User:A.schwan/life-culting: Difference between revisions

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===Feeding/Desiccating===
===Feeding/Desiccating===
While death does not matter much to a zombie, the calculated softening of local zombies provides a substantial advantage as argued before. The zombies targeted by this strategy will need to regenerate in order to counter it. They must therefore either die or feed. A good life-cultist will not finish them off, and jumping from a building--while it will kill the zombie--will not regenerate HP as they will stand back up with the same number that they had before they jumped. Survivors killing them is the end goal, which leaves only feeding. A zombie can regenerate 3HP per feeding attempt which carries an advantage over the life-cultist's ability to cause damage with claws in so far as feeding is automatically successful. In red suburbs or ghost towns though, a life cultist may still gain the upper hand.  This can be done by feeding on all of the dead bodies before the softened zombies have a chance. Once a body has been fed on a certain number of times, it becomes unusable giving only text indicating that “The body has already been picked over” and providing no HP. Beating the zombies to the act also provides the advantage of increasing the life-cultist’s own HP to prevent softened zombies from killing and feeding on him.
While death does not matter much to a zombie, the calculated softening of local zombies provides a substantial advantage as argued before. The zombies targeted by this strategy will need to regenerate in order to counter it. They must therefore either die or feed. A good life-cultist will not finish them off, and jumping from a building--while it will kill the zombie--will not regenerate HP as they will stand back up with the same number that they had before they jumped. Survivors killing them is the end goal, which leaves only feeding. A zombie can regenerate 3HP per feeding attempt which carries an advantage over the life-cultist's ability to cause damage with claws in so far as feeding is automatically successful. In red suburbs or ghost towns though, a life cultist may still gain the upper hand.  This can be done by feeding on all of the dead bodies before the softened zombies have a chance. Once a body has been fed on a certain number of times, it becomes unusable giving only text indicating that “The body has already been picked over” and providing no HP. Beating the zombies to the act also provides the advantage of increasing the life-cultist’s own HP to prevent softened zombies from killing and feeding on him.
===Trip-wiring===
A life cultist or life cultists working in a mostly ruined suburb can keep the zombies in several buildings ready to be removed even in the absence of any survivor presence by constantly keeping them softened to a low HP level over several days until survivors return. Alternately, life cultists may arrive well in advance of a survivor force and prepare an entire suburb for survivor habitation in the same manner. One problem with such a slow operation is that local zombies do not stand still while this takes place: feeding on corpses, survivors, and sometimes other zombies to regain their HP. While this can be managed by a diligent life cultist it becomes tricky when a zombie does just hold still. In this case, repeated checks on the HP level of the zombie may result in the life cultist inadvertently killing the zombie and wasting the effort spent to soften it. A final problem occurs when zombies change locations and buildings that were empty become guarded, costing the life cultist valuable AP to scout buildings that may or may not be empty. <br><br>
In all of these cases, a life cultist with the [[Memories of Life]] skill can use the doors themselves as a tripwire system to detect zombie activity. If a building is empty, close the door. If, upon a return visit, the door is still closed, then the building is likely still empty as a zombie entering the building would have had to open it and would likely not have spent the time and effort to close it behind him. Alternately, if the zombies inside of a building are softened, close the door. If they exit to feed, the door will be open and the life cultist will know that their HP will need to be checked. <br><br>
In a case where only one zombie is inside with no bodies, this method works best. If there are bodies, a life cultist may feed on them until they are desiccated to overcome the obstacle. If there are multiple zombies, they may feed on each other without opening the door.  There is nothing that a life cultist can do to prevent this but it is rare and requires coordination on their part to not weaken the occupying force. <br><br>
If used, trip wireing ensures that where there is a closed door, there is likely to be a building unoccupied or occupied by softened zombies ripe for the taking by any survivor that happens through. If widely adopted, it will also signal to other life-cultists in the area that a bldg has already been checked or prepared. Survivors who are not able to repair buildings can help with this as well, by closing doors on empty structures.


===Parachutig and Rocketeering (inverse parachuting)===
===Parachutig and Rocketeering (inverse parachuting)===
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====Other buildings====
====Other buildings====
All other buildings can be taken through the tactics discussed above (especially Softening and Trip-Wiring) with only a minimum of survivor aid.


===Holding buildings===
===Holding buildings===
Under many circumstances, a life cultist may find it easier to receive a revive and participate as a survivor when a building needs to be held. That said, if there are enough survivors to hold the building, there are several things that a life cultist can accomplish as a zombie. In most circumstances, the most direct method to help hold a building is to remain outside with the zombies who are attempting to break in. From this vantage, a life cultist can employ the tactics of mosh-pitting and softening to weaken the zombie effort. If a zombie can be coerced into attacking the life cultist, every AP spent in such a pursuit is an A{P that is not used to break down the barricades. Organized softening of the zombies outside further ensures that, should a break-in occur, the survivors inside will have a much easier time removing the hostile zombie.


====know your friends====
====know your friends====


====NTs====
Owing to zombie anonymity, a life cultist's primary concern is hostile contacts reserving friendly contacts for other life cultists; however, in a siege situation, friendly contacts are also valuable to prevent a life-cultist from inadvertently softening a friendly survivor who is seeking an in-place revive. Such contacts are helpful but only as space permits.
 
====NTs (Mrh-Bombing)====
 
because of the possibility of rot revives, NTs present another option for trans-mortals. After a life cultist helps to take the building, selective stocking beforehand and an in-place revive can turn them into an emergency fail-safe. Because of their limited need for survivor equipment, a life cultist's inventory can take almost any form. A life cultist carrying 2 generators (40 encumbrance total), 2 fuel cans (20 encumbrance total), a Toolbox (16 encumbrance), and 10 NT syringes (20 encumbrance bringing the total to 96%) could be revived in place and left on the ground as per the [[Imagine/DIRT:NAP|Dirt napping strategy]]. In the event of a forced entry, most zombies will immediately destroy the generator to prevent combat revives. A life cultist would then rise, install and fuel the generator, and CR the attacking zombies. In this fashion, the life cultist could remove 4 zombies, with the potential of a fifth if the generator lasts an hour and a half, while giving the other survivors inside the NT the ability to combat revive further zombies and break the siege. In the event that the siege does not break, the life cultist will often be targeted first by the attacking zombies for such a display. With an in-place revive from a friendly survivor they would then be primed to repeat the process in the next break-in (if the building lasts that long) or immediately retake it from a conquering zombie force of 4 or fewer.


