eating until you're full, you enter a nearby apartment and fall into slumber in a secluded place. After all, you completed 4 TASKS today, paving way for a burst of mutation.
You have completed the following tasks:
1 kill 1 person wielding a small melee weapon (knife or small blunt weapon)
2 kill 1 person wielding a medium melee weapon (baseball bat or other heavy blunt weapon)
11 kill a group of 3 or more people with small melee weapons or more powerful
12 kill a group of 3 or more people with medium melee weapons or more powerful

(cont)
>>
>>5764315
With this, you have unlocked a major mutational branch. Pick one of the following before proceeding to regular mutations:
>[Biochemical glands] - you develop glands allowing the synthesis of poison, acid, and some other chemicals. Your attacks POISON ENEMIES. Besides that, it UNLOCKS: [Acid spit tier 1], [Toxic breath tier 1], [Neurotoxin glands] (clarification note: potentiates toxin), [Mimicry], [Chemical reactor] (MAJOR - further development)

>[Complex vocal system] - your vocal cords become more powerful and fine-tuned. UNLOCKS: [Disorienting screech], [Echolocation], [Sleep hypnosis] (clarification note: hypnotise people into sleeping by emitting certain wave length noise)

>[Extra hard tissue generation] - you become capable of producing tightly-packed metal-bone tissue by consuming bits of metal. UNLOCKS: [Skeletal growths tier 2], [Carapace] (clarification note: some protection against bullets), [Pneumatic darts tier 2]

>[Metabolic optimisation] - your body requires less food. It also UNLOCKS: [Combat metabolism surge tier 2 & 3], [Enhanced strength tier 2], [Enhanced agility tier 2]

>[Social pheromones] - you may control 2 zombies through emitting pheromones. UNLOCKS: [Enhanced pheromones] (Social pheromones tier 2), [Potent pheromones] (Social pheromones tier 3), [Limited mutagenic sharing] (clarification note: share some of your mutations with zombies you control)
>>
>>5764316
>[Social pheromones] - you may control 2 zombies through emitting pheromones.
Let’s get us some zombie simps.
>>
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>>5764316
>[Extra hard tissue generation] - you become capable of producing tightly-packed metal-bone tissue by consuming bits of metal. UNLOCKS: [Skeletal growths tier 2], [Carapace] (clarification note: some protection against bullets), [Pneumatic darts tier 2]
Time to go tyrant mode!
>>
>>5764316
>>[Extra hard tissue generation] - you become capable of producing tightly-packed metal-bone tissue by consuming bits of metal. UNLOCKS: [Skeletal growths tier 2], [Carapace] (clarification note: some protection against bullets), [Pneumatic darts tier 2]
>>
>>5764316
Voting to unlock
>Extra hard tissue generation.
With this we can use our strenght PLUS spec towards ranged attacks which will always come in handy
>>
>>5764316
>[Extra hard tissue generation] - you become capable of producing tightly-packed metal-bone tissue by consuming bits of metal. UNLOCKS: [Skeletal growths tier 2], [Carapace] (clarification note: some protection against bullets), [Pneumatic darts tier 2]
>>
Fuck you cunts. I want zombie simps. Oh well, looks like we’re going to harden the fuck up.
>>
>>5764316
>[Social pheromones] - you may control 2 zombies through emitting pheromones. UNLOCKS: [Enhanced pheromones] (Social pheromones tier 2), [Potent pheromones] (Social pheromones tier 3), [Limited mutagenic sharing] (clarification note: share some of your mutations with zombies you control)
>>
>>5764336
>>5764504
>>5764629
>>5764682
>>5764688
>>5764779
>>5764972
>[Extra hard tissue generation]

Your body becomes capable of assimilating metal into its system and transforming it into metal-bone tissue of high density.

Choose 4 (FOUR) mutations from the following list:

>[Skeletal growths tier 1] - you develop skeletal growths: sharp claws and teeth that enhance your combat ability (+2 attack, +1 defence) and negate enemy light armour (both only apply to melee).

>[Skeletal growths tier 2] (REQUIRES [Skeletal growths tier 1]) - your claws and teeth become infused with metal. You receive greater bonuses to your melee attack and defence (+5 on attack, +3 on defence) and, paired with [Enhanced strength tier 1] or better, it allows you to pierce even heavy armour.

>[Combat metabolism surge tier 1] - once per day, power yourself up greatly in a phase of combat (+8 boost to both attack and defence rolls). Requires a brief recovery afterwards (minor disadvantage at next roll, unless combat ends).

>[Hardened skin] - your hardened skin negates part of damage from melee weapons.

>[Carapace] (REQUIRES [Hardened skin]) - you grow an outer bone-metallic-ceramic carapace around your most important body parts (joints, torso, head), which allows you to negate some of the damage from bullets.

>[Enhanced agility tier 1] - You reach peak human agility. You may perform an additional attack, and receive bonuses to defence (+2) and escape (+3) rolls.

>[Pneumatic darts tier 1] - you grow darts launched from shoulder joints. They grant you better ranged attack (+2).

