User:A Helpful Little Gnome/GC1: Difference between revisions

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m (o not, you know)
m (Slightly inaccurate. SA2 is a field.)
 
(6 intermediate revisions by the same user not shown)
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<div style="position: absolute; left:760px; top:240px;color: #BBCCBB; font-size:105%; margin-top:20px;">
{| align=left style="color:#BBCCBB" cellspacing="0" cellpadding="0" width=300px
|-
|style="background:#556655;padding:4px;color:#FF9999;border:solid 2px #445544;border-top:none;font-size:110%" | '''Notes'''
|-
| style="background:#667766;padding:6px;padding-top:2px" | Location affects supplies substantially. If there is a relatively inexhaustible source of food, water, or ammo, levels will be treated as full (whether or not the group is carrying a "full load").
----
Physical and mental is fluff that measures qualities arbitrarily and without point. You can point to these traits and think about how precisely bad or good (probably bad) the group is in a particular area.
*Z Threat refers to the general threat zombies may pose. Zombie numbers, and whether or not they know where your group is and how to get to you, are factors. 
*S Threat Z Threat refers to the general threat survivors may pose. Survivor numbers, strength, armament, and whether or not they know where your group is and how to get to you, are factors.
Neither Z Threat nor S Threat are sensitive to temporary or small fluctuations in threat. It's a more general, long-term factor. Also, it's on a 1-10 scale. 10 is highest, 1 is lowest. 0 doesn't exist.
----
Inclination refers to how each group member views you, favourably or unfavourably.
----
The percentages next to your group member's name is their health and wellbeing. You can allocate their own resources to help those in need, or not. Such actions will either be temporary and therefore irrelevant, or permanent and therefore unavoidable.
----
Inventories are not exhaustive.
|}
</div>
{{:User:A Helpful Little Gnome/Sandbox46|Group Condition}}
{{:User:A Helpful Little Gnome/Sandbox46|Group Condition}}
{| style="background:#556655;border:solid 3px #445544;padding:5px" width=auto
{| style="background:#556655;border:solid 3px #445544;padding:5px" width=auto
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| style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Size || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Location || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Mobility
| style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Size || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Location || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Mobility
|-
|-
| 9 ([[User:A Helpful Little Gnome/SA2|{{UDLink|-1}}]], [[User:A Helpful Little Gnome/Profile2|{{UDLink|+1}}]]) || Secure || Very Good
| 9 ([[User:A Helpful Little Gnome/SA-2|{{UDLink|-1}}]], [[User:A Helpful Little Gnome/Profile3|{{UDLink|+1}}]]) || Secure || Very Good
|}
|}
|-
|-
Line 113: Line 86:
| style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Antagonism || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Cohesion || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Reasoning
| style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Antagonism || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Cohesion || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Reasoning
|-
|-
| Low || Good || Measured
| Low || Good || Good
|-
|-
| style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Leadership || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Adaptability || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Direction
| style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Leadership || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Adaptability || style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="75px" | Direction
|-
|-
| Ross || Low || Murky
| Ross || Low || Murky
|}
|-
|
{| style="background:#667766;padding:3px;color:#BBCCBB" width=269px
|-
| style="background:#445544;color:#FF9999;padding:5px;font-size:125%" colspan="3"| Notes
|-
| style="background:#667766;padding:6px;padding-top:2px" | Location affects supplies substantially. If there is a relatively inexhaustible source of food, water, or ammo, levels will be treated as full (whether or not the group is carrying a "full load").
----
Physical and mental is fluff that measures qualities arbitrarily and without point. You can point to these traits and think about how precisely bad or good (probably bad) the group is in a particular area.
*Z Threat refers to the general threat zombies may pose. Zombie numbers, and whether or not they know where your group is and how to get to you, are factors. 