====Forts====
====Forts====

Latest revision as of 05:34, 4 January 2013

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A guide to Life-Culting: a meta-game document

By Dr. Albert Schwan

Definition

Life-culting is a term used for a zombie who operates in such a way as to aid the survivor objective. Life-culting is the opposite of death-culting whereby a zombie in human form acts in such a way as to aid the zombie effort. Commonly, life-culting is considered to be the act whereby a zombie, who is survivor-natured, attacks a zombie who is zombie natured. While this is a form of life-culting, it is only a small part of what it means to fall into this category. Whether that character observes and reports zombie movements, attacks other zombies, helps to clear buildings, or merely proceeds to the nearest revive point to make it easier for others to revive him, all strictly survivor natured characters in zombie form are life cultists in one way or another. In just this way, zombies who engage in the act of parachuting, PKing, spying, or simply feed themselves to the nearest horde after receiving a revive are death cultists. The only people who are neither life cultists nor death cultists, are dual nature. Despite this, life-culting is often maligned as the worst or least valuable of the six possible playing styles (Life-culting, Death-culting, pro-zombie, pro-survivor, Dual Nature and PKer). The reasons provided for this assertion are that Life-culting is bad or lazy role-playing and that it is less strategically useful than the other forms. The goal of this guide is to provide characters with a way be a life-cultist that demonstrates good role-playing, is strategically useful, and that enriches the UD experience.

Life-culting for a better Malton

The idea that life-culting is bad role-playing is predicated on the erroneous assumption that the zombie struggle is always a struggle between dumb shambling masses of hungry zombies and humans focused on their own survival. A quick review of zombie lore will prove that this is only the case with truly boring human/zombie interaction. In good role-playing, both sides are complicated. In any provocative plotline, there are humans who hinder the survival effort. Death cultists know this and act accordingly. These humans can be sociopaths, motivated by self interest and not hindered by conventions of morality; psychopaths, motivated by violent impulses; fatalists, motivated by the hopelessness of the situation and seeking a speedy end; or merely the pragmatists who have learned to carve out a proper niche for themselves respective to the temporary state of life and un-life within the confines of the quarantine zone.

In this respect, death-cultists have shown us the way but still provide a one sided picture of things. If humans can be complicated and conflicted but zombies must remain as always zombies, the story is about humans. Lets face it, if we wanted the story to be all about humans, we would be playing a squad-based combat MMORG; we are here for the zombies. Zombies must be complicated.

There must be the hungry masses. These characters are the rank and file of zombie life and provide the necessary ground substance for the conflict. Playing such a character requires discipline and can be monotonous. For this reason, dual nature characters often fill this void, splitting their time between being the survivors who fight the scourge and the scourge itself. Others who are new to the game will also help fill this void; some will stay and evolve and others will fade away to be replaced by others of a steady inflow of new characters. Some few zombies grow enamored with the violence and continue in this role indefinitely becoming the larger and more capable members of a horde.

There must be intelligent zombies. The highlight of a good zombie film is always the exception to the rule: that zombie who can think, talk, or strategize becomes the adversary of players and adds a goal and a dynamic element to any struggle. These are the zombie lords who can be found at the head of any established zombie organization. They lead other zombies and provide a satiric look at the corruption inherent within the human creature. Without these zombies, human/zombie struggles are all “us vs. them.” Smart zombies make us confront the fact that “we are them”. This last statement can be taken solely in its negative sense pointing to the beastiality and hunger within us all, but there is more than one way to look at the human creature; therefore, there must be more than one type of intelligent zombie.

We have all seen the plot in which there is what can be described as “a friend within the horde.” On many occasions, this friend eats your brain; on some, they do not. Such an act is never without reason. The restraint demonstrated in this action is testament to the power of humanity over instinct; these zombies are life-cultists. The game itself provides the basis for the life-culting experience through “the memories of life” skill. Whether from an excess of love, conviction, pride, training, experience, or because of some biological abnormality, life-cultists are an integral and compelling part of zombie mythology and therefore needed in Malton.

Role-playing tips

As with any good role-playing, the key is to begin with a character concept that governs who the character is and why they do the things they do. This may include their history or just a description of their general demeanor and guiding principles. This information is usually posted on a Wiki page, on the characters profile, or provided in game to those with whom the character interacts (this last option is harder to accomplish in the case of life cultists as they are zombified). If a character is going to engage in the practice of life-culting, this history or character concept should be such as will reasonably explain their ability to transcend their zombie instincts. What follows are a few archetypes from which players may draw to create such a concept:

The Loyal

These life-cultists are committed so strongly to a person, a group, or a cause that their loyalty reaches through the barrier between life and death. This attachment can be one of love, purpose, or duty but it will in all cases allow the life-cultist to maintain at least some elements of their humanity. At the most mild level of application, such zombies will refrain from attacking their living friends, seeking instead strangers or enemies to feed on instead. Higher levels of loyalty may cause such zombies to remember and feel bound to follow simple suggestions (such as fallback plans or revivification instructions) or to protect their friends or allies from other zombies through force.

Characters like this will usually not strategize beyond basic responses to their immediate needs or the needs of their friends. They should further be able to specify exactly where their loyalty lies and act accordingly. Most zombies can be loyal; what makes this character a life-cultist is that the group or person to whom they are loyal is a survivor group or an individual survivor

The Vengeful

The opposite of the loyal, these life cultists are driven by enmity towards a person, a group, or zombies in general. When alive, this person will be excessively violent towards this group and that hatred will carry over into death causing them to seek out and kill their enemy. On one end of the spectrum, these characters may just begin attacking humans based on who they like least (criteria for this decision need not be based on history but may be as frivolous as disliking a type of name or a personality trait). On the other end, these characters may forego all other survivors in an effort to hunt down their enemy.

Characters like this must display this same enmity when alive though they may be more violent when a zombie as the bloodlust and biological imperative to hunt will augment the vengeful drive. What makes such a character a life-cultist is that the group or person towards who they direct this vengeance must be in opposition to the survivor effort. (PKers, Zombies, etc.) If the enemy is a zombie group or zombies in general, this character may also be defined as a “ZKer” (a zombie version of a PKer)

The Violent

While this archetypal character may be very similar to the previous, there are those for whom violence is an end in and of itself. These individuals will fight for the sake of fighting. While often these characters will indiscriminately attack the nearest target, what can make such a character a life-cultist is if their tendency to attack is tempered by a preference for attacking zombies. This can happen out of vengeance, duty, or simply because they find zombies the more physically challenging opponents. In this latter case, they will forgo attacking a survivor in favor of a “better fight” thereby aiding the survivor effort. As always, a good role-player will have a reason why their character is so drawn to violence that is based on the character concept.

The Willful

The violent and vengeful life-cultists direct their zombie tendencies towards a pro-survivor end; this type, like the loyal, fight against it. The difference is that, while the loyal fight against it for the sake of others, the willful fight it for their own sake. The willful are those zombies who cannot accept the surrender to instinct that accompanies zombification, drawing instead on an ethical code or a strong sense of self to fight the impulse to hunt and feed. These characters are rigid and prideful in life and simply cannot accept life as a zombie. Such characters will act, speak, and dress with great resolve so as to preserve the qualities they wish to preserve. To accomplish this feat, generally it is necessary that the qualities they wish to preserve be in opposition to the standard qualities of a zombie; therefore, these people will usually be pacifists, bureaucrats, vegetarians, intellectuals, or those who rigidly observe formalities. These characters will attempt as best they are able to maintain these qualities while a zombie. Their refusal to act as a zombie should makes them a life-cultist, but they are more firmly set in this category if they advocate, encourage, or expect the same behavior in other zombies working towards pro-survivor ends to achieve this goal.