>[Pneumatic darts tier 2] (REQUIRES [Pneumatic darts tier 1]) - the darts become infused with metal, starting to resemble bullets. The launching system develops additional muscles, increasing the pressure of the air in the sacs behind darts and allowing launch at higher speeds. These two factors combined allow the darts to pierce light armour and deliver greater damage (+5 ranged attack, negate light armour). Kevlar and other bulletproof vests remain an obstacle.
>>
>>5765090
>[Skeletal growths tier 1] - you develop skeletal growths: sharp claws and teeth that enhance your combat ability (+2 attack, +1 defence) and negate enemy light armour (both only apply to melee).
>[Hardened skin] - your hardened skin negates part of damage from melee weapons.
>[Enhanced agility tier 1] - You reach peak human agility. You may perform an additional attack, and receive bonuses to defence (+2) and escape (+3) rolls.
>[Pneumatic darts tier 1] - you grow darts launched from shoulder joints. They grant you better ranged attack (+2).
>>
>>5765090
>[Skeletal growths tier 1] - you develop skeletal growths: sharp claws and teeth that enhance your combat ability (+2 attack, +1 defence) and negate enemy light armour (both only apply to melee).
>[Skeletal growths tier 2] (REQUIRES [Skeletal growths tier 1]) - your claws and teeth become infused with metal. You receive greater bonuses to your melee attack and defence (+5 on attack, +3 on defence) and, paired with [Enhanced strength tier 1] or better, it allows you to pierce even heavy armour.
>[Hardened skin] - your hardened skin negates part of damage from melee weapons.
>[Enhanced agility tier 1] - You reach peak human agility. You may perform an additional attack, and receive bonuses to defence (+2) and escape (+3) rolls.
>>
>>5765090
>[Skeletal growths tier 1]
>[Skeletal growths tier 2]
>[Pneumatic darts tier 1]
>[Enhanced agility tier 1]
>>
>>5765090
>[Skeletal growths tier 1]
>[Skeletal growths tier 2]
>[Hardened skin]
>[Enhanced agility tier 1]
>>
>>5765298
>>5765593
+1
>>
Unfortunately, the new dynamic ip I got is rangebanned so there will be no updates for now. Posting this from phone with mobile data. I will resume after I resolve this issue.
>>
>>5766339
alright, take care OP
>>
>>5765090
>[skeletal growth tier 1]
>[skeletal growth tier 2]
>[combat metabolism surge tier 1]
>[enhanced agility tier 1]

+5 to attack rolls AND +8 with surge. And defense does not fall behind. That's +13 attack and +12 defense on one turn (agility) . If we find a loner we MURDER them.
>>
>>5766696
+1
>>
OP ?
>>
>>5767837
Yes, I am alive, solved the problem just now.
>>5765182
>>5765298
>>5765561
>>5765593
>>5765765
>>5766696
>>5766932
>[Skeletal growths tier 1]
>[Skeletal growths tier 2]
>[Hardened skin]
>[Enhanced agility tier 1]

(BALANCE UPDATE: I realized completely negating armour would make the quest too easy, so skeletal growths and other armour-piercing mutations now halve armour instead. Sorry to drop this right after you picking the mutations, but it shouldn't affect the choices too much I think.)

You grow highly dense claws and teeth, your skin hardens, and your body becomes more agile. You are now a formidable melee fighter, capable of both delivering savage blows and taking several hits.

You've spent the entire day hibernating, your body being restructured by the mutagen, so by the time you emerge from the apartment where you were slumbering, it is EVENING.
>HUNT in the LIVING APARTMENTS
>REST
>MOVE TO A DIFFERENT AREA [which?]
>OTHER
>>
>>5767961
rest how often do we even need to eat
>>
>>5767982
You need to eat once every 3 days. This and some other technical info (explanation of game mechanics, goal) has been mentioned in the opening posts.
>>
Since it's evening, I bet that daring scavengers are full of loot and their success means they are slower... plus if they got lucky with the loot they must've be pushing their luck...

>MOVE TO THE COMMERCIAL AND HABOUR area
>>
>>5768257
This, also there's a good chance we can complete one or even all of the vehicle tasks, since they will need something to move all that stuff
>>
>>5768257
>+1
>>
>>5768257
+1
>>
>>5768257
+1
>>
>>5767961
>>5768257 +1
>>
>>5767982
>>5768257
>>5768303
>>5768355
>>5768395
>>5768548
>>5768943
>MOVE TO THE COMMERCIAL AND HABOUR area

COMMERICAL areas and HARBOUR... once the hub of activity, streets full of both luxurious and rundown shops, ships coming in and out, offloading goods to fuel the never-ending hunger of the CITY. Now, a desolate place for scavengers to loot in hopes of prolonging their lairs' existence.

When you arrive, it is NIGHT. What will you do now?
>HUNT in the COMMERCIAL AND HARBOUR area
>REST
>OTHER
>MOVE TO A DIFFERENT AREA [which?]

(should've asked what you'll do after you arrive as well, I don't really want to make assumptions and launch the hunt right away without asking you, perhaps you'll want to specify a tactic or pick the OTHER option. Let's make it a rule that you can queue up actions from now on in certain cases like this, and if they're not interrupted, they'll be carried out in order.)
>>
>>5769076
Let’s spend the night doing some recon of this area, keeping an eye out for signs of human communities.
>>
>>5769135
>+1
>>
>>5769135
+1
We need to know the terrain to gain an advantage.
>>
>>5769135
... smart
>>
>>5769135
>>5769274
>>5769585
>>5769651
>RECON

You scout out the area from the dark of the night. Various shops are mostly abandoned, weapon ones the first to be looted, others secondary in priority. Sometimes you spot movement and light there, but you decide not to investigate, only remember the locations.

There are a couple points of interest in this area. The first is the harbourmaster's house and offices of the harbour, around which there is a drastically lower concentration of the living dead. You decide to leave this area soon after investigating it. The second is a big mall with a similarly odd lack of zombies.