*S Threat refers to the general threat survivors may pose. Survivor numbers, strength, armament, and whether or not they know where your group is and how to get to you, are factors.
Neither Z Threat nor S Threat are sensitive to temporary or small fluctuations in threat. It's a more general, long-term factor. Also, it's on a 1-10 scale. 10 is highest, 1 is lowest. 0 doesn't exist.
----
Inclination refers to how each group member views you, favourably or unfavourably.
----
The percentages next to your group member's name is their health and wellbeing. You can allocate their own resources to help those in need, or not. Such actions will either be temporary and therefore irrelevant, or permanent and therefore unavoidable.
----
Inventories are not exhaustive.
|}
|}
|}
|}
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|-
|-
|
|
{| style="background:#667766;padding:3px" width=420px
{| style="background:#667766;padding:3px" width=560px rowspan="2"
|-
|-
| style="background:#445544;color:#FF9999;padding:5px;font-size:125%" colspan="2" width="400px"| Alive
| style="background:#445544;color:#FF9999;padding:5px;font-size:125%" colspan="2" | Alive
|-
|-
| style="background:green;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 90% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Ross2|{{UDLink|Ross}}]]
| style="background:green;color:#BBCCBB;padding:5px;font-size:110%" width="15px" | 90% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="410px"| [[User:A Helpful Little Gnome/Ross2|{{UDLink|Ross}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': sub machine gun, hunting knife, hook-pick, binoculars, radio, unlabelled pill bottle with pills, toothpicks, cigarette<br>'''Inclination''': very good<br>'''Wellbeing''': unknown
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': very good<br>'''Wellbeing''': unknown<br>'''Inventory''': 64% encumbered<br>{{UDAction2|sub machine gun|(30)}} {{UDAction2|hunting knife}} {{UDAction2|hook-pick}} {{UDAction2|binoculars}} {{UDAction3|radio|(28.63 MHz)}} {{UDAction3|unlabelled pill bottle|(pills)}} {{UDAction2|toothpicks}} {{UDAction2|cigarette}} {{UDAction2|small bag}}
|-
|-
| style="background:green;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 90% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Izzy2|{{UDLink|Izzy}}]]
| style="background:green;color:#BBCCBB;padding:5px;font-size:110%" width="15px" | 90% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Izzy2|{{UDLink|Izzy}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': revolver, matches, radio, medium bag (inside: hammer, nails, rope, stored food, papers and books, assorted items)<br>'''Inclination''': fair<br>'''Wellbeing''': irritated
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': fair<br>'''Wellbeing''': irritated<br>'''Inventory''': 82% encumbered<br>{{UDAction3|revolver|(6)}} {{UDAction3|matches|(9)}} {{UDAction3|radio|(28.63 MHz)}} {{UDAction2|needle and thread}} {{UDAction2|knife}} {{UDAction3|medium bag|(hammer, nails, rope, stored food, papers and books, assorted items)}}
|-
|-
| style="background:green;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 90% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Jen2|{{UDLink|Jen}}]]
| style="background:green;color:#BBCCBB;padding:5px;font-size:110%" width="15px" | 90% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Jen2|{{UDLink|Jen}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': aluminium baseball bat, pistol, medium bag (inside: canned food, radio, reference book, first-aid-kit, assorted items, e.g. cotton swab, gauze, surgical staples) <br>'''Inclination''': very good<br>'''Wellbeing''': good enough
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': very good<br>'''Wellbeing''': good enough<br>'''Inventory''': 80% encumbered<br>{{UDAction2|aluminium baseball bat}} {{UDAction3|pistol|(15)}} {{UDAction2|scalpel}} {{UDAction3|radio|(28.63 MHz)}}{{UDAction3|medium bag|(canned food, reference book, first-aid kit, therapeutic drugs)}}
|-
|-
| style="background:green;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 90% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Tam2|{{UDLink|Tammy}}]]
| style="background:green;color:#BBCCBB;padding:5px;font-size:110%" width="15px" | 90% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Tam2|{{UDLink|Tammy}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': teddy bear, sawed-off shotgun, hatchet, small bag (inside: ammunition, radio) <br>'''Inclination''': very good<br>'''Wellbeing''': wonderful
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': very good<br>'''Wellbeing''': wonderful<br>'''Inventory''': 24% encumbered<br>{{UDAction2|teddy bear}} {{UDAction3|sawed-off shotgun|(2)}} {{UDAction2|hatchet}} {{UDAction3|small bag|(ammunition, radio)}}
|-
|-