The Detached

Like the willful, this type of character is able to subjugate their instinct to their will while in zombie form, but for a detached character this is the result of a separation between their physical and their mental being. Examples of this type of character would be a Zen master, a dedicated artist, or an overly-analytical or absent minded scientist or inventor. For these characters, the body and the impulses are little more than a manifestation of the soul, a hindrance, or a mislaid set of keys. Such caharacters may see being a zombie as an inconvenience, an experiment, or may not even realize that they are one, working instead towards whatever aim their mental self has set. This character is a life-cultist if this aim is anything that can be considered pro-survivor.

The Augmented

An augmented life-cultist is one whose reason for being able to resist their zombie impulses lies in some form of genetic manipulation. Whether this character is a super-soldier, a hybrid, an accident, or the product of scientific procedures designed to counteract the rot virus, these characters have a biological reason for what they do. One example of a role-playing aid designed to assist such a character is Rotalin, a Ritalin-like drug designed with the aid of Necrotech science to help increase focus and self control while zombified. Other examples include cybernetics, radiation/mutation, partial revivification, or hereditary limited immunity to the virus. In a city like Malton, with a strong military and scientific presence, it is to be expected that there will be several such life-cultists.

The Repentant

The repentant life-cultist is a reformed zombie. Through re-sensitization, spiritual/moral epiphany, traumatic experience, or the discovery of a calling, this type of life-cultist resists zombie behavior while in zombie form, as an ex-smoker resists cigarettes, often choosing to work for or with survivor groups to maintain their resolve. Organizations like Rotter's Relief include many such reformed zombies in their ranks. A dedicated life-cultist of this type will often have Brain Rot and/or Flesh Rot making it difficult to revive them and making the appeal of an organization that routinely provides rot revives understandable. Role-playing aids to assist this type of life-cultist include zombie support groups and Human-free brain products

Suggested skills

The strategic skills needed to be a good life cultist will be discussed in the strategy section but any good role-playing of a life cultist will require the following skills:

Memories of Life

This skill is needed to open doors and is the prerequisite of several other key life cultist skills. From a role-playing perspective, the remembrance of a previous state implied by the function and name of this skill is the only thing that makes life cultists possible.

Death Rattle

This skill is a meta-skill as well. Most good life cultists are interested in participating in the human world. Speech and communication is part of this. Death rattle is the difference between a lazy “mrh? cow” and a sophisticated life cultist. That said, death rattle is demanding of its user. Rather than just buying the skill, a good death cultist should learn how to use it. There are several other ways to do this ( Zombish, Zombese, and Zomban), but the chief recognizable and most articulate form is Zamgrh (or KiZombie) for which there is a dictionary on this wiki. Proficiency with Zamgrh only comes with experience but a life cultist fluent in it can talk to humans (Gzhaah harmanz), ask for a revive (Mrh-man raabab mah zambah braz?), or state his intentions (Mah zambah nah ganna harm zah harmanz!). Roleplaying aids to assit with this skill include the aforementioned dictionary, a phonological chart on the main page (also linked earlier), a lexicon, and a meta-game board game.

Feeding Groan

The primary use of this skill is to allow zombies to alert other zombies of a food source. For a life cultist, this skill can take on additional qualities. As the end result is a moan, life cultists can use this skill to articulate remorse or frustration more appropriately than they could with words. Such use must be tempered, however, as this skill will have the added effect of attracting zombies.

Flailing Gesture

For the sake of completeness, Life cultists should include this skill so as to be able to give directions, emote, or express frustration with survivors or zombies who do not understand Zamgrh. Some zombies use this skill as a way to perform various rituals in game and some life cultists may wish to se it to do similarly.

Lurching Gait

As life cultists are generally to be known for their fondness for, or attachment to, life, it only stands to reason that a good life cultist should learn to move like the living. This skill will be discussed strategically later, but from a role-playing standpoint, this skill may be interpreted as the ability of a zombie to walk more purposefully and naturally.

Ankle Grab

This skill, like the previous, has great strategic value and will therefore be discussed later. As a tool for role-playing, it reflects the zombie’s drive, determination, and tenacity of spirit in the face of the inevitable. These qualities define a life cultist.

Other skills

Other skills may be required to flesh out a life cultist (pardon the pun) but vary depending on the individual concept. Scientists will need scientific and medical skills as will research subjects. Super-soldiers will need combat skills in human and in zombie form. Dedicated life cultists may wish to purchase brain and flesh rot. A player should decide what skills to prioritize based on how they wish to explain their character.

A final note on role-playing

Just as with death cultists, life cultist may be a temporary condition until one can receive a revive (also called a trans-mortal tactic) or it can be a full time strategy. It should, however, be remembered that, in most cases, a life cultist is resisting powerful urges. A dedicated role-player may therefore at times wish to “fall off the horse” and indulge his zombie nature. He should of course feel suitably bad about it afterward. A life cultist must also be sure not to engage in lazy role-playing as this strategy already has a bad name. For every action a life cultist must have a reason; without that, they are being a terrible roleplayer.

Strategy tips

Survivor dependence

Just as a Death Cultist depends on zombies to accomplish their aims, Life-Cultists must necessarily depend on survivors. If a Death Cultist takes matters fully into his or her hands, they become a PKer; if a Life-Cultist does the same, they become basically useless. Many of the tactics discussed herein require survivor assistance to accomplish. It is therefore useful to establish strong survivor ties in order to make the most of Life-Culting. The timing on some of the more advanced of these processes needs to be so exact that they are very difficult (not impossible) to accomplish without IRC or Skype interaction. The more basic tactics, while they do still require survivor action to be useful, make use of typical survivor and zombie behavior and can be accomplished without direct communication with area survivors.

Red Suburbs

Any good Death-Cultist knows that trans-mortal tactics work best in situations of extreme adversity: if a suburb is red, why bother Death-Culting when you can just be a zombie? The same holds true of Life-Cultists. These strategies are most effective when used in a red suburb to aid the survivor minority. Many of the tactics can even be disrupted or rendered useless by outside survivor interference. Used in a green suburb, any but the most basic strategies will constitute a profound waste of time and energy.

Life-culting in hand to hand combat

Spend any amount of time in Malton and the edge that zombies have over survivors will become apparent. While survivors can use firearms, guns and ammunition must be found and carried. It is then quickly exhausted in the next combat encounter. Zombies do not do as much damage with their claws as the living do with their guns, but AP for AP, they are much more effective. A zombie does not have to stock up on weapons: their most powerful weapons are carried in their mouths and on the end of their hands. This natural arsenal has the added benefit of going right through protective measures like a Flak jacket or flesh rot. Also, thanks to the Tangling Grasp skill, claws quickly become the highest probability attack in the game. This same skill can be used to deliver a bite for more damage at an equally high probability as long as the victim is held (infection will be discussed later).

