Zombie Game: Data Dump

"Time to get some shit done."

- Chris Discussing "everything" needing to have work done on it.

Everything written here is a brainstorm. Contribution is restricted to Admin.

Discussion Notes

 * Define how fight or flight will work in game.
 * Develop Leveling system
 * Perks
 * Talent Trees
 * Weapon Perks
 * Level Up System
 * Level Cap if any
 * Develop Model RPG system
 * Further Develop in Depth Story Line
 * Develop Factions
 * Develop Inter-faction Relations
 * Develop Enemy Interactions


 * This Fight or Flight response primes the body for violent muscular motion and controls the acquisition of threats along with the perception of your environment. This "Fear" response triggers several functions in your body to occur in quick succession allowing for adaptation to the stress-er. Accelerated breathing and heartbeat, Inhibition of Digestion, Liberation of metabolic energy, Hearing Loss, Tunnel Vision, Increased Spinal reflexes and Piloerection.


 * Others have more exotic self-protection methods. Some species of fish change color swiftly, to camouflage themselves. Thus, flight can be disappearing to another location or just disappearing in place. And often both fight and flight are combined in a given situation. The individual can either fight or flee against something that is threatening, such as a hungry lion, or fight for or fly towards something that is needed, such as the safety of the shore from a raging river.
 * A threat from another animal does not always result in immediate fight or flight. There may be a period of heightened awareness, during which each animal interprets behavioral signals from the other. Signs such as paling, piloerection, immobility, sounds, and body language communicate the status and intentions of each animal. There may be a sort of negotiation, after which fight or flight may ensue.
 * In the human fight or flight response in prehistoric times, fight was manifested in aggressive, combative behavior and flight was manifested by fleeing potentially threatening situations, such as being confronted by a predator. In current times, these responses persist, the fight response may be manifested in angry, argumentative behavior, and the flight response may be manifested through social withdrawal, or substance abuse.
 * Males and females tend to deal with stressful situations differently. Males are more likely to respond to an emergency situation with aggression (fight), while females are more likely to flee (flight), 'tend and befriend' During stressful times, a mother is especially likely to show protective responses toward her offspring and affiliate with others for shared social responses to threat.
 * Prolonged stress responses may result in chronic suppression of the immune system, leaving the body open to infections. However, there is a short boost of the immune system shortly after the fight or flight response has been activated. This may have filled an ancient need to fight the infections in a wound that one may have received during interaction with a predator.
 * Stress responses are sometimes a result of mental disorders such as PTSD, in which the individual shows a stress response when remembering a past trauma, and panic disorder, in which the stress response is activated by the catastrophic misinterpretations of bodily sensations.


 * Main Trait:
 * Defines the characters gut reaction to stimuli of the outside world which determines if the character is more prone to run from danger or turn to fight. This Fight or Flight response primes the body for violent muscular motion and controls the acquisition of threats along with the perception of your environment.
 * Description:
 * Provides a physical Description.
 * Characteristics:
 * Describes their mental prowess and any other special qualities often unique.
 * Traits: Feats Specific to starting characters, this defines their special abilities.
 * Starting Equipment:
 * Equipment they get by default, along with starting money and ammunition.

Player

 * Talent Trees
 * Leveling Perks
 * Bonus Perks
 * Attributes
 * What are we going with here
 * Backstory
 * How back story effects game

Weapon Leveling
How do we want to determine when a weapon levels?


 * Ballistic
 * Level 0: The Weapon feels clumsy and unresponsive to your touch, but you sense great potential.
 * Level 1:
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 * Level 5: You get the feel of the Grip, your recoil is reduced.
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 * Level 10: You adjust the Sight, your accuracy is improved.
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 * Level 15: You get the feel for the trigger, your fire rate improves.
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 * Level 20: You know the feeling of cocking like the palm of your hand, your reload time is reduced.
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 * Level 25: Your weapon is yours and has been customized by the wear and tear of battle, your weapon repair necessity is greatly reduced.
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 * Level 30: You have become a master with your weapon, and it responds to your slightest wish with ease, fear is no longer a factor with this weapon loaded in your hands.

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Nanotech
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Classes
Gamer "Zombie Apocalypse? Piece of Cake! I beat "Mile High Club" on Veteran."

- Gamer Quote

Careerist "You mean I get to Quit my Job and Fight Zombies? Sweet!"
 * Main Trait: Active Ability to Choose Fight or Flight Response.
 * Description:
 * Characteristics:
 * Traits:
 * Starting Equipment: A Backpack, Emergency Survival Gear, Hooded Sweatshirt and some High Quality Headphones.