| style="background:#9D8442;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 50% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/DDR2|{{UDLink|Doug}}]]
| style="background:#9D8442;color:#BBCCBB;padding:5px;font-size:110%" width="15px" | 50% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/DDR2|{{UDLink|Doug}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': rifle, improvised spiked club, radio, loose ammo, duct tape, tissue paper<br>'''Inclination''': good<br>'''Wellbeing''': could be better
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': good<br>'''Wellbeing''': could be better<br>'''Inventory''': 40% encumbered<br>{{UDAction3|rifle|(20)}} {{UDAction2|improvised spiked club}} {{UDAction3|radio|(28.63 MHz)}} {{UDAction2|loose ammo}} {{UDAction2|duct tape}} {{UDAction2|tissue paper}} {{UDAction2|used bandages}} {{UDAction2|string}}
|-
|-
| style="background:olivedrab;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 85% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Aichon2|{{UDLink|Franklin Aichon}}]]
| style="background:olivedrab;color:#BBCCBB;padding:5px;font-size:110%" width="15px" | 85% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Aichon2|{{UDLink|Franklin Aichon}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': assault rifle, meat cleaver, photo (in pocket), medium bag (inside: filled with stored food, a pencil, clipboard (no paper), radio, spare gloves)<br>'''Inclination''': good<br>'''Wellbeing''': good
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': good<br>'''Wellbeing''': good <br>'''Inventory''': 72% encumbered<br>{{UDAction3|assault rifle|(50)}} {{UDAction2|meat cleaver}} {{UDAction3|photo|(in pocket)}} {{UDAction2|keys}} {{UDAction2|small notebook}} {{UDAction3|medium bag|(packaged food, a pencil, clipboard (no paper), radio, spare gloves)}}
|-
|-
| style="background:olivedrab;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 80% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Yon2|{{UDLink|Yon}}]]
| style="background:olivedrab;color:#BBCCBB;padding:5px;font-size:110%" width="15px" | 80% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Yon2|{{UDLink|Yon}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': assault rifle, large bludgeoning weapon, radio, wirecutters, striped tie, large bag (inside: water (lining impermeable to water), funnel apparatus)<br>'''Inclination''': good<br>'''Wellbeing''': oscillating
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': good<br>'''Wellbeing''': oscillating<br>'''Inventory''': 86% encumbered<br>{{UDAction3|assault rifle|(30)}} {{UDAction2|large bludgeoning weapon}} {{UDAction3|radio|(28.63 MHz)}} {{UDAction3|wirecutters|(useless)}} {{UDAction2|striped tie}} {{UDAction3|large bag|(water, funnel apparatus)}}
|-
|-
| style="background:olive;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 75% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/RHO2|{{UDLink|Reginald Hawkart}}]]
| style="background:olive;color:#BBCCBB;padding:5px;font-size:110%" width="15px" | 75% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/RHO2|{{UDLink|Reginald Hawkart}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': scoped rifle, hand saw, rope, small bag (inside: radio, batteries, stored food) <br>'''Inclination''': mostly indifferent<br>'''Wellbeing''': alright
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': mostly indifferent<br>'''Wellbeing''': alright<br>'''Inventory''': 60% encumbered<br>{{UDAction3|scoped rifle|(5)}} {{UDAction2|hand saw}} {{UDAction3|climbing rope|(50m)}} {{UDAction2|hand pick}} {{UDAction3|small bag|(radio, batteries, packaged food)}}
|-
|-
| style="background:olivedrab;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 85% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Karek2|{{UDLink|Karke Mardul}}]]
| style="background:olivedrab;color:#BBCCBB;padding:5px;font-size:110%" width="20px" | 85% || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Karek2|{{UDLink|Karke Mardul}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inventory''': crowbar, pistol, loose ammo, large bag (inside: water (lining impermeable to water), funnel apparatus)<br>'''Inclination''': mostly indifferent<br>'''Wellbeing''': frazzled but fine
| || style="background:none;color:#BBCCBB;padding:5px" | '''Inclination''': mostly indifferent<br>'''Wellbeing''': frazzled but fine<br>'''Inventory''': 88% encumbered<br>{{UDAction2|crowbar}} {{UDAction3|pistol|(18)}} {{UDAction2|loose ammo}} {{UDAction2|lock and key}} {{UDAction3|shredded paper|(in pockets)}} {{UDAction2|morphine}} {{UDAction2|ripped tarp}} {{UDAction3|fuel can|(has a hole)}} {{UDAction3|radio|(25.98 MHz)}} {{UDAction3|large bag|(water, funnel apparatus)}}
|}
|}
|-
|-
|
|
{| style="background:#667766;padding:3px"  
{| style="background:#667766;padding:3px" width="560px"