Defensively, a zombie does not fear death and can stand relatively easily after having been killed. Compared to a survivor who must be revived, heal, restock, and deal with extra complications like infection, a zombie’s recovery time is next to non-existent even should they be on the receiving end of a headshot. It is this more or less combat immunity that a Life-Cultist in direct combat with other zombies must take into account.

Softening (Smart ZKing for life-cultists)

Life-Cultists can work rather effectively with survivors in real-time combat. Their combat edge gives them a greater chance to hit and kill other zombies. Unfortunately, delivering the death strike to another zombie is largely ineffective.

Within a building, a Life-cultist cannot remove a zombie meaning that a survivor must be on hand to dump the body or else the Life-cultist may only wait and watch as the zombie he killed rises with freshly replenished health. A coordinated effort with a survivor can negate this allowing the Life-cultist to kill the offending zombie and have a survivor dump the body before it rises. This tactic, while effective, does not utilize the advantages of zombie/survivor cooperation to their fullest.

As previously discussed, death means very little to an experienced zombie; they can stand and continue an assault with only minimal effort. Survivors have a means to complicate this process through use of the “Headshot” skill requiring a zombie to spend an additional 5AP to stand. Zombies cannot deliver a headshot in this manner even if they kill using human weapons like baseball bats. The role of a good life cultist should then be to weaken or soften a zombie opponent to make the job of removing him easier for a survivor to accomplish. A Life cultist is then most effective when they use their combat edge to bring an enemy zombie down to 3 or fewer HP. This places the zombie one shot away from death with most weapons. Zombies have to die or feed to regenerate HP; if they have to do it on their own terms, both of these actions require AP and/or movement. Many zombies are unlikely to do either preferring to make survivors remove them; therefore, many will remain in this condition once placed there until removed. If a zombie is left in this condition with an inhabited building, it is likely he will be removed and dumped very swiftly. Likewise, leaving a zombie in such a condition within a ruined building makes it very easy for local survivors to remove him and repair it while still giving the building the appearance of being guarded thereby discouraging other zombies from remaining inside. In the case of ruined buildings, it is often more useful to leave the zombie with 4 to 6 HP to avoid having another Life-Cultist accidentally kill him.

This process is most effective indoors and in real time but need not exclusively be so. The same tactics may be used to weaken the zombies siegeing a building during an active siege, to allow survivors to easily remove them should they break in, or to weaken a zombie with brainrot who is at the top of a revive point queue preventing local survivors form reviving the other waiting zombies. Many survivors waiting for a revive, use their excess action to accomplish such things, preparing nearby ruined buildings for easy reclamation once a revive is received.

A life cultist who is inexperienced with area zombies will be limited to softening the top zombie on a stack owing to zombie anonymity. A life cultist who has experience in an area or has access to a database (as described in the section entitled “know you targets”) can soften all of the known zombies inside a building, reducing their HP over time and allowing several of them to be removed by a single survivor.

Softening in action
The following example from Colglough NT (a heavily contested in the heart of Feral Undead territory) demonstrates the effectiveness of softening to break a zombie siege
part 1,part 2, part 3, part 4
Survivor expendature to remove 3 zombies from a building = 8AP
Combat revives can also be incorporated as shown here
part 1, part 2, part 3, part 4.
Survivor expendature to remove 3 zombies (1 by combat revive) from a building and repair building(7AP repair cost)= 25AP

Know Your Targets

Among the largest zombie advantages is the ability of a zombie to blend into a horde. The anonymity this affords allows them to spy, scout, clog RPs, and makes them difficult to remove from buildings. As long as their anonymity is intact, anyone wishing to act on a zombie within a group of two of more must act on only the zombie at the top of the “stack” who will be the least active (the one who has logged in least recently and is therefore not the one currently eating you). Effective zombie management demands that zombie anonymity be overcome; enter the life cultist. On one level, life cultists are useful to identify a zombie populace as they are able to remain outside with the zombies. On another level, life cultists benefit from such identification greatly as it allows them to target individual zombies and soften, infect, or communicate with each zombie in a group individually without having to work through a stack.

The easiest way to accomplish this is to scan them. This requires a life-cultist to be alive for a time and in possession of a DNA extractor. DNA extracting is the easiest way to identify zombies even with the added complication of cortex damage. A quick tour around a suburb will allow a life cultist to scan many of the area zombies and add them to his contacts list. First scan lone zombies or those in small groups as it is most efficient; zombies in large groups may prove more difficult since they cannot be scanned if someone else has already documented them unless they first move. Additionally, there are other ways to identify zombies in large groups (identifying zombies in large groups while zombified will be dealt with in the “mosh pitting” section that follows). A life cultist should scan as many zombies as possible during one scouting session as scent trail will lead the scanned zombies to his location and often result in his de-vivication.

Mosh Pitting

The art of successful life-culting basically boils down to eliminating zombie anonymity (identification), making zombies more manageable to local survivors (softening), and effectively minimizing the impact those zombies can have on an area (wasting hostile AP). Mosh pitting is a practice capable of doing all three of these to a greater or lesser extent. In short, Mosh pitting is picking a fight. A life cultist moves into the largest group of zombies in the area: these can usually be found outside of central NTs or repaired forts. The life cultist then gestures or speaks in such a way that makes them visible to the other accumulated zombies. Mocking phrases such as “ Har Har Har! Gaa Zambaz nah habbah manbagz! ” or “ Graagh! Gaa Zambahz Nahgahn Grab Mah Zambah! ” can also be used to attempt to provoke and gain attention. Any zombie that responds can then be identified by the life cultist as can any zombie that attacks him. Additionally, a life cultist may attack any zombies he recognizes or the top zombie in a stack to reduce their HP and to provoke them into a retaliation that will waste AP they might otherwise have used against survivors. Such attacks should not be aimed at killing these zombies but rather reducing their HP to manageable levels.

In some cases, the fight may even be extended to other zombies. If a zombie or zombies begin to regularly retaliate against the life-cultist directing the mosh pit, the life cultist may opt to gesture to any unaffiliated zombie that he recognizes and make a statement of affiliation like “ Ha! Mah Zambah Brazzah! ” in an effort to make that zombie an additional target for those attacking him.