- Careerist Quote

Student "Damned It! I was right in the Middle of Studying, Might as well take a break and save the world."
 * Main Trait: Unaffected by Flight or Fight Response + Bonus Starting Equipment.
 * Description:
 * Characteristics:
 * Traits:
 * Starting Equipment: Cloths, a Lot of Cash, a Credit Card.

- Student Quote

Free-Runner "I could outrun any one of those walking corpses."
 * Main Trait: Flight Response Increased
 * Description:
 * Characteristics:
 * Traits:
 * Starting Equipment:

- Free-Runner Quote

ROTC "I trained to Hit Center Mass, At least now I get to Practice My Headshots."
 * Main Trait: Flight Response Increased
 * Description:
 * Characteristics:
 * Traits:
 * Starting Equipment:

- ROTC Quote

Athlete "I'll never make it into the Olympics without making some heads roll"
 * Main Trait: Fight Response Increased
 * Description:
 * Characteristics:
 * Traits:
 * Starting Equipment:

- Athlete Quote


 * Main Trait: Fight Response Increased
 * Description:
 * Characteristics:
 * Traits:
 * Starting Equipment:

Systems
Note: The importance of being able to jump sideways.
 * Damage System
 * Health System
 * Armor System
 * Dialogue System
 * Fear Meter System
 * Faction Allegiance System
 * Faction Interactions
 * Hardcore Mode

Karma System
Karma is spread amongst the various factions you encounter. Karma is not shared between factions (ie, Good standing with Woodcutters does not mean a good standing with the military). Karma is raised by helping factions during missions or just while exploring. Karma is dropped by killing faction members or sabotaging factions. Stealth kills, or kills with no witnesses does not affect karma. Killing groups of five or more will still lower karma. You can't hide that kind of bloodshed. Kills inside hideout affect karma regardless and also immediately discovered.

Levels of karma

 * Savior
 * As a savior, faction members go out of their way to help you. Faction members might sacrifice themselves to ensure your survival.
 * Good-standing
 * Can meet with leadership. Access to basic supplies. Can recruit member to aid you.
 * Okay
 * Reduced cost for trading. Allow you into more sensitive areas of hideouts.
 * Neutral
 * Faction members treat you like any other survivor, don't like weapons drawn. Can't wield weapons in hideouts, but can remain in backpack.
 * Peeved
 * Spew crass words at you, but put up with your presence. Take weapons from you while in hideouts.
 * Bad-standing
 * Banned from hideouts. Weapons are drawn on you. Will open fire if provoked.
 * Nemesis
 * When you are the nemesis to a faction, you start to hear the voices of the people you've killed in said faction. This increases your Fear while it happens. If psychologically unstable, you might see visions of said people. Fear increases if so. Faction members go out of their way to kill you, even attacking your safehouses in their territory.

Achievements
McKnight Treatment
 * Description: Sever 3 limbs at once from any enemy and have them survive.
 * Reward: Unlock Perk - Amputation

Have a Nice Trip
 * Description: Sever both feet or legs from a single enemy and have them survive.
 * Reward: Unlock Perk - Trip

Perks
Only The Weak Need Sleep
 * Description: After many long nights of slaving away with "Lit Analysis" you have gained the ability to ignore your exhaustion altogether.
 * Characteristics: Your Exhaustion no longer effects your agility or endurance. You are now only required to sleep once every three days.
 * Downside: You Drop Asleep (Regardless of Location) if you Don't sleep for more than three days.

Amputation
 * Description: You have seen someone survive the impossible, and seeing that have learned how to make that impossibility never occur again. Now you remove ALL THE LIMBS.
 * Characteristics: The Damage inflicted by severing limbs is greatly increased.
 * Downside:

Trip
 * Description: Instead of having to remove those pesky limbs you can now disable both legs for a limited time.
 * Characteristics: You can preform a trip even with a low stopping power weapon.
 * Downside:

Main Characters
Maximus Nathaniel Phyllion III General Maximus Nathaniel Phyllion II Jeremy Krosser Danielle Demiwood Professor Straum George Bartholomew Jordan Friedwright
 * Faction: Main Character
 * Description:
 * Characteristics:
 * Basic Traits:
 * Basic Equipment:
 * Faction: Military - Leader
 * Description:
 * Characteristics:
 * Basic Traits:
 * Basic Equipment:
 * Faction: Follower
 * Description:
 * Characteristics:
 * Basic Traits:
 * Basic Equipment:
 * Faction: Church - Follower
 * Description:
 * Characteristics:
 * Basic Traits:
 * Basic Equipment:
 * Faction: Serpentine Society Science - Leader
 * Description:
 * Characteristics:
 * Basic Traits:
 * Basic Equipment:
 * Faction
 * Description:
 * Characteristics:
 * Basic Traits:
 * Basic Equipment:
 * Faction
 * Description:
 * Characteristics:
 * Basic Traits:
 * Basic Equipment:

Main Story Line Missions

 * Meeting a Hobo
 * Description: Meeting an Afghanistan War Vet
 * Breaking and Entering
 * Description: Stealing a Crossbow
 * Finding a Safe Place to Hide
 * Description: Making your First Safe House
 * Roommates?
 * Save your first Survivor
 * Communication Blackout
 * Get a message out Via Radio

Secondary Missions
To Hell With The Noise Building Seven Straw Man Ad Hominum Pro Hominum
 * Quote:
 * Description: Pacify The School, By Any Means Necessary
 * Characteristics: Create a Safe Zone to Provide Extraction
 * Mission Parameters: Do not use Stealth
 * Bonus Parameters: Don't Destroy any Buildings
 * Reward:
 * Bonus Reward:
 * Quote:
 * Description: Find and Eliminate the Serpentine Society "Processing" Center
 * Characteristics: Destroy the Building Used for Human Testing
 * Mission Parameters: Kill Everyone Infected, Deal with the Rest
 * Bonus Parameters: Free All of the Survivors
 * Reward:
 * Bonus Reward:
 * Quote:
 * Description: Find and Eliminate the Serpentine Society Leader
 * Characteristics: Assassinate the Leader of the Serpentine Society, Cut Off Its Head.
 * Mission Parameters: Kill the Professor
 * Bonus Parameters: Cut Off His Head
 * Reward:
 * Bonus Reward:
 * Quote:
 * Description: Find and Eliminate the Church Leader
 * Characteristics: Assassinate the Leader of the Church, Destroying its Leadership
 * Mission Parameters: Mission must be Completed in 3 Days
 * Bonus Parameters: Make him Rise from the Dead - Undead
 * Reward:
 * Bonus Reward:
 * Quote:
 * Description: Find and Eliminate the Military Leader
 * Characteristics: Assassinate the General, So Your Father Can Take Control
 * Mission Parameters: Don't Be seen
 * Bonus Parameters: Stab Him In The Back
 * Reward:
 * Bonus Reward:

Undocumented Missions
A Clan of Your Own "Being A Lone Wolf is Fine When You Are Just Trying To Survive. However, Going On The Offensive Requires Allies"

- Hobo Discussing Tactics with Alpha Character


 * Description: Find and Save All Your Friends From School.
 * Characteristics: Undocumented Quest. The Only hints are directly through Hobo's Actions.
 * Reward: Unlocks a New Safe-house on Campus Fully Stocked, Includes a Work Station, Armory, and Health-bay.

The Sniper's Nest "The Best Nests are Never Found, Look Around and Its Obvious Why."

- Hobo Discussing Tactics with Alpha Character.


 * Description: Find the Snipers Nest.
 * Characteristics: Undocumented Quest. The Only hints are directly through Hobo's Actions.
 * Reward: 50 Needle Rounds, The Unique Version of the Needle Rifle "Raptor".

Stores
The Shop Description: The local game shop. Trading Cards, collectibles, and board games. Also dice, lots and lots of dice.
 * Characteristics: Glass walls at one corner make this building poorly defensible. It is however easily scavenged for goodies. A careful search may reveal hidden potential. Potential home for the Otaku Clan.
 * Notable Characters:
 * Georgina: Friendly shop owner, offers 3D printing for a price, and always closes the deal.
 * Notable Loot: Sepheroth's Sword, D20-Bomb, food and drink.