By the time you finish scouting the area, it is MORNING. You will receive bonuses on further rolls for hunting here.
>HUNT in the COMMERCIAL AND HARBOUR area
>REST
>MOVE TO A DIFFERENT AREA [which?]
>OTHER
>>
>>5770069
>HUNT in the COMMERCIAL AND HARBOUR area
>>
>>5770069
Let’s stalk around the mall (not directly inside though yet). It sounds like humans live there but maybe not so many as around the harbour.
1) If we encounter a big group let’s stalk them a while and see where they go
2) if we encounter a small group let’s try and ambush them
>>
>>5770069
>>HUNT in the COMMERCIAL AND HARBOUR area
>>
>>5770069
>HUNT in the COMMERCIAL AND HARBOUR area
>>
>>5770413
we don't have any stealthy upgrades so I bet we will fail any attempts to sneak

>HUNT
>>
A quick update so you know I'm not dead: ip is fucked again, my dudes, I'll resume posting when I'm able (will try to reboot the router tomorrow, rn everyone's home and using the internet unaware of my troubles)
>>
>>5772393
In the mean time, roll 1d100 for encounter.
>>
Rolled 50 (1d100)

>>5772702
>>
Rolled 2 (1d100)

>>5772702
sure
>>
>>5772702
Rolling for high!
>>
Rolled 1 (1d100)

>>5773044
Fail..
>>
>>5773047
Fucking GIGAFAIL!
>>
>>5773047
Luckily for you, I only take first rolls in this quest unless specified.
>>5772728
>50 + RECON

You check the places you have scouted and find a group of 3 people looting a convenience store. They seem to have PISTOLS and makeshift LIGHT ARMOUR to dampen the blows of the zombies. One has a SMG.

The store is quite large and the back part is poorly lit. Some investigation reveals a backdoor, but it is locked and it would cause a good deal of noise for you to break it open.

Some of the windows are broken, so you could probably get inside without much noise through them, but you would be in plain sight of the humans.

There are three zombies in the back alleys surrounding the store, so you've got some reinforcements if you can cause enough noise.

Do you have a plan, or do you just break into the store and shock the survivors?
>WRITE-IN
>Go in through the windows and attack swiftly and mercilessly

(I am back, let's hope no more problems arise)
>>
>>5773372
considering there's 3 zombies outside, I wanna push down the shelves of this store so that enough noise is made and we can catch one of the survivors by surprise.
>>
>>5773372
Light armour is SHIT thanks to our [Skeletal growths tier 2]. Two have PISTOLS and one has SMG... we need a DISTRACTION so they empty their BULLETS and we close in for the kill, wounding as many as possible on one go.

How about we
>Sneak into the buildin, then we
>Make noise to attract zombies and we
>Get out inmediatly
That way we avoid getting shot (at first) and they deal with the zombies... another way is to break open the BACKDOOR since its in the BACKALLEY where the three zombies are ¡¡¡but!!! that is a chokepoint, where they would shoot at the zombies one by one...
>>
>>5773372
1) Let’s go to the side of the building OPPOSITE the zombies
2) Then we REEEEEEEEE which attracts the attentions of the humies AND zombies.
3) Then the zombies come in behind the humies, for a potential advantage.
4) Then when the humies turn around to deal with the zombies we jump through the window and maul them from behind.
>>
>>5773652
Hey that's even better and safer!
>>
>>5773652
+1
>>
The QM curse strikes again, I have fallen ill (just a cold tho), I will resume posting in some days when I get better. Thanks for sticking around so far, anons.
>>
>>5774086
>inb4 they go zombie
>>
>>5774086
Hope you are getting better, mate.
>>
>>5776624
Yeah, I should be able to continue updating tomorrow.
I'll need rolls, but I can't say the modifiers or dcs until I get to the computer tomorrow, I'll need some time to check my notes and wrap my head around the plan you guys concocted.
>>
>>5777124
d10 or d100?
>>
>>5777156
d10, 2 of them, for attack and defence, as usual. I'll see tomorrow if more rolls will be needed.
>>
Rolled 5, 6 = 11 (2d10)

>>5777236
Ok
>>
Rolled 10, 6 = 16 (2d10)

>>5777236
>>
>>5777236
Don’t we get 2 attacks because of our agility perk? Or do both attacks use the same roll?
>>
Rolled 5, 2, 9, 6, 9, 6 = 37 (6d10)

>>5777367
>>5777565
>>5777991
You are right, there are 2 attacks with different rolls. It slipped my mind at the time, but now that I have my notes I remember. Either way, another anon has rolled, so we have our 3 rolls.

I will roll for your 3 allies now.
>>
>>5778308
OTHER ZOMBIES' ROLLS:

Defence DC: 6 (base 5 + light ranged 2 - poorly lit back 1)
(For SMG guy replace light ranged with +4 for a 9)
>2 vs 6 - defence failure
>6 vs 9 - defence failure
>6 vs 9 - defence failure

Attack DC: 8 (base 5 + light armour 3 + light melee 1 - 1 poorly lit back)
>5 vs 8 - attack failure
>9 vs 8 - attack success
>9 vs 8 - attack success

YOUR ROLLS:

Defence DC: 3 (base 5 + light ranged 2 - poorly lit back 1 - surprise buttse... er, attack from behind 3) with +2 from [Enhanced agility tier 1]
>6 + 2 = 8 vs 3 - defence success

Attack DC: 4 (base 5 + light armour 1 (halved from 3) + light melee 1 - 3 surprise attack) with +7 from [Skeletal growths tier 2] and [Enhanced strength tier 1]
>5 + 7 = 12 vs 4 - attack success
>10 + 7 = 17 vs 4 - attack success

You let out a roar, much like you did in that battle with the bat wielders, and the zombies on the other side of the building hear you. The humans cautiously approach your side while your allies leap over the windows and attack from behind, causing some noise. The humans react: they whip out their pistols and blast the zombies with a hail of bullets, one drops from an SMG burst, but the other two, though struggling, reach melee.

Possibly enraged by their wounds, they bite and smash their way through humans, both causing serious damage and diverting their attention. This allows you to swiftly jump over the window frame and join the fray. Two slashes with your steel-like claws - and both pistol humans drop, clutching their throats as blood fountains out through their fingers.

