Overview
Here's more information on the Survival Horror genre document. See the earlier blog post regarding
the campaign structure for more information on how this stuff fits in.
There's a lot of freedom here because there are lots of
zombie tropes to pull from. This is the initial list which I'm sure will change once I get more into the design of the setting. The basic concept is that beyond the Shambler, Walker, and Runner, there are more advanced zombie types to be discovered once the campaign progresses and the Survivors begin to encounter the weaponized military zombies.
Zombie Archetypes
Each of the zombie archetypes are meant to have variants so there could be a Superior King Zombie or a Great Exploder Zombie.
Type CCA RCA REF INT POW STR FOR MOV SIZ Traits
Shambler 0 = 0 = 4 1 1 2 3 [Shamble]. Fear.
Walker 1 = 0 = 4 1 1 2 3 Fear.
Runner 1 = 1 - 5 2 1 3 3 Sprint.Evasive. Fear 2.
Doggy 1 = 2 = 4 1 1 3 2 Sprint 2. Detect. Bite. Chase. Fear 2.
Tank 2 = 0 = 4 4 3 2 4 [Shamble]. Claws. Fear 2.
Spitter 0 1 2 = 4 1 1 3 3 Spit. Detect. Fear 3.
King 2 = 3 0 7 3 3 3 3 Tactics. Bite. Claws. Transfix 5.
Witch 3 = 2 0 6 2 2 4 2 Shriek 2. Bite. Chase. Transfix 3.
Exploder 0 = 0 = 4 2 4 2 4 [Shamble]. Bomb 2.
Specific Zombie Traits
All of these are fairly rough and need more play-testing. These particular ones are specific to each zombie archetype:
- [Shamble]. See [Slow!] May not use Agility.
- Bomb X. Spend 1 AP. Remove this model and perform Range Combat Attack from its location. AoE 2+X Impact 3+X. Damage X+XW
- Poison X. Upon successful Hit Test, roll X Modifier dice; the target receives a Poison token for each success. Each Poison token will cause a “Hindrance” penalty which is -1 Modifier die for every Test the character performs, except for the Damage Test. At the start of a character’s Initiative if it is Poisoned, count the number of Poisoned tokens upon it. It must perform an Unopposed FOR Test at -1 Base die per Poison token. Upon fail, it receives a Delay token as Stun for each pair of '1' generated.
- Shriek X. See [Noisy X] Spend 1 AP to generate Noise; free of cost if within Cohesion of target.
- Spit X. See Poison. Spend 1 AP to perform a -1 Modifier die Range Combat Attack. Impact X. Damage X+1 Poison Damage.
- Transfix X. See Fear X. For every Fear token target receives by this character, it also receives 1 Delay token if it is in base-contact with this model. Targets not in base-contact receive 1 Delay token per 2 Fear tokens instead.
General Zombie Traits
All of these are fairly rough and need more play-testing. All zombies will have the Mob and Horror traits assigned to them by default;
- AI:Zombie. Uses the Zombie AI rules.
- Horror. See Fear. This model has total Fear equal to its Fear level plus 1, 2, 3, or 4 if it has at least 1, 2, 4, or 8 models with the Horror trait within Cohesion.
Zombie AI
Zombies have poor vision and rely upon a keen sense of smell and excellent hearing. They otherwise are mindless and with very poor reflexes and fighting capabilities.
Here's the Zombie AI sequence for zombies with less than zero INT:
- Zombies must move as part of a Group Action if possible.
- Zombie facing is important but only to help track current direction of movement. Zombies when first encountered as a result of a trigger will all face the same direction towards the source of a noise trigger. Zombies that have been surprised face in various directions.
- When a zombie is moved, it will continue in the direction of its current facing until it bumps into a wall. Zombies can move through each other if facing the same general direction, otherwise they'll stop. Zombies which bump into a wall will reface using Biased Scatter away from the wall.
- Whenever a Firearm or [Noisy] trait is triggered, any Free zombies will immediately reposition MOV x 1” towards the source of the trigger. Identify such trigger locations with a Trigger marker which is to be removed as soon as it is within 4” of a zombie. If a Trigger marker is placed, any previous Trigger markers that are not within 4” of a zombie is removed on a D6=4+.
- Unless Zombies are within 4” of an Opposing model they will continue their current direction of movement towards the last Trigger marker.
- If Wind rules are used; being within Wind Factor x 4” downwind of a zombie allows that zombie to behave as though it were an intelligent model when activated it can move directly towards any Opposing model.
Resource Management
Players are expected to manage their Assembly Roster as well as their Resource Inventory.
Resource Inventory
A key feature of survival genres is resource management. Players must make hard decisions on acquiring, keeping, consuming, and trading resources. There are some really technical ways of doing this and many computer games handle this stuff very well to a great level of detail. MEST is a boardgame with some narrative aspects, and doesn't want to be a role-playing game, and so it won't do thing with the crunchy details. What it will do is a trade-off between verisimilitude and playability.
Types of Resources
Most of the resource types will not be a concern for management until the later campaigns by which time the player Assemblies presumably have grown into the dozens and the Interim Time has increased into Weeks or Months.
- Ammo. Lack increases Out-of-Ammo results to 1-2 on each ROF die. A surplus is akin to Ammo trait.
- Food. Lack forces characters to use Initiative Points to perform Push.
- Hygiene. I think this will make things interesting and will affect the rate dysentery and infection for Post-mortem checks.
- Medicine. Lack and surplus alters the Post-mortem die rolls.