The Store
 * Description: Generic Grocery Store with a terrible name.
 * Characteristics: Poorly Constructed, Cheaply made, Good source of worthless junk. Also snacks and basic medical supplies, mostly still junk.
 * Notable Characters:
 * Jawari Al-Quahrahibi: Speaks broken English, but always seems to know exactly what you want, and he always knows a guy.
 * Notable Loot: Jawari'Ex-lax

Restaurants
Munchies
 * Description: Once a favored destination for hungry students, now it's a buffet for the undead as survivors cower inside.
 * Characteristics: Underground, can be barricaded easily. What's not easy is trying to get back out.
 * Notable Characters:
 * Rose: A waitress at Munchies. Also a member of the Ravers. Rescuing her will provide you with an invite to the Ravers' hideout.
 * Joseph: A chef at Munchies. Rescuing him will provide you with recipes. Will also make food for you, for a price.
 * Notable Loot:
 * Clam Chowder: A soup of the day that should really just become a permanent part of the menu. Restores vitality and fills hunger bar. Also fills hidden comfort bar.
 * Pastrami Sandwich: A rather large pastrami sandwich. Fucking delicious. Restores vitality and fills hunger bar. Also fills hidden comfort bar.

Infection
Zombies want to eat "Live Flesh" Be it animal or human, they will attack it. However they only eat humans. One taste of animal and they will spit it out and seek other prey. Anything they bite, through the transfer of blood or bodily fluid, becomes infected. For animals, going crazy for days and attacking anything they see, bleeding out from an non-healing wound until they die, or until the infection destroys their brain.

Humans however are effected differently. The virus attacks the frontal lobe of the brain, destroying it in order to reproduce. As the body succumbs to the virus they become highly contagious, the victim becomes ill, first soreness spreading from the point of infection, then fever and delirium, finally insanity and strength. Shortly after, they appear to die, and within hours reanimate into the living dead, Zombies.

The Player may become infected with exposure to Zombie blood, or brain matter, along with the standard "Bite". Clawing is also considered hazardous, as there may be blood under their finger nails. However, the only confirmed way of transmission is through direct, fluid to fluid, contact. The Virus takes several hours, despite the rapidness of the infection throughout the body, before it can cross the blood brain barrier.

At any point before the insanity phase, the player may choose the "Odd man out" strategy, or suicide. If the Player chooses not to otherwise dispose of himself, then he becomes a member of the undead. The player may experience events as a zombie, as if chained to his now parasitically infected body, conscious, for hours to several days before the virus too, infects and destroys the rest of the brain. This event is known as "The Fade" and presents an obstacle to the morality of many.

Zombies
Animated Clutchers Screamers Crawlers Rushers
 * Description: This is your standard zombie type. They are the result of adults who become zombies.
 * Characteristics: Slow Swaying Walk, Follow Target for Long Distances, Prone to Create Packs.
 * Description: The result of children who become infected, they will clutch onto your limbs and hold you down in order for the other zombies to consume you.
 * Characteristics: Quick and Small, Will not Follow Targets, Usually seen in groups of 2-5.
 * Description: The result of teenage girls who become infected, they moan much louder than any other zombie type. When they sense prey, they let loose an ear-rattling shriek that calls the attention of all other zombies nearby.
 * Characteristics: Quick, Will only attack if target gets too close, Almost always Seen in Pairs.
 * Description: The result of alcoholics and drug addicts who become infected, they are the most feral of the basic zombie types, and will walk on four limbs, climbing over anything in their way, including buildings and walls.
 * Characteristics: Incredibly fast and Agile, Will Dodge attacks and ignore most Obstacles, Follow Targets for a Medium Distance, Usually seen Alone or in large packs of 5-8.
 * Description: The result of teenage boys becoming infected, they will push their way through the rest of the zombies, and will try to push obstacles out of their way.
 * Characteristics: Fast and Enduring, Will Rush Targets in Sight Even If they have to destroy other Zombie to get there, Seen Alone or in groups of 2-4.

Zombie Animals
Little Psychos
 * Description: Squirrels in the late stages of infection. Crazed and looking for food for the winter.
 * Characteristics: Will attack anything that comes near their nuts. Will often attack if you try to climb their trees. Very low health, very annoying. They are quite fast, and very difficult to kill with firearms. Can be used to create mobile bombs in their search for nuts, if you can catch one.

Zombie Mutants
Fleshbag
 * Description:
 * Characteristics:

Zombie Experiments
Wraiths Stalkers Wreckers
 * Description: The Result of Serpentine Society Experimentation on Women, they are quiet pack hunters usually seen with a mate, they will work together to take down a target, Prone to Ambush.
 * Characteristics: Quick and Quiet, Will Track Targets within their Territory, Always seen with a Mate, occasionally with other Pairs, Will attack normal Packs to protect Mate. Hard to Take Down.
 * Description: The Result of Serpentine Society Experimentation on Men, they are quiet pack hunters usually seen with a mate, they will work together to take down a target, Prone to Cornering Prey.
 * Characteristics: Quick but Loud, will Track Targets within their Territory, Always seen with a Mate, occasionally with other Paris, Will attack normal Packs to protect Target. Hard to Take Down.
 * Description: The Result of Serpentine Society Experimentation on Soldiers, They are Slow to Attack, but Will Not Stop an attack until they are taken down. Fear this Juggernaut.
 * Characteristics: Slow and Deadly, They will tear down walls and buildings to get to their target, stupid and easily avoided, Will ignore noise, Hostile even to other Zombies. Always Seen Alone.