The SMG guy turns from you to the zombies and back frantically, trying to understand a way out of the situation. He decides to break through and try escaping, but this is his undoing - with overwhelming advantage in melee and agility, you chase him down and kill him.

Superior tactics have, once again, won the day!

You feast on the corpses as you feel yourself growing in power...
You have completed the tasks:
4 kill 1 person in light armour (blankets or gambeson-like)
6 kill 1 person with a small ranged weapon (pistol)
7 kill 1 person with a medium ranged weapon (smg, rifle)
13 kill a group of 3 or more people with small ranged weapons or more powerful
14 kill a group of 3 or more people in armour

You feel ready to MUTATE.

It is DAY now.
>Find a secure place and MUTATE
>HUNT in the COMMERCIAL AND HARBOUR area
>REST
>MOVE TO A DIFFERENT AREA [which?]
>OTHER
>>
>>5778321
Of course AFTER I post I notice SMG guy defence roll DC is supposed to be 8 and the third roll is against a 6 DC. Well, it doesn't really change anything.

Getting lost in numbers is my bane in every crunch-heavy quest I run.
>>
>>5778321
>Find a secure place and MUTATE
>>
>>5778383
+1
>>
>>5778321
>Find a secure place and MUTATE
>>
>>5778321
>>Find a secure place and MUTATE
MU TA TE
>>
>>5778321
>Find a secure place and MUTATE
>>
>>5778383
>>5778598
>>5778771
>>5778806
>>5779562
>Find a secure place and MUTATE

You ascend the staircase of a great office building and fall into slumber in one of countless lockers. Surely, no one will find you here...

With the number of completed tasks reaching 9, you've passed the 6 and 9 milestones and can pick 2 (TWO) MAJOR mutations:

>[Biochemical glands] - you develop glands allowing the synthesis of poison, acid, and some other chemicals. Your attacks POISON ENEMIES. Besides that, it UNLOCKS: [Acid spit tier 1], [Toxic breath tier 1], [Neurotoxin glands] (clarification note: potentiates toxin), [Mimicry], [Chemical reactor] (MAJOR - further development)

>[Chemical reactor] (REQUIRES [Biochemical glands]) - your body becomes a chemical reactor, capable of producing complex, dangerous compounds. It UNLOCKS: [Acid spit tier 2], [Toxic breath tier 2], [Explosive darts]

>[Complex vocal system] - your vocal cords become more powerful and fine-tuned. UNLOCKS: [Disorienting screech], [Echolocation], [Sleep hypnosis] (clarification note: hypnotise people into sleeping by emitting certain wave length noise)

>[Metabolic optimisation] - your body requires less food. It also UNLOCKS: [Combat metabolism surge tier 2 & 3], [Enhanced strength tier 2], [Enhanced agility tier 2]

>[Social pheromones] - you may control 2 zombies through emitting pheromones. UNLOCKS: [Enhanced pheromones] (Social pheromones tier 2), [Potent pheromones] (Social pheromones tier 3), [Limited mutagenic sharing] (clarification note: share some of your mutations with zombies you control)
>>
>>5779676
>[Metabolic optimisation]
COMBAT SURGE DAMN IT COMBAT SURGEEEEEEE (plus enhanced tiers... and also less food requirements but I feel that will never be a problem...)
>[Social pheromones]
I was sleeping on this last time, but considering that we now have high tier MU TA TE we can share good stuff with our lackeys (mainly defensive skills so they take the brunt of the blow and we go for the kill
>>
>>5779676

>[Complex vocal system] - your vocal cords become more powerful and fine-tuned. UNLOCKS: [Disorienting screech], [Echolocation], [Sleep hypnosis] (clarification note: hypnotise people into sleeping by emitting certain wave length noise)

>[Social pheromones] - you may control 2 zombies through emitting pheromones. UNLOCKS: [Enhanced pheromones] (Social pheromones tier 2), [Potent pheromones] (Social pheromones tier 3), [Limited mutagenic sharing] (clarification note: share some of your mutations with zombies you control)

We seem to like to scream at things and MINIONS BABYYYYYY
>>
>>5779676
>[Complex vocal system]

>[Metabolic optimisation]
>>
>>5779676
>[Biochemical glands] - you develop glands allowing the synthesis of poison, acid, and some other chemicals. Your attacks POISON ENEMIES. Besides that, it UNLOCKS: [Acid spit tier 1], [Toxic breath tier 1], [Neurotoxin glands] (clarification note: potentiates toxin), [Mimicry], [Chemical reactor] (MAJOR - further development)

>[Social pheromones] - you may control 2 zombies through emitting pheromones. UNLOCKS: [Enhanced pheromones] (Social pheromones tier 2), [Potent pheromones] (Social pheromones tier 3), [Limited mutagenic sharing] (clarification note: share some of your mutations with zombies you control)
>>
>>5779767
+1
>>
>>5779676
>[Biochemical glands]
>[Metabolic optimisation]
>>
>>5779676
>[Biochemical glands]
>[Social pheromones
>>
>>5779767
>>5779837
>>5780033
>>5780136
>>5780153
>>5780569
>>5780675
Ok, so there are a lot of varying votes. If we go strictly by combinations, then we have a tie of [Metabolic optimisation] + [Social pheromones] vs [Biochemical glands] + [Social pheromones]
I'm going to count mutations individually, so that means
4 for [Metabolic optimisation]
4 for [Social pheromones]
3 for [Biochemical glands]
2 for [Complex vocal system]
So it is
>[Metabolic optimisation] + [Social pheromones]

The energy exchange within your body becomes more optimised, allowing growth of unprecedented muscle mass and great surges of energy in combat. You also develop pheromonal glands around your neck area. They synthesize chemical compounds that other zombies respond to, which places them under your control.