- Rarities. These luxury items have an appeal to certain types of characters that will be encountered. If found upon the battlefield, these behave as caches and will Trigger certain Behavior Profiles.
- Tools. Heavy stuff, but not cumbersome. This affects die rolls to fix equipment, vehicles, weapons.
- Water. This should always be in short supply and is a burden to transport. There's always the tap water ... do you trust it? A lack forces characters to receive the [Slow] trait. Severe lack will affect Post-mortem die rolls involving surgery.
- Weapons, Armor, Equipment. MEST is a WYSIWYG (what-you-see-is-what-you-get) system. So this won't be so bad. Weapons and Armor will be by their type; Light/Medium/Heavy Armor and Melee/Thrown/Firearms. Other things will be named and need to be tracked such as "The Cure" or "Passcard".
Rate of Consumption
All resources are rated in person-weeks or as bonus ratings if they are such things as Rarities or Tools. A lack is below half that rate, and a surplus exists at double that rate.
Transporting Resources
The Physicality of a character is the higher of a character's STR and SIZ. How much can be transported is equal to a character's Physicality.
Assembly Management
Another critical feature to convey the sense of scarcity, turmoil, and despair is character management. During the course of the campaign arc, the Survivor player will get to decide who gets to live, to die, or to become zombie bait.
Assembly Rosters
Each character will be named and tracked across several Missions, and have the potential to grow between Missions as they earn Experience Points [ XP ]. However, because the Interim Time is very small, and the likely-hood of death (erm, "Elimination") is very high; a lightweight Champion Roster is used instead of the Champion Record Sheet. Players can always opt to use the latter if necessary and will probably do so once the last leg of the campaign arc is begun.
Recruitment
During the course of the campaign other survivors will be encountered. Each will be a Variant Common Archetype and will be assigned a Behavior Profile keyword (see below) and a Role keyword. After the encounter or the mission is resolved, Survivor players will be given the opportunity to recruit new members into their Assemblies.
Roles
Some would serve as mules to carry resources, and others would be recruited because they'd bring in new skills or have keyword terms associated with them which might help in later Missions. For example, a keyword could be Military Scientist which would unlock a door in a later mission into a military research facility. Another keyword could be Los Lobos which provide a negotiation bonus when trying to get past a "Los Lobos" gang-controlled board area in yet a different mission.
Behavior Profiles
Whenever a survivor character is first encountered, it will be identified with a Good, Neutral, or Bad keyword indicating a sense of its general behavior during game play. There actually are specific Behavior keywords for these characters, but they'll not be known until the characters is triggered (see below).
These behaviors should create interesting emergent game-play. On the one hand it makes things interesting, and on the other hand the will players lose a little bit of control.
Triggering
At some point during game--play while deployed to a Mission, or during a Post-mortem after a Mission is resolved, something will cause a trigger and characters will then express a specific Behavior keyword. These new keywords are assigned at random and certain Roles will have a higher occurrence of certain Behaviors over others.
Good Behaviors
Characters with these keywords tend to benefit the group as a whole.
- Enthusiastic - Provides bonuses to Post-mortem checks if had been deployed to Mission.
- Clerical - Provides bonuses to Supplies check. Specifically negates Sociopath.
- Wise - Negates two Bad Behavior keywords during Post-mortem.
- Friendly - Negates two Bad Behavior keywords during Mission when also deployed.
- Endearing - Trigger any Protective behavior if they are within Visibility. Bonus to Exploration checks.
- Protective - Rush nearest Zombie (if present) or move to base-contact with Endearing. Bonus to Exploration checks.
Neutral Behaviors
Characters with these keywords tend to not do anything more than what is stated.
- Talkative - Noise is generated.
- Hunter - Attempt to be nearest in position to attack nearest Zombie from a safe or ideal location.
- Hoarder - If Alone** with cache, exit the board with contents.
- Drifter - If Alone**, exit the board.
- Suicidal - Rush nearest Zombie if Alone**
- Clueless - Must always be deployed within Cohesion of non-Whiner.
Bad Behaviors
Characters with these keywords will affect Group Morale and will also affect Post-mortem checks.
- Coward - If Threatened*, Disengage if necessary and move towards nearest Cover.
- Shrieker - If Threatened*, behave as though with [Loud] disability. Acquire Fear token if Ordered.
- Killer - If Alone** with another model, attack it immediately.
- Sociopath - Prone to destroy Supplies or banish another member for reasons.
- Argumentative - Whenever within Cohesion of a Friendly model and while neither is Threatened*, check to see if they'll become either Talkative or Killer.
- Sycophant - When deployed, will cause -1 Modifier Initiative Test.
* Threatened is if zombies are within 1 Turn of combat (normally a 4 MU movement).
** Alone is when no other friendly models within Visibility and LOS.
Behavior Board
This is where all players list their characters which have Behavior Profiles assigned to them as a reminder.
- When a behavior is triggered place a token for that character on it as a reminder.
- Characters with multiple triggers place one token for a randomly selected behavior.
- Remove tokens from the board if the conditions for concluding the behavior are met or when the character is not In-Play.
Group Morale
This starts at 10 which is the highest value, and will drop as supplies run short and as Members of the Assembly are Eliminated. At the start of each Mission a die roll is performed against the Group Morale and if the check fails, the Assembly will experience one or more levels of Dread during the Mission. Dread will cause Morale Tests and Initiative Tests for the Assembly to become penalized with -1 Modifier die each level.