(Note: Mosh pitting is a deceptive process that may be unappealing to some life-cultists. It is mentioned here for its strategic value. Adoption or endorsement of this tactic is left to the individual)

Feeding/Desiccating

While death does not matter much to a zombie, the calculated softening of local zombies provides a substantial advantage as argued before. The zombies targeted by this strategy will need to regenerate in order to counter it. They must therefore either die or feed. A good life-cultist will not finish them off, and jumping from a building--while it will kill the zombie--will not regenerate HP as they will stand back up with the same number that they had before they jumped. Survivors killing them is the end goal, which leaves only feeding. A zombie can regenerate 3HP per feeding attempt which carries an advantage over the life-cultist's ability to cause damage with claws in so far as feeding is automatically successful. In red suburbs or ghost towns though, a life cultist may still gain the upper hand. This can be done by feeding on all of the dead bodies before the softened zombies have a chance. Once a body has been fed on a certain number of times, it becomes unusable giving only text indicating that “The body has already been picked over” and providing no HP. Beating the zombies to the act also provides the advantage of increasing the life-cultist’s own HP to prevent softened zombies from killing and feeding on him.

Trip-wiring

A life cultist or life cultists working in a mostly ruined suburb can keep the zombies in several buildings ready to be removed even in the absence of any survivor presence by constantly keeping them softened to a low HP level over several days until survivors return. Alternately, life cultists may arrive well in advance of a survivor force and prepare an entire suburb for survivor habitation in the same manner. One problem with such a slow operation is that local zombies do not stand still while this takes place: feeding on corpses, survivors, and sometimes other zombies to regain their HP. While this can be managed by a diligent life cultist it becomes tricky when a zombie does just hold still. In this case, repeated checks on the HP level of the zombie may result in the life cultist inadvertently killing the zombie and wasting the effort spent to soften it. A final problem occurs when zombies change locations and buildings that were empty become guarded, costing the life cultist valuable AP to scout buildings that may or may not be empty.

In all of these cases, a life cultist with the Memories of Life skill can use the doors themselves as a tripwire system to detect zombie activity. If a building is empty, close the door. If, upon a return visit, the door is still closed, then the building is likely still empty as a zombie entering the building would have had to open it and would likely not have spent the time and effort to close it behind him. Alternately, if the zombies inside of a building are softened, close the door. If they exit to feed, the door will be open and the life cultist will know that their HP will need to be checked.

In a case where only one zombie is inside with no bodies, this method works best. If there are bodies, a life cultist may feed on them until they are desiccated to overcome the obstacle. If there are multiple zombies, they may feed on each other without opening the door. There is nothing that a life cultist can do to prevent this but it is rare and requires coordination on their part to not weaken the occupying force.

If used, trip wireing ensures that where there is a closed door, there is likely to be a building unoccupied or occupied by softened zombies ripe for the taking by any survivor that happens through. If widely adopted, it will also signal to other life-cultists in the area that a bldg has already been checked or prepared. Survivors who are not able to repair buildings can help with this as well, by closing doors on empty structures.

Parachutig and Rocketeering (inverse parachuting)

Parachuting is the method that a life-cultist or death-cultist would use to create a piñata and will be discussed in the section that follows on that subject. However, just as a trans-mortal zombie can move into position while alive and then die, so too can they move into position while dead and then live (with a little help from an ally). In a nutshell, this is rocketeering: the controlled and strategically directed return from death. Simmilar in some ways to the practice of dirt napping, rocketeering differs in that it places a life-cultist somewhere specific and focuses on what they do when they rise rather than safety they obtain by remaining dead. As such, racketeering is an excellent way to scout and reclaim a building.

A Basic Example of Rocketeering

A basic rocketeering strategy is as follows: a rocketeer moves into a target building while they are a zombie. At which point, they may soften the other zombies inside if they wish or just remain incognito. Once they are ready, an ally arrives to render a revive to the rocketeer or rocketeers present in the building. The rocketeer(s) remain on the ground where they are able to view the inside of the building and keep an eye on any zombies without the threat of death, headshot, or infection. Likewise, reviving bodies will not provide food for hostile zombies. The only possible danger is that the rocketeer’s body will be dumped from the building but this is a slight disadvantage at best. Once it is deemed advantageous (when the zombie numbers thin out, while hostile zombies are out patrolling the suburb, when allies are ready, or when the life cultist has reached max AP) the rocketeer may stand and strike.

The major advantages of this strategy are that it avoids the expenditure of AP needed to reach a target, it provides the life cultist and his allies with accurate information on the target up until the time of the strike, it eliminates outside variables—like being discovered and killed by a zombie just prior to strike time—from compromising the objective, and (in the event of a combat revive strike on an NT) it provides any zombies inside who do not wish to be combat revived with ample opportunity to vacate the building.

A note on Piñatas

For those unfamiliar with the term, a piñata is a building that is both ruined and barricaded. This occurs most often as the result of parachuting, but happens whenever a zombie finds themselves within a repaired and barricaded building and ransacks it. A piñataed building with a barricade level of greater then VSB cannot be entered from the street and survivors cannot freerun into them as they are ruined. For these reasons, many zombie groups enjoy using this tactic as it makes buildings unusable to survivors and forces them to batter down barricades to reenter the building ( a feat far more difficult for survivors than it is for zombies). To a group that employs the tactic of Life-Culting, taking down the barricades on a piñataed building is substantially easier. The negation of this obstacle makes maintaining and creating piñatas a valuable survivor-friendly maneuver, especially when many local zombies are only too happy to create them for you under proper conditions. One such condition is usually that the building is a building of interest to zombies and survivors. For reasons presented later, only safe-houses, resource buildings and forts should be piñataed. The strategic merit of a piñata will be discussed in the sections on taking buildings and maintaining buildings; this section provides information on their creation geared specificaly towards Life Cultists (more general information on the practice as it applies to zombies may be found here).

To create a piñata all that is required is a living presence and an undead presence within a building. In the case of a Death-Cultist or a Life-Cultist, this can be accomplished by one person with an infection who dies inside a building after barricading it. It can also be accomplished by a joint action of two survivors where one kills the other to enable them to ransack the building. The latter is a costly measure requiring a large expenditure of energy. This inconvenience is greatly lessened if the Life-Cultist is infected (as mentioned above) or gravely injured. Alternately, a Life cultist can arrive as a zombie, be killed inside the building, and remain on the ground until the building is barricaded and the time comes to rise and ransack the interior

Another method involves an un-barricaded building. A survivor enters an un-barricaded and repaired building or enters a ruined building and repairs it. A Life Cultist then enters the building and waits while the living character barricades it. Following this, the living character departs and the Life-Cultist ransacks the building. The problem with this method is the increased difficulty of barricading a building with a zombie in it.

Some of the aforementioned methods are less labor intensive than others but all require the expenditure of several AP. Ideally, a group should find a zombie who is willing to accomplish the task for them. If a zombie is observed to piñata buildings, a combat revive and a well placed taunt if needed can often get them to do so provided that the building is left empty. Should no such zombie be available, a Life-Cultist may remain behind in the building to be barricaded and hope that the combat revived zombie parachutes into the building killing him, allowing him to accomplish the act more efficiently. Attracting the attention of PKers may also aid in this, provided that they do not dump the Life-Cultist’s body from the building in question.