Through your sleep, you hear sounds, but dismiss them for now. Mutation should not be interrupted unless external threats are overwhelming...

Choose 6 (SIX) mutations from the following list (I forgot about task 10, you also completed it, so you've got 6 mutations to allocate):

>[Combat metabolism surge tier 1] - once per day, power yourself up greatly in a phase of combat (+8 boost to both attack and defence rolls). Requires a brief recovery afterwards (minor disadvantage at next roll, unless combat ends).

>[Combat metabolism surge tier 2] (REQUIRES previous tier) - with greater metabolic optimisation, you can now use the metabolic surge 2 times per day and there is no fallout from using it.

>[Combat metabolism surge tier 3] (REQUIRES previous tier) - the final upgrade to the surge, it now lasts not for one roll, but until either the encounter ends, or you kill 3 people in the group you're fighting, whichever comes first.

>[Carapace] - you grow an outer bone-metallic-ceramic carapace around your most important body parts (joints, torso, head), which allows you to negate some of the damage from bullets.

>[Enhanced strength tier 2] - your strength reaches superhuman levels, you become a mass of formidable muscle. You receive vastly better attack (+5), moderately better defence (+3) and great endurance for damage.

>[Enhanced agility tier 2] - your agility is superhuman now. You can run, jump and dodge unlike any human. Your strikes become very quick as well. You receive 2 additional melee attacks, great bonus on defence (+5) and guaranteed escape unless you're immobilized by something.

>[Enhanced pheromones] - your pheromones become stronger, detectable by zombies from further afar and fine-tuned to let you control a greater group. You can now control 5 zombies.

>[Potent pheromones] (REQUIRES [Enhanced pheromones]) - your pheromones reach peak potency, allowing you to control 10 zombies.
>>
>[Limited mutagenic sharing] - by transferring part of your blood to other zombies, you give them access to a less powerful version of the mutagen. They may obtain 1/3 of your mutations, rounded down. You pick which mutations to share with them. If you have over 9 mutations (which you do), you may also pick 1 major mutation to share with them.

>[Pneumatic darts tier 1] - you grow darts launched from shoulder joints. They grant you better ranged attack (+2).

>[Pneumatic darts tier 2] (REQUIRES [Pneumatic darts tier 1]) - the darts become infused with metal, starting to resemble bullets. The launching system develops additional muscles, increasing the pressure of the air in the sacs behind darts and allowing launch at higher speeds. These two factors combined allow the darts to pierce light armour and deliver greater damage (+5 ranged attack, negate light armour). Kevlar and other bulletproof vests remain an obstacle.

I should probably clarify that further tiers of same upgrades REPLACE the bonuses from previous tiers (NOT STACK them).

ALSO roll 1d100 for mystery reasons (you can probably guess though).
>>
>>5780819
>(+5 ranged attack, negate light armour).
Damn it, this is what I get for copying some stuff from previous posts. It should say HALVE light armour, as with skeletal growths.
>>
>>5780818
>>5780819
>[Carapace] bullet proof zombie best zombie.

>[Enhanced strength tier 2] "STAAARS"

>[Enhanced agility tier 2] Wesker mode activated.

>[Pneumatic darts tier 1] this DID save our ass last time by letting us infect at a distance...

>[Pneumatic darts tier 2] who wouldn't pick this?

>[Enhanced pheromones] honestly i wanted to get all other major mutations and become the uberzombie before picking this one... but here we are...
>>
>>5780818
>[combat metabolism surge] tier 1, 2 & 3
>limited mutagenic sharing
>enhanced pheromones --> potent pheromones
You see where i am going don't you
>>
Rolled 86 (1d100)

>>5781103
+1
We voted for pheromones, we have to invest and over specialize. If we vote for ranged attack now after voting for strength and bone growts... also holy shit did you see what Surge 3 does? And we would have TEN ZOMBIES DOING SURGE 1, PLUS EIGHT TO ATTACK AND DEFENSE ROLLS????
>>
>>5781103
+1. This does sound like the most OP combo. Might even be able to hunt down the human communities.
>>
>>5780818
>[combat metabolism surge] tier 1, 2 & 3
>[Enhanced strength tier 2]
>[Enhanced pheromones]
>[Limited mutagenic sharing]
Right now I prefer picking strenght boost instead of the potent boost since 5 zombies should be enough for now
>>5781103 >>5781193 >>5781224
you may agree with my point (even if you wanna pick something else instead of strength) ?
>>
Rolled 31 (1d100)

>>5781325
forgot roll
>>
>>5781325
Thing is, while strength 2 provides a +5 attack and +3 def (and unknown amount of endurance), potent pheromones is a force multiplier. If we make our zombies awesome shock troops, there won't be a second roll to worry abount. There haven't been any second rolls to worry about so far
>>
>>5781325
>>5781413
What we really need to ask is what mutations are we gonna give our minions. We can give them 1 major mutation and 3 minor mutations right now. This means we can essentially choose one of three ‘builds’ based on our major mutations.

>[Extra hard tissue generation]: Naturally tanky and strong zombie team.

>[Metabolic optimisation]: Rage induced zombie team. Stronger than the hard tissue team but only for a limited time.