|-
|-
| style="background:#445544;color:#FF9999;padding:5px;font-size:125%" colspan="2" width="400px" | Dead
| style="background:#445544;color:#FF9999;padding:5px;font-size:125%" colspan="2" | Dead
|-
|-
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="20px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Totes2|{{UDLink|Totes}}]]
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="15px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="410px"| [[User:A Helpful Little Gnome/Totes2|{{UDLink|Totes}}]]
|-
|-
| ||style="background:none;color:#BBCCBB;padding:5px" | Place: the Portman Building<br>Cause: something from inside Volker<br>Body: probably not coming back
| ||style="background:none;color:#BBCCBB;padding:5px" | Totes was attacked by a creature living within Volker. She may or may not have had her brain destroyed, and the physiology of the creature is not understood. So whether she will come back as a zombie or not is indeterminable.
|-
|-
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="20px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Mis2|{{UDLink|Volker}}]]
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="15px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Mis2|{{UDLink|Volker}}]]
|-
|-
| ||style="background:none;color:#BBCCBB;padding:5px" | Place: the Portman Building<br>Cause: something from inside Voilker<br>Body: gorged, might be intact enough to come back
| ||style="background:none;color:#BBCCBB;padding:5px" | Volker was ripped open by some creature living within him. Nothing destroyed his brain, and the physiology of the creature is not understood. So whether he will come back as a zombie or not is indeterminable
|-
|-
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="20px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Axel2|{{UDLink|Axel}}]]
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="15px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Axel2|{{UDLink|Axel}}]]
|-
|-
| ||style="background:none;color:#BBCCBB;padding:5px" | Place: Black Bridge<br>Cause: zombies got him<br>Body: very likely zombified
| ||style="background:none;color:#BBCCBB;padding:5px" | Axel died to zombies on Black Bridge. Nothing destroyed his brain, so it's likely he will come back as a zombie.
|-
|-
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="20px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Shadok2|{{UDLink|Dr. Shadok}}]]
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="15px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/Shadok3|{{UDLink|Dr. Shadok}}]]
|-
|-
| ||style="background:none;color:#BBCCBB;padding:5px" | Place: Caiger Mall<br>Cause: mutated zombie got him<br>Body: headshotted
| ||style="background:none;color:#BBCCBB;padding:5px" | Dr. Shadok died in Caiger Mall to that mutated zombie monster. You headshot him, so it's impossible he will come back as a zombie.
|-
|-
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="20px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/732|{{UDLink|Nirras 73}}]]
| style="background:dimgray;color:#FF9999;padding:5px;font-size:110%" width="20px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/732|{{UDLink|Nirras 73}}]]
|-
|-
| ||style="background:none;color:#BBCCBB;padding:5px" | Place: Caiger Mall<br>Cause: mutated zombie got him<br>Body: decapitated
| ||style="background:none;color:#BBCCBB;padding:5px" | Nirras died in Caiger Mall to that mutated zombie monster. He lost his head, so it's impossible he will come back as a zombie.
|}
|}
|-
|-
|
|
{| style="background:#667766;padding:3px"  
{| style="background:#667766;padding:3px" width="560px"
|-
|-
| style="background:#445544;color:#FF9999;padding:5px;font-size:125%" colspan="2" width="400px" | Unknown
| style="background:#445544;color:#FF9999;padding:5px;font-size:125%" colspan="2" | Unknown
|-
|-
| style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="20px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="330px"| [[User:A Helpful Little Gnome/SA2|{{UDLink|Sam Alberti}}]]
| style="background:#556655;color:#FF9999;padding:5px;font-size:110%" width="20px" | &nbsp;&nbsp;&nbsp; || style="background:none;color:#FF9999;padding:5px;font-size:110%" width="410px"| [[User:A Helpful Little Gnome/SA-2|{{UDLink|Sam Alberti}}]]
|-
|-
| || style="background:none;color:#BBCCBB;padding:5px" | Last Seen: Pridmore Way School<br>Whereabouts: near, maybe lost, maybe stuck<br>Chances: likely to survive
| || style="background:none;color:#BBCCBB;padding:5px" | Sam was last seen at Pridmore Way School, when he went out to look for you. He has not been seen since. It is likely that he did not go far, and it's reasonable to assume he can get back. It is likely that he will survive.
|}
|}
|}
|}
<br style='clear: both' />
<br style='clear: both' />
|}
|}