Ratfolk
 * Description: The Result of early lab Experimentation on rats, they were inserted with human DNA along with the virus creating small, humanoid appearing, rats that will do anything to consume more flesh. A pest alone, truly to be feared as a pack.
 * Characteristics: Very fast attack rate, easily distracted, low health. Will always keep looking for a way into or out of buildings. Have been known to chew through solid concrete.

Military
Troops Mechanized Support Air Support
 * Assault Squads
 * Defense Squads
 * Urban Pacification Squads
 * Description: In order to ensure that society returns to normal, Urban Pacification squads are sent into Infected zones to clean them out. Human, zombie, all stand in their way to returning America to what it used to be: Hospitable.
 * Special Operations - Close Combat Specialist
 * Description: Trained in enough fighting styles to break every bone in your body with each one.
 * Characteristics: Fast, low armor, melee is deadly.
 * Special Operations - Urban Demolition Specialist
 * Description: He can make it go boom if he wants to.
 * Characteristics: High armor, immune to most explosives. C4 and above can injure him. Will set up explosive ambushes.
 * Special Operations - Tactical Evasion and Infiltration Specialist
 * Description: If you see him, you're already dead.
 * Characteristics: Stealth up the wazoo. Makes little to no noise. You need to be actively searching for him in order to survive. No armor makes him an easy target, if you can find him...
 * Special Operations - Long Range High Priority Specialist
 * Description: Remember all those campers in your favorite online FPS? This is that guy.
 * Characteristics: Hides in tall buildings. Booby traps area to him. Forces you to stay out of the open.
 * Special Operations - Heavy Assault Specialist
 * Description: If this guy comes barreling towards you, say goodbye.
 * Characteristics: Armored to the teeth. Armed with a shotgun. Will kill you. Seriously. Just run. Only weak point is his visor, break that and a headshot will take him down. But seriously, he'll kill you first.
 * Automated defense turret
 * Description: IFF system detects and kills all non-military personal. Just hand it a few clips and it'll do the rest.
 * Characteristics: Set up by military personal. Eliminates anything non-military. Can be fooled by disguises. Hacking it can also turn it to your side. Shuts down when out of ammo.

Church Goers
Members Fanatics Apostles Priests Bishops Archbishops
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:

Serpentine Corporation
Scientists Experimentalists Guards Honor Guard Executives
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:

Serpentine Society
Bailiff Grand Cross Knight Grand Cross Knight Commander Knight officers Knight Page
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:

Hostile Survivors
Paranoid Diehard Insane Recently Infected
 * Description: Not sure if you're infected or not. Not willing to take the chance.
 * Characteristics: Easily scared, accuracy low due to unsteady aim, can get them to flee by stealthily scaring them.
 * Description: They're ready to defend themselves to the death. Willing to take you with them if need be.
 * Characteristics: Bunkered down, armed to the teeth, knows how to use a gun. Will release an explosive on death.
 * Description: Some people just can't keep it together.
 * Characteristics: Randomly selects targets, doesn't stay in one place for very long. Wildly thrashes at you in melee.
 * Description: They got too close and now are paying the price.
 * Characteristics: Focuses more on taking out zombies than you. If low on ammo, will attempt to sacrifice themselves.

Friendlies

 * Influence with certain Groups
 * How to gain influence
 * Silently killing a member of the group, and not being witnessed, does not decrease influence. It does, however, increase the groups' caution and paranoia levels.

Band

 * Description: Mobile Group, usually smaller in size, constantly raid and scavenge.
 * Characteristics:

Bands
 * Off-campus students ( 4-5 bands, each containing about 3-6 people)

Clan

 * Description: Has a base of operations, but can become mobile as necessary, scavenges constantly to retain supplies.
 * Characteristics:

Clans
 * Reapers
 * Description:
 * Characteristics:


 * Ravers
 * Description: A group of like-minded folk who just want to party out their final days. Fairly neutral, though they might just open fire if they're on enough shit.
 * Characteristics: Wears neon colors. Use glow sticks at night. Will trade drugs for ammunition, food, supplies, etc. Money is worthless to them.