>[Social pheromones]: Have 10 zombie ‘lieutenants’ who each control 10 zombies. Giving us a horde of 100 zombies to potentially Zerg rush the OUTPOST (main objective).
>>
>>5781103
+1

As much as I want Tyrant Mode goodies I gotta go with the horde of roided-up zombies
>>
>>5780818
>[Combat metabolism surge tier 1
>[Combat metabolism surge tier 2
>[Carapace]
>[Enhanced strength tier 2
>[Enhanced pheromones]
>[Potent pheromones]
>>
>>5781012
>>5781103
>>5781193
>>5781224
>>5781325
>>5781329
>>5781586
>>5781738
>[combat metabolism surge] tier 1, 2 & 3
>limited mutagenic sharing
>enhanced pheromones --> potent pheromones
>86 - advantage

Your mutations develop into the social and metabolic areas. Inner glands pump out potent pheromones, and your body holds the inner potential to make a burst of energy unlike anything the humans are capable of.

However, you awaken from your mutation prematurely, with only the second tier of combat metabolism surge ready and none of the other mutations - not like they would help you in what is to come. You hear noises - beyond the door of the closet where you slumbered, there are humans looting the building. It won't be long before they reach you. You can't quite discern anything about them except for voices. There seem to be 3 of them, with more somewhere further away. Luckily for you, they don't seem to have noticed you yet.
>Burst out of the closet, slashing and biting
>Wait until they reach you and open the door before attacking them
>WRITE-IN
>>
>>5781839
>Wait until they reach you and open the door before attacking them
peek-a-boo
>>
>>5782453
+1. We’re not trapped in here with them. They’re trapped in here with us!
>>
>>5782453
+1

Our roids are currently a one-turn thing, we need to maximize their initial surprise impact even though we don't eat recovery debuffs.
>>
>>5781839
>>Wait until they reach you and open the door before attacking them
Turn one three free kills!
I am assuming the surge is automatic
>>
>>5781839
>>Wait until they reach you and open the door before attacking them
>>
>>5782453
>>5782459
>>5782482
>>5782542
>>5782562
>Wait until they reach you and open the door before attacking them

ACTIVATE COMBAT METABOLISM SURGE?
>Y
>N

Regardless,
Roll 4d10, 3 dice for attack and 1 for defence. (You get an additional attack and bonuses from surprise attack)

Attack DC: 10 (base 5 + heavy armour 3 (halved from 6) + medium melee 3 - surprise 3 + fighting 3 enemies 2) with +7 from [Skeletal growths tier 2] and [Enhanced strength tier 1]

Defence DC: 8 (base 5 + medium ranged 4 - surprise 3 + fighting 3 enemies 2) with +6 from [Enahcned agility tier 1], [Enhanced strength tier 1] and [Skeletal growths tier 2]
>>
Rolled 5, 2, 10, 6 = 23 (4d10)

>>5782950
>Y
We’re going in dry
>>
Where’s everyone ?
>>
>>5783140
I'm waiting for more people to vote whether you activate the metabolic surge (kinda pointless though, should've set up the vote before rolling, but w/e). No votes from anons probably because US is sleeping. Such is the fate of weird timezone QMs.
>>
>>5783177
what's your timezone ? I think mine is 2-3 hours ahead of the us
>>
>>5782950
>Y
>>
>>5783214
roll as well
>>
>>5783230
Why? op only count's the first roll unless he specifically ask's otherwise, he is just waiting to see if the metabolic surge get's activated or not
>>
>>5782950
>>Y
>>
Rolled 5 (1d10)

>>5782950
QM FOR FUCKS SAKES, say "Roll FOUR 1D10, ONE PER ANON" Unless you wanted one anon to roll of crouse

Yes, SURGE
>>
Rolled 2 (1d10)

>>5782950
>Y
>>
>>5783185
I'm 8 hours ahead of EST I think
>>5782955
>>5783214
>>5783239
>>5783299
Chill, no need to yell. Otherwise, lesson learnt and point taken, anon-sama. I just thought you guys would figure it out by yourselves.
>>5783544
>Y

Due to combat metabolism surge activation, all rolls end in AUTOSUCCESS.

The moment the door opens, you burst out of the closet, combat hormones pumping through your blood system. With your limbs powered up, you stab the abdomen of the human you jumped on top of, making him gasp in pain, your claws going through his heavy armour like a hot knife through butter. You finish the job by cutting open his throat, leaving him to clutch his wounds, gargling on blood.

The other humans, having regained their composure, try to blast you with SMGs at point-blank range, but you knock the gunpoint away, and the bullets end up tearing through the walls instead. Your claws then leave a gash on one of the humans' shoulder, evidently breaking open some artery, as the blood starts bursting like a fountain out of the wound. The battle continues...

DO YOU WANT TO USE COMBAT METABOLISM SURGE AGAIN? (1 USE LEFT)
>Y
>N
>>
>>5783860
I should specify the humans have heavy armour, one has an SMG, and all have lead pipe chunks (medium melee weapons).
>>
>>5783860
Fuck yeah, surge again.
>>
>>5783860
>Y
We gonna nap after this fight anyways to finish up our mutations, best to just clear out the humans as fast as possible.
>>
>>5783860
>YES YES YES YES YES
>>
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188 KB PNG
>>5783860
>YES
>>
>>5783860
>Y
>>
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>>5783860
>Y
>>
>>5783885
>>5784058
>>5784146
>>5784277
>>5784389
>>5784650
>Y

Due to combat metabolism surge activation, all rolls end in AUTOSUCCESS.

You keep up the onslaught. Making a lunge with your claws, you stab the human with the gun in the chest. She wheezes with blood in her lungs and falls over, rapidly bleeding out. All that's left is to kill the remaining one. He tries to slam you with the pipe, but you dodge out of the way and gouge out his eyes with one swift strike. He staggers back and falls over, unable to see, and you finish him off by tearing open his throat.

Right about the time you finish your work, another humans shows up in the doorframe. Taking in the scene for a moment, he dashes out of the room. You hear rapid footsteps going down the hallway. Deciding to let him go, you wait for some time and exit the building to find another slumber spot. The broom closet in the backrooms of a looted shop seems good...