The standard piñata tactic discussed in this page will differ from the traditional zombie tactic in one main way: it will often make use of piñatas that are created and maintained at the level of very strongly barricaded rather than extremely heavily barricaded. There are valid Life-Culting uses for an EHB piñata but these will be specified as such when mentioned to differentiate them from VSB piñatas.

Taking buildings

Piñatas

The most useful and most obvious way in which a life cultist can aid in taking a building is in the case of piñatas. Ruined buildings with barricade levels higher than VSB++ cannot be entered or repaired by survivors, yet, while a survivor with a fireaxe or crowbar may easily spend an entire day’s worth of AP attempting to reduce the barricades to VSB++, a zombie—owing to their much higher hit rate against barricades—can do so with a fraction of the AP expenditure. In fact, it is reasonable to assume that a zombie can reduce barricades from EHB to VSB++ with as many if not fewer AP than a survivor would use to move to the building and barricade it to VSB++. Essentially, with life cultists on hand, piñataed buildings become a pre-barricaded repairable buildings that are usually guaranteed to be zombie-free.

NTs

The most effective way to take an NT is to use combat revives to CR every zombie inside as per the Fertilize the Land Policy. The problem with this strategy is it creates death-cultists who often GK, PK, report survivor locations, or piñata nearby buildings. While the piñatas can actually be used to the benefit of survivors by an experienced life-cultist, the other issues remain a cost that must be weighed against the benefit of reclaiming the NT. Should this strategy be considered worth it. A life cultist may be of assistance in both the enacting of the combat revive strike and the preparation leading up to it.

As discussed in the Rocketeering section, a life cultist can move into a building, close the doors, be revived, and remain on the ground until needed without fear of being killed or infected. This player may then observe the situation and report it to the others participating in the strike. When the strike occurs, the life-cultist, if equipped with syringes, may rockteer and participate in the powering or combat reviving without having to move to the location. This gives them a maximum possible AP total of 49AP (50 AP -1 to stand up) to contribute to the action making them a valuable addition to the strike.

Should the cost of combat Reviving the resident zombies outweigh the benefit, a life-cultist may help to retake the NT through the process discussed in the section on softening. However, since an NT is a tall building, advanced preparation may be difficult as a wounded zombie may jump from the windows, stand, and re-enter the building to regain HP. A life cultist should therefore soften the zombies inside only slightly in the days or hours leading up to the strike and save the majority of his efforts for immediately before the building is to be taken.

Forts

Forts present a variety of problems. They are constantly ruined and fall frequently to the zombies. They are, therefore, often in need of retaking. When active, forts are plagued by constant break-ins at the gate house, PKing, and over-barricading preventing the arrival of reinforcements. Forts do not provide Necrotech syringes. The combination of these factors cause them to fall once repaired. The gate house falls frequently because it is the only entrance to the fort and the largest target in the suburb. It falls through direct action en masse by zombies and through the use of parachuting and beach-heading tactics. It falls quicker when the barricades are kept lower. Removal of zombies is difficult requiring the use of many rounds of ammo. The amount of people within attract s PKers who are not hindered by barricades set at VSB or below. PKers enter the fort, kill their targets, and leave the fort or hide in the armory. A barricade of higher than VSB prevents allies from entering the fort to provide backup transforming the struggle inside into a closed system wherein survivors experience the law of diminishing returns owing to their tactical disadvantage in hand to hand combat. A few of these problems can be corrected through life-culting.

Standard fort with survivor aid

Stage one: Tag ‘em (performed by one to two Necrotecnicians requiring a DNA extractor)


The first order of business is to know all of the zombies in the fort. This will allow those present to target each zombie individually and to know who can or cannot be combat revived should later steps call for such action. One nearby necrotechnician can accomplish this goal. He or she should then upload the data to the other participants and to any allies who may assist in later stages. If possible, this person should also attempt to dump any bodies from the fort to remove the food source of the zombies inside.


(Note: if available, this stage may be preceded or replaced by a zombieologist with an extensive contact list providing some or all of the information provided by this stage)


(Suggestion: owing to the scent trail skill, this may lead several zombies out of the fort. The necrotechnician should therefore move just far enough away from the fort for this to be an attractive option to the zombies inside but also far enough that it will make it difficult to return. After remaining in this location for 6 to 8 hours, the technician may move elsewhere to find a safe-house.)


Stage two: Send in the life cultists (performed by as many friendly zombie units as are currently available)


Equipped with the contacts provided by the technician, the life cultists enter the fort and ascertain the HP levels of the zombies inside. Ideally, there will be at least one Life cultist to each occupied building (excluding the gatehouse). They will obtain HP levels by targeting each zombie with a claw attack and observing the result. Finally, having done so, the life-cultists inside should endeavor to reduce the HP of all zombies inside to between 25 and 30, report the IDs, locations, and HP values of the zombies within their assigned area to the others, and then step outside of the fort buildings to rest. After resting and regenerating AP, the life cultists should re-enter their respective buildings and verify that the hp levels are where they left them by clawing each zombie. If they are not, repeat this step as needed. If they are, report and assist other life cultists as needed. If all zombies are at this level (excepting those in the gatehouse, proceed to stage 3.


(note: in this weakened state, other area survivors may reclaim these buildings before the next step is taken. Should this happen, report it and the plan can be adapted to accommodate this.)


Stage 3: Do your worst


During this stage, the goal is to decrease the HP of all zombies within the buildings of the fort (excepting the gatehouse to 4-12HP without killing them. If this can be accomplished in such a way that leaves the life-cultists with at least 20-30AP, proceed to stage 4. If not, rest first until the desired AP level is reached.


Stage 4: Bag ‘em


There are two options for this stage:


If survivor reinforcements are available:


If survivor reinforcements who have been furnished with the contact lists are available, alert them that the fort is ready and move to the gatehouse. The survivors will need to deliver the headshots to the zombies, repair the buildings and then dump the bodies. This will move them to the gatehouse where they will work with the life-cultists to clear all hostile zombies from the building. Once cleared of hostile zombies, The life cultists must either be revived or move to the interior of the fort to await later revive or clear out remaining zombies. The survivors within the fort will then repair the gatehouse and the fort is taken.


If survivor allies are not available:


Should the life culting group be acting alone, the life cultists will instead alert the necrotechnician who provided the DNA extraction service or a suitable stand-in to arrange in place revives. This technician or technicians re-enter the fort and revive the friendly zombies. Even if the last of these revives should result in negative AP, the building will be rendered reasonably safe by his actions. The newly revived life cultists deliver the headshots, repaire the buildings, dump the bodies, and then take retake the gatehouse.


Those wishing to remain in zombie form to assist with the maintenance of the fort, can remove to one of the outside fort locations like the exercise yard. From there they can follow the section later in this document about holding a fort.

Lockdown fort with smaller numbers

(taken from operational notes)


Combat reviving and a different approach to barricading can be used to increase the safety of a fort. The fort contains an infirmary and an armory and, excepting the opportunity to revive, can be considered as a closed system. It can only be considered as such when it is closed to outside access. An extremely Heavily Barricaded gatehouse is harder to breach. Parachuting and PKing can be controlled if access to the fort is restricted to trusted survivors. Within a closed system, revive points will not be needed as allies will be easily identifiable from enemies.


