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Old 01-22-2016, 04:33 PM   #2
PTTG
 
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Join Date: Feb 2011
Default Re: A suitable timeline for a Zombie Apocolypse

Day 1:
# Awaken in a hospital ward.
# Apparently trapped, government forces say that they aren't allowed to leave.
# A hospital worker speaks to one PC secretly, telling them that there's a terrible pandemic spreading, and that the government is trying to control it by incinerating carriers. He knows that the PCs don't have the disease, though. Why? Because they're still alive, and appear to be recovering. He gives them a serving of pain pills and tells them he'll try to help them escape, because the government has started executing patients to save time. They have your information on file- watch out for soldiers.
# PCs flee hospital, severely incapacitated.
# They have the run of the city, but if they are identified by soldiers, they will be taken for "questioning".
* 8.6% of the population has been disabled by the disease.

Day 2:
* Rumors abound.
# HT+3 to be healthy. On a failure, tired and nauseated. On a critical failure, still barely conscious.
* The city is active and nearly normal, but gunshots might be heard.
* 11.8% disabled.
* VP Speech
15:00 GMT (7:00 AM SF): The Vice President broadcasts an address informing the world of a major biological attack on the US that has caused "catatonia"; he says that "people have been practically turned into zombies by the disease, putting them into a comatose state." His broadcast warns people to follow all sanitary standards when caring for the sick and states that the US military is being mobilized to help. He says that, "given the short life-cycle of the disease," it will be possible to contain it entirely within a few days- but to do so, "we must prevent further spread of it from our urban centres". He pauses here, sighs deeply, and says that he is authorizing the continuation of military law for the purpose of keeping people within cities, but adds that within the next 24 hours, people will be able to travel out of cities to return home or reach relatives in rural areas. A cure has been found, and medical facilities are mass-producing it as we speak; as batches become available, it will be shipped to hospitals around the country for distribution. The broadcast is repeated throughout the day on all news channels.

Day 3:
# All PCs fully healthy
* A Riot, followed by a crackdown.
* 16% disabled
* Business is curtailed, people start hoarding but police and military forces work to prevent this.

Day 4:
* Uneasy calm
* Mounting, un-concealable "flu" deaths.
* Clear rumors of active zombies
* 21.6% disabled, most of them after nightfall. 132,000 zombies have been created in San Francisco, but 80% of these have been destroyed or contained.

Day 5:
* Panic.
* Looting, rioting, and harsh reprisals widespread.
* Hidden in the chaos, zombies begin to break from control.
* "Flu" dead collect in unmanageable numbers.
* 28.8% disabled.

Day 6:
* Near-Total civil collapse
* Blackouts and brownouts common. From now on, any city powered by fossil fuels (most cities) will have a 50% chance of permanent blackout every hour.
* Zombies are now widespread
* Military forces attempt to control zombies with shoot-on-sight tactics.
* Infectees dying extremely rapidly.
* 37.7% disabled. In San Francisco, more that 230,000 people have died and become zombies. Perhaps 50% of these were destroyed by military.

Day 7:
* Enclaves of survivors and military forces have begun to form, but are very weak.
* No naval or air forces available; military and police shoot any zombies seen.
* Tanks and APCs attempt to clear paths through the streets, but often get bogged down. The noise of the operation attracts zombies.
* Helicopters are present and active, ferrying supplies to troops, but are ordered not to land.
* 50% chance every hour after noon that the power will go out permanently. Localized areas of the grid might stay up longer.
* Panicking survivors may fire on anything they see, are often holed up in homes.
* Zombies wander the streets freely and in large groups.
* 48% disabled.

Day 8:
* 60.34%
* Pure civil chaos reigns. Military and police forces are not controlled and anyway are too badly weakened by disease themselves to function.
* Looters and scroungers are rampant.

Day 9:
* 72.59%
* From this point on, most encounters will be with zombies.
* Looters, Ex-soldiers, and others are practically indistinguishable now. Military gear gets used in traps a lot.

Day 10:
* 83.72%
* Note that by this point regular corpses are chocking some streets.
* Large fires spotted from individual structures. Water pressure still running. They burn out over several days.

Day 11:
* 92.22%
* Only a small number of uninfected survivors are active, and it's only a matter of time before they enter the Disabled stage of the disease.

Day 12:
* 97.29%
* Water pressure fails.
* Radio signals available:
- Looping government messages.
- Technical Difficulties
- Looping music from a few automated stations.
- Numbers stations
- Looping distress calls
- A handful of totally isolated HAM and other radio operators.
- Military broadcasts from a "Pacific Fleet", a collection of naval and civilian vessels that have been at sea for months.
> Ships may not come within visible range unless they have been at sea since (Day -9).
> Before they may come within 5 KM, they must wait at the edge of visibility for 7 days and have no visible disease at all.
> The Pacific Fleet is built up of two US aircraft carriers and a small number of associated ships, plus 35 varied other vessels.
> Intends to maintain the structure of the United States and rebuild.
> Declares "Naval Law" and total obedience to the "Emergency Council", made up of the command staff of the Aircraft Carriers and one commanding officer from each other vessel.
> Anyone on land should remain in place and await resupply from Pacific Fleet forces.

Day 13:
* Practically every human being, outside of environmentally-sealed enclaves and the immune, has died and become a zombie. As much as 20% of this number have been destroyed over the past few weeks, leaving at least 5.7 billion zombies world-wide.
* It's quiet.
* Unless you go on the streets.
* If you get spotted by one, they all come after you.

Day 19:
* Fire sweeps through a large area of residential SF.

Day 20:
* For months, fire will be an omnipresent danger in built-up areas. Eventually, anything susceptible to fires will either burn down or else have all normal ignition sources fail and won't burn unless started.

Day 37:
* Any grid section powered by a nuclear power plant has a 10% chance, every day, of shutting down. Solar, wind, and hydro powered sections may survive for months more.

Day 80:
* By this time, automated systems in some nuclear power plants have already shut them down safely, but several have failed in more problematic ways. Around this time, anyone with a giger counter may note that open areas have substantially higher radiation than closed areas; this seems to be higher in areas under circulating wind patterns, weaker in areas with frequent rain. It's not enough to be serious, but in GURPS terms, add one rad for each day spent largely outdoors in a normal area, one for every week spent mainly indoors, and double or halve that number for higher or lower rad environments. Working exclusively or near-exclusively indoors should be fine.
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