You have completed the task
5 kill 1 person in heavy armour (anti-stab vest or other metallic)

You have 1 (ONE) new mutation to pick:

>[Carapace] - you grow an outer bone-metallic-ceramic carapace around your most important body parts (joints, torso, head), which allows you to negate some of the damage from bullets.

>[Enhanced strength tier 2] - your strength reaches superhuman levels, you become a mass of formidable muscle. You receive vastly better attack (+5), moderately better defence (+3) and great endurance for damage.

>[Enhanced agility tier 2] - your agility is superhuman now. You can run, jump and dodge unlike any human. Your strikes become very quick as well. You receive 2 additional melee attacks, great bonus on defence (+5) and guaranteed escape unless you're immobilized by something.

>[Pneumatic darts tier 1] - you grow darts launched from shoulder joints. They grant you better ranged attack (+2).

>[Pneumatic darts tier 2] (REQUIRES [Pneumatic darts tier 1]) - the darts become infused with metal, starting to resemble bullets. The launching system develops additional muscles, increasing the pressure of the air in the sacs behind darts and allowing launch at higher speeds. These two factors combined allow the darts to pierce light armour and deliver greater damage (+5 ranged attack, halve light armour). Kevlar and other bulletproof vests remain an obstacle.
>>
>>5784780
>[Enhanced agility tier 2] - your agility is superhuman now. You can run, jump and dodge unlike any human. Your strikes become very quick as well. You receive 2 additional melee attacks, great bonus on defence (+5) and guaranteed escape unless you're immobilized by something.
for the bonus attack. from here we can decide about picking the darts later on or getting the singed build
>>
>>5784787
+1 This, but i recommend we take carapace right after this one and then enhanced strength tier 2 before anything else
>>
>>5785208
I should probably say I'm planning to pit you against the OUTPOST after this mutation since the thread doesn't have long left and I'd like to wrap it up and leave it as a oneshot (no second thread). If we get another encounter in to snatch a couple more mutations that'd be alright too, but we'll need to accelerate and I don't expect anons to pick up the pace and vote at odd time windows simply from my request.
>>
>>5784787
+1

It's Weskin' time :V
>>
>>5784780
>>[Carapace] - you grow an outer bone-metallic-ceramic carapace around your most important body parts (joints, torso, head), which allows you to negate some of the damage from bullets.
>>
>>5784780
>>[Enhanced agility tier 2] - your agility is superhuman now. You can run, jump and dodge unlike any human. Your strikes become very quick as well. You receive 2 additional melee attacks, great bonus on defence (+5) and guaranteed escape unless you're immobilized by something.
EVEN MORE ATTACKS
>>
>>5785734
Why is carapace bad in comparison? Because it offers a bonus on defence after being shot, but defence is great because it's about not being shot at all...
>>
>>5784787
>>5785208
>>5785293
>>5785427
>>5785734
>[Enhanced agility tier 2]

Your reaction times get faster and your limb control and speed becomes unparalleled. You have reached [Enhanced agility tier 2].

With 11 mutations obtained, you feel like it's time to finally crush the OUTPOST. There is not much time left before it outscales you in power growth. It makes sense to prepare, however. There is not much you can do except gather as many minions as you can control, share your mutations and decide on the direction and time of attack.

Pick 3 (THREE) mutations and one major mutation for your zombies (let's assume they all get the same mutations, otherwise we'll get bogged down in variations from different anons):

MAJOR:

[Extra hard tissue generation] - UNLOCKS: [Skeletal growths tier 2], [Carapace], [Pneumatic darts tier 2]
[Metabolic optimisation] - less food, UNLOCKS: [Combat metabolism surge tier 2 and 3], [Enhanced strength tier 2], [Enhanced agility tier 2]
[Social pheromones] - control 2 zombies, UNLOCKS: [Enhanced pheromones], [Potent pheromones], [Limited mutagenic sharing]

COMMON:

[Enhanced strength tier 1] +2 on attack, +1 on defence in melee, more hitpoints
[Enhanced agility tier 1] +2 on defence, +3 on escape, additional melee attack
[Enhanced agility tier 2] (REQUIRES: [Metabolic optimisation], previous tier) +5 on defence, guaranteed escape, 2 additional melee attacks
[Skeletal growths tier 1] +2 on attack, +1 on defence in melee, halve light armour
[Skeletal growths tier 2] (REQUIRES: [Extra hard tissue generation], previous tier) +5 on attack, +3 on defence in melee, halve heavy armour
[Combat metabolism surge tier 1] +8 on attack and +5 on defence on a single set of rolls, minor disadvantage at next roll, 1 time a day
[Combat metabolism surge tier 2] (REQUIRES: [Metabolic optimisation], previous tier) +8 on attack and +5 on defence on a single set of rolls, 2 times a day activation
[Combat metabolism surge tier 3] (REQUIRES: [Metabolic optimisation], previous tier) +8 on attack and +5 on defence until 3 people are killed or encounter ends, 2 times a day activation
[Hardened skin] less damage from melee
[Enhanced pheromones] (REQUIRES: [Social pheromones]) control 5 zombies
[Potent pheromones] (REQUIRES: [Social pheromones], [Enhanced pheromones]) control 10 zombies
[Limited mutagenic sharing] (REQUIRES: [Social pheromones]) share 1/3 of your mutations, rounded down, with zombies you control
>>
>>5785969
The OUTPOST is a walled-off area of the CITY comprising several buildings in the CENTRE. The walls surrounding it are rather low, but still cannot be simply jumped over - climbing, breaking down the gate or sneaking over the roofs is required. They are strongest in the NORTH and EAST, where machine gun nests are situated, but there are usually larger guard numbers in the SOUTh and WEST to compensate. The denizens of the OUTPOST are armed with a variety of weapons. There are several heavily-armed warriors headed by the LEADER, while most possess big knives and blunt weaponry of various sizes. Guards on the walls are usually given firearms of small and medium power. There are 30 HUMANS in the OUTPOST in total.