Stage 1: Clear and repair the Gatehouse

Once cleared, Participants should remain in the gatehouse for a head count. The Gatehouse must be repaired and barricaded to VSB for 1/2 hour (if participants are missing) or directly to EHB (if all participants are in sight) at least one participant should have enough AP to effect the repairs with some to spare. If possible, we must not exhaust ourselves fully on this first stage. Once the gatehouse is repaired and barricaded, we may move on to stage 2.


Stage 2: access to the interior

Free-running in a fort will take its toll on us is we do not repair another building. I suggest the Barracks as it is easy to repair. Following the same basic procedure, we should take this second building and barricade it to quite strongly barricaded. There should be no need to barricade further as ideally the zombies inside will consider it weak and move from the armory to ransack it. If that happens, it can be retaken. The operation is not likely to last long enough for this to be an issue.

While this building is repaired, move from the gatehouse to this building to avoid losing your footing. This will deposit one inside the fort but outside the buildings allowing us to move freely within. It is not necessary to reenter this building to get into the gatehouse as all movement from within the fort to the gatehouse places one inside the gatehouse.


Stage 3: Removing zombies

Once the first two stages have been accomplished, participants should try to remove other zombies from within as they are able making certain to leave a remainder of approximately 10 AP as long as they are active and dropping below this only in order to increase the barricades on the Gatehouse, respond to emergencies, or accomplish actions before retiring for the evening. Combat reviving is the preferred method of removal but other means will be at the discretion of the participant and should be suited to the situation to accomplish removal in the most efficient manner possible. There are two ways to dump bodies in a fort: outside the building (1AP) or outside of the fort (5AP). The latter, which moves you to the gatehouse, should always be used. To avoid wasted action, those who remove zombies from the interior should accomplish what they set out to do in the interior to the best of their ability before dumping bodies. Always end in the Gatehouse

(Note: the second highest concentration of zombies is in the armory, but these zombies should not be engaged unless a generator and fuel are in place. You cannot dump bodies from a dark building so any zombies killed will not be able to be removed. It should however be noted that one of the zombies in the armory is down to 2 HP)


Stage 4: Repairs

If there is an empty building, do not repair it unless (a) the fort is clear of zombies, (b) it is the last action you perform for the day and you will be able to move back to the gatehouse, or (c) our situation has become hopeless and you wish to strike for the greater good by making future repairs easier. With the exception of one building maintained for freerunning purposes, the other buildings are unessential. Even if you repair them, do not spend time barricading them as, once repaired the first time, ruining a building is far more difficult than repairing it again.


Zombies: In all stages, life culting may be employed to remove, soften, or monitor zombies inside.


Combat revive applicability

Zombies can be removed from an area faster and more easily through a combat revive. The danger in a combat revive is in that it creates parachuters. In a lock down fort, parachuters are not a substancial threat as they cannot get in.


The Piñata Fort

A specific tactic used to secure a fort for future possession in a deserted or zombie infested suburb, the Piñata Fort tactic calls for the creation of piñatas within a fort set to a specific barricade plan. The premise being that it will remain invisible from adjacent blocks, confuse the local zombies, and make it very easy to reclaim once survivors return to the area. To do this, Life Cultists have to work in teams: 1 Zombie, 1 Living. Beyond that, they can work more or less independently (for explanation of the piñata creation process, please see the “brief note on piñatas” found earlier in this document). The goal is to attain a pinataed fort that roughly matches the following template which describes Fort Perryn (for Fort Creedy, rotate the template 90 degrees counter clockwise):

VSB++|NA---|---NA

-HB+0 |-HB+0 |-HB+0

HB+0-|VSB++|HB+0-

Individual piñatas may be set in any order and can be claimed as opportunities present themselves. If the gatehouse is claimed and pinataed at VSB++, it will likely have to be rebuilt multiple times as zombies tend to remove VSB piñatas. However, while it lasts, it will serve as a one way valve, allowing zombies inside to leave but not allowing those outside to come in without removing the barricades. Some may walk out, unaware that they will not be able to get back in.

This takes a fair bit of work and several stages. The HB designation is to get zombies to consider it a true piñata and to discourage the haphazard repair of the buildings by local survivors while still making them easy to bring back into service by a life-cultist or a motivated repairer. In the event of an impending force like Big Bash or the MOB, life-cultists may elect, once the design is complete, to increase the barricades on the gatehouse to EHB++, pack any living allies into the vehicle depot (or whichever building is left VSB++), and distribute zombie life-cultists to external locations to give the fort the appearance of occupation. Consider this on par with sandbagging a house before a flood. Once the fort is ready to be reclaimed, a life-cultist needs must decrease the barricades by one level on each of the HB buildings to allow survivors to enter and repair them. It should be noted that this plan need not come to full fruition to be useful as any buildings within a fort that can be secured in such a manner will aid in the recovery of the fort as a whole.

Dark buildings

While zombies cannot dump bodies from a building or drag other zombies to the street, recent updates have given them a substantial advantage in gripping and clawing another zombie inside of a dark building. This makes softening a viable means to prepare a dark to be cleared in the absence of a spare generator or when the number of zombies inside could not be easily removed in a single strike.

Other buildings

All other buildings can be taken through the tactics discussed above (especially Softening and Trip-Wiring) with only a minimum of survivor aid.

Holding buildings

Under many circumstances, a life cultist may find it easier to receive a revive and participate as a survivor when a building needs to be held. That said, if there are enough survivors to hold the building, there are several things that a life cultist can accomplish as a zombie. In most circumstances, the most direct method to help hold a building is to remain outside with the zombies who are attempting to break in. From this vantage, a life cultist can employ the tactics of mosh-pitting and softening to weaken the zombie effort. If a zombie can be coerced into attacking the life cultist, every AP spent in such a pursuit is an A{P that is not used to break down the barricades. Organized softening of the zombies outside further ensures that, should a break-in occur, the survivors inside will have a much easier time removing the hostile zombie.

know your friends

Owing to zombie anonymity, a life cultist's primary concern is hostile contacts reserving friendly contacts for other life cultists; however, in a siege situation, friendly contacts are also valuable to prevent a life-cultist from inadvertently softening a friendly survivor who is seeking an in-place revive. Such contacts are helpful but only as space permits.