Affiliation

 * Description: An affiliation is a group that can be associated with smaller groups and clans, but as it whole has a hierarchy of officials a constant sources of supplies and multiple divisions where labor is separated by categories.
 * Characteristics: Has a reinforced base of operations, has extended supplies.

Affiliations
 * Military
 * Description: US Military, Sent in by the Government to Eliminate Zombies.
 * Characteristics: Highly Trained, Well Organized, Almost Unlimited Resources, Huge Population Base.


 * Church
 * Description: Local Religious Group, Believes the Zombies are a sign of the Apocalypse.
 * Characteristics: Gun Owning Religious Fanatics, Organized, Communal Supplies, Large Population Base.


 * Serpentine Society
 * Description: A Secret Society under the guise of a legitimate company, Serpentine Corporation. They are a group of self proclaimed scientists seeking to understand and exploit the Zombies outbreak in order to advance all relevant Technology. Leadership of the company is comprised of members of the Society including the Grand Master and Sovereign Council.
 * Characteristics: Unknown Capabilities.


 * Woodcutters
 * Description: A group of like-minded folk who work to protect the remaining non-infected civilians from harm. Willing to eliminate anyone who puts civilians in danger.
 * Characteristics: Armed with chainsaws, axes, and other tools. Affiliation towards player is based on treatment of civilians. (ie, kill civilians and they're come after you, help civilians and they're work with you)

Military
Leader: General George Bartholomew
 * 2nd in Command: Colonel Peter Joson
 * Notable Members: Major Brock Dempsey
 * Notable Members: First Sargent Scott Griggs
 * Notable Members: Staff Sargent Clifford Hudson

Church Goers
Leader: Pastor Jordan Friedwright
 * 2nd in Command: Jobe Saven
 * Notable Members: John S. Nine
 * Notable Members: Mark F. Nine
 * Notable Members: Trinity Friedwright

Serpentine Society
Leader: Director Alexander M. Cartwright
 * 2nd in Command: Professor Steven Straum
 * Notable Members: Danielle Cartwright
 * Notable Members: Quincy Pennington
 * Notable Members: Mark Tellel

Woodcutters
Leader:
 * 2nd in Command:
 * Notable Members:
 * Notable Members:
 * Notable Members:

Ravers
Leader:
 * 2nd in Command:
 * Notable Members:
 * Notable Members:
 * Notable Members:

Otaku
Leader: Nick "Sephiroth" Beard
 * 2nd in Command:
 * Notable Members: Zack "Cloud" Hewley
 * Notable Members: Lindsey "Chi" Matisoff
 * Notable Members:

Serpentine Society Manufacturing
The Serpentine Society developed many technological upgrades based on improving the destructive capabilities of their weapons, increasing the truly defensive ability of it's armor, and the lethality of it's troops. The Ambhisbena Virus provided a new means to accomplish their goals, the Viral Outbreak of the virus also meant that they would face new challenges in the apocalyptic landscape that they created. Many weapons and armor were modified with bio-regulators and heartbeat sensors to disallow the undead from even accidentally unleashing the benefits of this high-end manufacturing. These modifications allow their members to ignore many of the negative effects of fear and paranoia to improve accuracy and effectiveness under duress. Along with these advanced Armor, comes a new breed of advanced weapon systems using thousands of microscopic machines called Nanites to rapidly change the very nature of standard combat.

Nano-Tech Weapon System
Nano-Tech was developed by the Serpentine Corporation as a means to improve the efficiency of any weapon far past its raw physical output, often changing the effect in ways that mimic the effects of elemental powers. However these effects when used as common ammunition are often short lived as the Nanite technology that powers them relies on the Weapon System to support them.