With this scouted out, you must pick a DIRECTION...
>SOUTH or WEST
>NORTH or EAST

...and TIME of the attack:
>MORNING
>DAY
>EVENING
>NIGHT

You may also SEND YOUR ZOMBIES on SEPARATE ASSAULTS. Specify if you decide to do so.
>>
>>5785969
I forgot to specify that to halve heavy armour with [Skeletal growths tier 2] you also need [Enhanced strength tier 1].
>>
I should also say that if you have some cunning PLAN you wish to execute, feel free to
>WRITE-IN
>>
>>5785969
Three common mutations and a MAJOR one... wait, our zombies can control MORE zombies!?!?

If we pick social pheromones, our 10 zombies get 2 zombies each which totals a horde of 30 (plus us) zombies... wait...

social pheromones + enhanced pheromones + potent pheromones? Isn't that a HUNDRED zombies total??? am I right or wrong?

Major mutation
>Social Pheromones
Commmon mutations
>Enhanced pheromones +
>Potent pheromones +
>Combat metabolism surge

If not then I am looking for alternatives


About the game plan, if we were few zombies then night time is better because we can sneak and shit! Thanks to our superb agility damn straight.

But we are becoming either a small and strong horde or a huge and not so strong horde...

Morning is when people are waking up, those tired from scavenging and such are resting and lookouts are sleepy waiting for their relief... Day and evening is when scavengers (the ones that are strong at fighting?) are not home...

>MORNING
>WEST

There will be fewer guards in the morning!
>>
>>5785969
I think
>Social Pheromones
>Enhanced Pheromones
>Potent Pheromones
>Limited Mutagenic Sharing if it lets the minions share Social Pheromones, Enhanced Strength if they can't

Basically, we swamp them with the Megahorde. Maximum zombies, we run up there with our giant horde of maybe-buff zombies, rip the walls down, and swarm on in. Maybe we switch out Strength for Agility so we can climb on in there, depends on what the defenses are like.
>>
>>5786328
....And there's a description of the defenses right there, nvm, still want to go with the megahorde plan
>>
>>5785969
>[Social pheromones]

>[Skeletal growths tier 1]
>[Combat metabolism surge tier 1]
>[Enhanced pheromones]
with enhanced we'll have 50 zombies + 10 with surge and armor halving capabilities, which I think it's better than just 50 more regular zombies
>>5785971
welp, guess I gotta use tier 1 then
>>
>>5786072
>>5786328
>>5786537
Alright, it seems that
>[Social pheromones] + [Enhanced pheromones]
wins, but there are disagreements on further mutation sharing. I will give you anons 1 more day to discuss and possibly come to a consensus on zombie specialization.
>Limited Mutagenic Sharing if it lets the minions share Social Pheromones, Enhanced Strength if they can't
You can't pass a major mutation to your minions' minions, that would require your controlled zombies to have 9 mutations, which is out of the scope of this quest.
Also the last two anons, remember there's also the direction and time of attack choice.
>>
>>5787404
well, since social and enhanced won my vote is going to CM surge since it's the only one that remains effective for our secondary zombies. claws would be nice to halve minor armor but alone it doesn't beat the surge bonus.
>>
>>5788037
>>5787404
I agree, I understood it wrong so I am voting for
>Metabolism surge
>>
Rolled 8, 3, 1, 6, 10, 6, 7, 8, 3, 10, 4, 3, 10, 3, 9, 3, 8, 9, 6, 8 = 125 (20d10)

>>5788037
>>5788279
Alright, I'll count these as
>[Potent pheromones] + [Combat metabolism surge]

Since no other anons voted for the direction and time of attack, I will count this anon's choices as the winning ones >>5786072.

You spend the entire day stalking the city, assembling a truly awesome horde of 110 zombies, with a core of those capable of enraging themselves into a savage, berserk state.

You arrive at the western gates at dawn. Your judgement was correct - while pretty much everyone is at home, the guards are sleepy. They watch with horror as a horde runs down the street towards their walls. Taking out their firearms, they manage to get 10 zombies, but those unwounded are shielding their... brethren? if a zombie can call such a thing another zombie, from harm.

Before long, with half trying to break down the gates, the other half has several zombies crawl on top of one another, scaling the walls on living ladders. Among them is yourself. You face off 5 humans pointing rifles at you with 10 secondary zombies, those not in possession of the combat metabolism surge mutation. They do not seem to be the heavily armed core of the OUTPOST.

DO YOU WANT TO ACTIVATE COMBAT METABOLISM SURGE? (2 USES LEFT) 3 VOTES REQUIRED BEFORE ROLLS MAY COMMENCE
>Y
>N

AFTER IT IS DECIDED, roll 4d10, 3 for attack and 1 for defence.

1 for each anon or not, you decide. We may benefit from doing it quickly since the fight will be long.

Rolling for 10 other zombies.
>>
Rolled 2 (1d10)

>>5788744
>>N
We won't stand out yet!
>>
Rolled 8 (1d10)

>>5788744
>N
>>
>>5788744
>>N
>>5788784
>>5789024
lmao
>>
>>5789179
Roll my dude
>>
Rolled 5 (1d10)

>>5789275
no
>>
Rolled 5 (1d10)

>>5788744
>N
Yeah we gotta save the combat surge for the buff ones
>>
>>5788784
>>5789024
>>5789179
>>5789348
>>5789435
Looks like we were pushed to the 11th page in a single day. I guess I'll make another thread to wrap things up after all.



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