NTs (Mrh-Bombing)

because of the possibility of rot revives, NTs present another option for trans-mortals. After a life cultist helps to take the building, selective stocking beforehand and an in-place revive can turn them into an emergency fail-safe. Because of their limited need for survivor equipment, a life cultist's inventory can take almost any form. A life cultist carrying 2 generators (40 encumbrance total), 2 fuel cans (20 encumbrance total), a Toolbox (16 encumbrance), and 10 NT syringes (20 encumbrance bringing the total to 96%) could be revived in place and left on the ground as per the Dirt napping strategy. In the event of a forced entry, most zombies will immediately destroy the generator to prevent combat revives. A life cultist would then rise, install and fuel the generator, and CR the attacking zombies. In this fashion, the life cultist could remove 4 zombies, with the potential of a fifth if the generator lasts an hour and a half, while giving the other survivors inside the NT the ability to combat revive further zombies and break the siege. In the event that the siege does not break, the life cultist will often be targeted first by the attacking zombies for such a display. With an in-place revive from a friendly survivor they would then be primed to repeat the process in the next break-in (if the building lasts that long) or immediately retake it from a conquering zombie force of 4 or fewer.

Forts

Though forts are most useful to survivors, life-cultists can still scout, defend the gatehouse, and help remove hostile zombies from a fort. Life-cultists can find and soften zombies in the gatehouse or elsewhere in the fort. The life-cultist must then return to the gatehouse and signal their location to the other survivors (through forums, through satphone, through an intermediary, through zamgrh [N (north), A (south), M (east), Z (west)], through flailing gesture [vehicle depot at fort Perryn would be “a zombie gestures towards the north, a zombie gestures towards the NorthWest], or using basic zombie vocabulary customized beforehand for the occasion [for instance Graagh=the SW Storehouse, Graaaagh!=the SE storhouse, Grrrh=the vehicle depot, mrh?=the infirmary (this may also get you revived), Brnhr=any of the outside only locations, Grh=inside(outside would be assumed otherwise)]). It should be noted that, owing to the nature of barricades in a fort, a zombie inside will always have access to the gatehouse regardless of its barricade level and may enter or exit unhindered. This makes a life-cultist able to enter and report without compromising the security of the fort.

When not aiding in the removal of hostile zombies, life cultists may wish to remain in the gatehouse to observe the situation and be party to any conversation but should be wary of the fact that the presence of more than one zombie in the gatehouse will complicate the barricading process. Fortunately, forts contain open-air locations within their walls (the exercise yard for instance) in which a life-cultist may remain indefinitely when not assisting in the gatehouse or checking the barricade levels on fort buildings.

For more information on holding a fort with life-cultists and for an example of this technique in action, please see the write-up of one such endeavor performed by the D.S. R&D entitled Project Bifrost

Dark buildings

Piñatas

Safe houses
Resources
The Pinata Mall

Managing revive points

Scouting

Scent trail for life cultists

Scent death for life cultists

Decay scouting

While zombies can be most useful to check ruined buildings to see which ones are empty and ready to be repaired by their survivor allies, they are not able to see repair costs. For this reason, many a survivor has shown up to repair a ruined building only to find repair costs in excess of his current AP and have to return to his safe-house instead or go into an undefended repair-coma to accomplish the task. Thankfully, an experienced life-cultist can develop an eye for the level of decay in a building and translate that into a workable numeric estimate for the repair cost. In brief, the thickness of dust and debris, the progression of rot or rust, the purification of the walls, and the presence of flora as indicated in the building description can estimate the repair cost to with 4 to 10 AP. With a greater margin of error, a life cultist may also estimate the repair cost from outside of the building by by looking in through the open window or door. This information, when communicated to survivors, can allow them to formulate a repair or pinata plan appropriate to the situation.

Misdirection

Feeding Groan for life-cultists

Feeding Groan is a zombie skill that allows zombies to alert other zombies to the presence of survivors. When faces with one or more survivors, a zombie with this skill is given a button reading “groan,” which consumes 1AP to activate. The resulting groan and the distance from which it may be heard varies in magnitude depending on the number of survivors present. As of the most recent update, the location of the most recent groan heard by a zombie will be displayed on their screen with a message indicating that they are “drawn” to this location (also displayed here may be the location of the last survivor who acted upon that zombie) For life-cultists, feeding groan has both obvious and subtle uses.

To select targets for local zombies

Just as the average zombie uses this skill, a life cultist presented with a living enemy (such as an area PKer) may groan at them to prompt other zombies to dispose of the target. This works in the interest of the area zombies in that they get a mean out of the arrangement and in the interest of the survivors in that the zombies dispose of a threat.

To divert zombies from a target

A life-cultist working in conjunction with area survivors can use feeding groan as a means of distraction to lure zombies away from targeted buildings or to simply expend AP. A survivor needs to arrange a rendezvous with a life cultist in the building to which they want to lure zombies. The life-cultist then groans at the survivor and the survivor leaves. This will draw nearby zombies to an empty location and supersede the previous groan on their screens, allowing the survivor they were tracking to escape or overriding groans directing them to legitimately occupied buildings. Additionally, survivors can barricade the diversionary building making it harder for zombies to determine that it is empty. AP spent in this manner is advantageous to survivors as it is traded at a rate of 4 to one as discussed in the barricades section of this document.

magnification

The groans used in these tactics are louder if more survivors are present; therefore, if a single zombie works with 2 or more survivors, the groan carries farther and is more effective. Also, groans emitted by a member of one’s group are displayed as “a familiar groan” when they are heard. If a life-cultist is working in an area occupied by an established zombie group, it may be worth their while to temporarily change their group tag to match that of their opponents so that the groans will register as familiar to them and thereby gain more credibility.

Bounty Hunting

Suggested Skills

Supplementary Material

ZAMGRH Life-cultist phrase-book

B!gbra!n –(adjective) Intelligent/ informed/ smart

B!gbra!n-man –(noun) Expert

Bag-man zg!zz -(noun) Medicine

Bahznarb z!ng -(noun) chemical

Bang bang zg!zz –(noun) Marksmanship

Barhah-man –(noun) Death Cultist

Barhah-man agzang –(verb) to practice Death Culting

Barhahznarb –(verb) to scent death

Bra!n Z!ng –(noun) scientific instrument

Bra!ngab-agzang –(verb) to research

Bra!ngrab-agzang –(verb) to teach

Bra!n-man –(noun) Professor/Scientist

Bra!n-man zg!zz –(noun) Science/Education

Brazzarh-zmazharh –(noun) Zker/Pker

M!zz –(verb) to miss

M!zz-(noun) a title of address used for an unmarried female

M!zzah –(noun) a title of address used for a male

Maag Na-ahnna naz!ng –(verb) to create/ invent/ make from scratch.

Maam – (noun) a formal title of address used for a female

Mangang –(verb) to protect

Mangang mrh –(verb) to protect life

Mangang z!ngz –(verb) to protect property

Mrh-man zg!zz –(noun) Rot Science

Mrh-zambah –(noun) Life Cultist

Mrh-Zambah agzang –(verb) to practice Life Culting

Mrz –(noun) a title of address used for a married female

NaB!g-Z -(verb) magnify

NaB!g-Z z!ng –(noun) microscope

Nabarn-barn –(noun) Piñata

Z!rrah –(noun) a formal title of address used for a male

Znarb –(verb) to smell