Latest revision as of 23:41, 10 February 2013

Group Condition
Overall
Supplies
Food Water Equipment
90% 100% 65%
Physical
Health Z Threat S Threat
Good 3 6
Size Location Mobility
9 (-1, +1) Secure Very Good
Mental
Morality Morale Trust
Impoverished High Conditional
Antagonism Cohesion Reasoning
Low Good Good
Leadership Adaptability Direction
Ross Low Murky
Notes
Location affects supplies substantially. If there is a relatively inexhaustible source of food, water, or ammo, levels will be treated as full (whether or not the group is carrying a "full load").

Physical and mental is fluff that measures qualities arbitrarily and without point. You can point to these traits and think about how precisely bad or good (probably bad) the group is in a particular area.

  • Z Threat refers to the general threat zombies may pose. Zombie numbers, and whether or not they know where your group is and how to get to you, are factors.
  • S Threat refers to the general threat survivors may pose. Survivor numbers, strength, armament, and whether or not they know where your group is and how to get to you, are factors.

Neither Z Threat nor S Threat are sensitive to temporary or small fluctuations in threat. It's a more general, long-term factor. Also, it's on a 1-10 scale. 10 is highest, 1 is lowest. 0 doesn't exist.


Inclination refers to how each group member views you, favourably or unfavourably.


The percentages next to your group member's name is their health and wellbeing. You can allocate their own resources to help those in need, or not. Such actions will either be temporary and therefore irrelevant, or permanent and therefore unavoidable.


Inventories are not exhaustive.

Individually
Alive
90% Ross
Inclination: very good
Wellbeing: unknown
Inventory: 64% encumbered
sub machine gun hunting knife hook-pick binoculars radio (28.63 MHz) unlabelled pill bottle (pills) toothpicks cigarette small bag
90% Izzy
Inclination: fair
Wellbeing: irritated
Inventory: 82% encumbered
revolver (6) matches (9) radio (28.63 MHz) needle and thread knife medium bag (hammer, nails, rope, stored food, papers and books, assorted items)
90% Jen
Inclination: very good
Wellbeing: good enough
Inventory: 80% encumbered
aluminium baseball bat pistol (15) scalpel radio (28.63 MHz)medium bag (canned food, reference book, first-aid kit, therapeutic drugs)
90% Tammy
Inclination: very good
Wellbeing: wonderful
Inventory: 24% encumbered
teddy bear sawed-off shotgun (2) hatchet small bag (ammunition, radio)
50% Doug
Inclination: good
Wellbeing: could be better
Inventory: 40% encumbered
rifle (20) improvised spiked club radio (28.63 MHz) loose ammo duct tape tissue paper used bandages string
85% Franklin Aichon
Inclination: good
Wellbeing: good
Inventory: 72% encumbered
assault rifle (50) meat cleaver photo (in pocket) keys small notebook medium bag (packaged food, a pencil, clipboard (no paper), radio, spare gloves)
80% Yon
Inclination: good
Wellbeing: oscillating
Inventory: 86% encumbered
assault rifle (30) large bludgeoning weapon radio (28.63 MHz) wirecutters (useless) striped tie large bag (water, funnel apparatus)
75% Reginald Hawkart
Inclination: mostly indifferent
Wellbeing: alright
Inventory: 60% encumbered
scoped rifle (5) hand saw climbing rope (50m) hand pick small bag (radio, batteries, packaged food)
85% Karke Mardul
Inclination: mostly indifferent
Wellbeing: frazzled but fine
Inventory: 88% encumbered
crowbar pistol (18) loose ammo lock and key shredded paper (in pockets) morphine ripped tarp fuel can (has a hole) radio (25.98 MHz) large bag (water, funnel apparatus)
Dead
    Totes
Totes was attacked by a creature living within Volker. She may or may not have had her brain destroyed, and the physiology of the creature is not understood. So whether she will come back as a zombie or not is indeterminable.
    Volker
Volker was ripped open by some creature living within him. Nothing destroyed his brain, and the physiology of the creature is not understood. So whether he will come back as a zombie or not is indeterminable
    Axel
Axel died to zombies on Black Bridge. Nothing destroyed his brain, so it's likely he will come back as a zombie.
    Dr. Shadok
Dr. Shadok died in Caiger Mall to that mutated zombie monster. You headshot him, so it's impossible he will come back as a zombie.
    Nirras 73
Nirras died in Caiger Mall to that mutated zombie monster. He lost his head, so it's impossible he will come back as a zombie.
Unknown
    Sam Alberti
Sam was last seen at Pridmore Way School, when he went out to look for you. He has not been seen since. It is likely that he did not go far, and it's reasonable to assume he can get back. It is likely that he will survive.