Friday, March 29, 2013

skills

There are many things to do in the world, and likewise, there should be many options in a post-zombie world. To survive, we need people who can cook, defend against zombie and human alike, build shelter, repair and maintain transportation, provide water, entertainment, leadership, and on and on and on.

There are so many aspects to society and necessities for any group to truly survive that any initial starting condition in a zombie outbreak is likely to leave holes and deficiencies in any party. In fact, some members may be so deficient that they may prove a liability, a party so weak that it is necessary to maintain relations with an unsavoury member or group.

It's this imbalance that provides the most interesting dynamics in an essentially-closed social system. In fact, there is a certain sense of irony in being let loose in an entire world, free to perform any action your desire, but forced to compromise on value or direction due to limited social options.

Be that as it may, much of the core mechanics of ATE revolve around Skills. As described previously Skills, and proficiency at them, is largely based on the 3 Aspects of Age, Background, and Psychological Profile. Moreso the first 2, and less that latter.

Here is a first brain-dump of some obvious ones. By no way is this considered complete or exhaustive.

Firearms: This could be further discretized, but essential to any defense is a proficiency at firearms of some kind; small, semi-automatic, full-automatic, etc. One would have to be of considerable age to be proficient and posess mastery of this Skill. Obvious Backgrounds that lead to a proficiency of this Skill are Soldier, Sniper, Law Enforcement, Government Agent, Survivalist, Sportsman. One does not require a proficiency in this Skill to firearms in general, however a proficiency of some-degree leads to increased precision when firing, as well as regular maintenance of firearms and increased durability, and the ability to train others in their use.

Engineering: There could be many variants here, the more apparent ones being vehicular mechanics. One proficient in this skill would be able to repair, maintain, hotwire vehicles of a mechanical nature (modern cars are debatable, since many incorporate computer components that require further specialty). Specialized mechanics may even be able to improvise vehicles, modifying them to be more defensible, durable, offensive. A military engineer may be able to fasten a heavy weapon to a vehicle of sufficient capability. In lieu of a specialized military engineer, a civilian mechanic and a military person with heavy firearms proficiencies may be able to accomplish the same thing. Other kinds of mechanics may exist, to improvise and fashion weapons, alarm systems, or robotics (eg UAVs). Another form of specialization may be the energy technician. One may be required to restart, repair, or maintain an electrical station.

Information Technologist: IT professionals are proficient at operating computer software of varying degrees. They are also expert problem-solvers and may be able to provide alternative solutions to problems.

Medical Professional: Medical staff also come in a variety of proficiencies, but most are proficient at immediate health care and remedies. They may provide salves to staunch wounds, set fractures and sprains, and treat illnesses like gangreen, pneumonia, and even stave off infection.

Agriculture: Although there may not be much opportunity for growing crops, an agrarian may provide guidance on foods and supplies, or may be instrumental in setting up sustainable food sources if a "dig-in-and-stand-ground" strategy is adopted.

Social Engineer: This Skill primarily affects stability and direction for the group. Many different types may fall into this category, Politicians, Psychologists, Psychiatrists, Socio-Paths, Military Officers, Philosophers, Religious Authorities.

No comments:

Post a Comment