Thunder Nano-Tech Weapon System Fire Nano-Tech Weapon System Ice Nano-Tech Weapon System Wind Nano-Tech Weapon System Steel Nano-Tech Weapon System
 * Description: Nano-Tech Based on the Attack patterns of Lightning Strikes.
 * Characteristics: Two stage weapon system, weapon must lock on to target before activating stage two. First stage is target acquisition, Second stage is an electrical charge or stream that electrocutes the target. Long range weapon, requires 5 seconds to acquire target at first stage, second stage is instantaneous.
 * Description: Nano-Tech Based on the Attack patterns of Fire Storms.
 * Characteristics: Dual Stage Weapon System. First Stage is a charge, while the Second Stage coalesces into an area of effect blast. First stage is a concentration of thermal energy, the second stage is a focused beam that rapidly expands consuming anything in its path. Energy is dispersed in a thermal cloud from point of origin. Mid-to-Long Range AOE.
 * Description: Nano-Tech Based on the Attack patterns of Hail Fall.
 * Characteristics: Three Stage Weapon System. First Stage is Target Acquisition, Second stage is a vertical delivery system leading to stage three, Third Stage is a Multi-Projectile Target Elimination System Striking every target acquired in stage one. Requires area for Second Stage Delivery System. Requires no user input after first stage. All targets require a 2 second Lock-on for a maximum of 15 targets. Dangerous if attempted use in close quarters. Mid Range FAF System.
 * Description: Nano-Tech Based on the Attack patterns of Wind Blasts.
 * Characteristics: Single stage weapon system with primary and secondary capabilities. Secondary system enables it to be a Close Range weapon, capable of flinging back multiple targets several meters with minimum damage. Primary system enables it to become a Mid Range Weapon, firing a single focused blast that is capable or tearing right through multiple enemies at Long Range. Mid to Long Range.
 * Description: Weapons with no special Attributes, often Simply Unmodified.
 * Characteristics: Pull the trigger to fire. Rounds fire at a very high rate of fire are highly dense carrying far more momentum than an average round, leading to a very effective stopping power and target penetration.

Needle Nano-Tech Weapon System
 * Description:
 * Characteristics: Self Sustaining Weapon System capable of near-infinite ammo capacity. Single or Burst fire rates. Utilizes a multi-stage "Fire and Forget" platform. First setting-select a maximum of 10 targets, each round will seek at the exact target identified regardless of movement or cover. Each target will be struck by up to 3 rounds of ammunition causing the target area to be dematerialized if struck by a single round, or explode and dematerialize multiple nearby targets. Secondary setting- Allows for linear actuation at any target and will penetrate most surfaces until striking an organic target or becoming inert, second phase then activates causing localized dematerializarion for single shot or larger dematerializarion with the triple shot explosion.

Rifles
Scavenger rifle Vulture rifle Scalper rifle
 * Description: The Fully-Upgraded Ballistic Crossbow
 * Characteristics:
 * Description: The Fully-Upgraded Injector Rifle
 * Characteristics:
 * Description: The Fully-Upgraded Auto Sniper
 * Characteristics:

Blades
Broadsword
 * Description:
 * Characteristics:

Blunt
Executioners Axe Woodcutters Axe
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:

Thrown
Woodcutters Hatchet
 * Description:
 * Characteristics:

Improvised
Woodcutters Branch
 * Description:
 * Characteristics:

Mechanical
Serpentine Blade Woodcutters Chainsaw
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:

High Explosives
Woodcutters Demolition Charges
 * Description:
 * Characteristics:

The Black Lotus
 * Description: A Black Powder Bomb compressed into a shape charge with an explosion so beautiful it could be showcased on Chinese New Year. Often mistaken for magic.
 * Characteristics:

Grenades
Standard MS Grenade
 * Description: Standard "Pineapple" Hand thrown Grenade
 * Characteristics:
 * Characteristics: Multiple Sub-munitions Grenade - often referred to as a cluster Grenade. This Grenade type launches multiple explosive pellets into a wide area as it flies through the air, upon landing all pellets simultaneously explode.
 * Unique Upgrade: "RM Grenade" Reactive Metals
 * Description: Faction-Military Weapon Upgrade
 * Characteristics:
 * Unique Upgrade: "Gravity Grenade"
 * Description: Easter-egg - Gravity Weapon Upgrade
 * Characteristics:
 * Unique Upgrade: "Nuka-Ular Grenade"
 * Description: Faction-Serpentine Weapon Upgrade. Nuclear.
 * Characteristics:
 * Unique Upgrade: "Holy Hand-grenade"
 * Description: Faction-Church Weapon Upgrade. Don't ask how it works, no one knows.
 * Characteristics:
 * Unique Upgrade: "N-MIRV"
 * Description: Needle Ammunition Upgraded Grenade
 * Characteristics:

IED's
Cellphone - Timed Cellphone - Remote Detonation Car-bomb Molotov Stuffed Turkey
 * Description: After the Beep, it explodes.
 * Characteristics:
 * Description: The only ringtone it has is "Explode".
 * Characteristics:
 * Upgrade 1: Cellphone-4
 * Description: A cellphone strapped to a nice helping of plastic explosives.
 * Characteristics:
 * Description: Remote detonated car bomb.
 * Characteristics:
 * Upgrade 1: Radio Car Bomb
 * Description: Remote detonated car bomb with a radio attracting Zombies.
 * Characteristics:
 * Upgrade 2: Proximity Car Bomb
 * Description: Applying trip-lines and pressure plates to make full use of the explosion.
 * Characteristics:
 * Description: A flaming bottle of alcohol.
 * Characteristics:
 * Upgrade 1: 200 Proof
 * Description: Pure Alcoholic Fireball.
 * Characteristics:
 * Upgrade 2: 2000 Proof
 * Description: A gas-can full of liquid love.
 * Characteristics:
 * Unique Upgrade: "Nuka-Cocktail"
 * Description: Faction-Serpentine Weapon Upgrade. It irradiates the area after initial detonation literally cooking Zombies from the inside out.
 * Characteristics:
 * Unique Upgrade: "Cleansing Flame"
 * Description: Faction-Church Weapon Upgrade. Leave it to the church to come up with a way to make water burn. Don't ask how it works, no one knows.
 * Characteristics:
 * Description: A true to thanksgiving tradition "C4 Stuffing sold separately"
 * Characteristics: When Stuffed with C4, will attract zombie to location and decimate their ranks, Thanksgiving style.

Ballistic
Raptor
 * Description: Unique Version of the Needle Rifle
 * Characteristics:

Melee
Assassins Blade Dagger's Blade
 * Description:
 * Characteristics:
 * Description:
 * Characteristics:

Thrown
Jesters Throwing Knives
 * Description:
 * Characteristics:

Serpentine Ammo Modifications

 * Thunder
 * Characteristics: Electrifies ammunition, possibly chaining between opponents.
 * Fire
 * Characteristics: Super-heats ammunition, possibly causing combustion.
 * Ice
 * Characteristics: Super-cools ammunition, possible freezing opponent.
 * Wind
 * Characteristics: Air-burst ammunition, increases stopping power and area of effect.
 * Steel
 * Characteristics: Hardens ammunition, increasing penetration and damage.

Clothing Styles
(Need 1 for each class)-(Need 1 for Elite Mode)
 * Class Defaults

Uniforms
Clans Factions
 * Military
 * Church
 * Serpentine
 * Corporation
 * Society
 * Woodcutters

Corporation

 * Genocide Armor
 * Description: The most technologically advanced armor produced by Serpentine Corporation. The Armor is so prized that the company refuses to use it for anything other than there own security forces. In reality it is made specifically for their own private military. The armor has weapons of every weapon class, it was made to combine all the technological advances made during Operation Zero
 * Characteristics:

Woodcutters

 * Woodcutters Vest
 * Description:
 * Characteristics:

Health Items
How many, and do we want them

Backpacks

 * Unique Backpacks
 * Cloak's MC Backpack
 * Characteristics:

Mechanics

 * 21,000 People (Non-Student Population)
 * Male Undergrads:	2,569
 * Female Undergrads:	3,522
 * Staff: ???
 * Blood takes 1 minute to fully circulate.
 * Infection takes 24 hours to complete
 * Early stages of infection highly contagious.
 * Bio-Phage = Life-Eater

Game Time Line

 * 12 Hours
 * Minimum military presence
 * All Hard-lines Cut (Non-Local Power, Non-Local Radio, Phones (Hard line), Cell Towers)
 * Panic Sets in
 * Virus Spreads (Initial 100-250 Infected)
 * 18 Hours
 * Virus Spreads (1000-2500)
 * 24 Hours
 * Cover Story first Introduced
 * All Major Transport Routes Shut Down
 * Military Surrounding Ashland (Satellite Surveillance)
 * 36 Hours
 * First Assault Squads
 * 48 Hours
 * Water System Down (Excluding Wells ect)
 * Inner City Power Down
 * Inner City Emergency Power Generators Active
 * Panic Calming as Survival Instinct comes to play
 * Most Bands Formed
 * Few Clans
 * 60 Hours
 * All Permanent Clans Formed
 * 72 Hours
 * Full military lock-down
 * Forward Operating Base Complete
 * Affiliations Established

Logic Lines

 * How to stop a Zombie Virus from Spreading
 * Mountainous Terrain Control
 * Urban Pacification
 * Air Cover
 * Communications
 * Fallout
 * Cover Story
 * Massive Cover-up

Then Do it
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