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Dead Melbourne Survival Simulator

Dead Melbourne Survival Simulator

NSFW

Zombie Apocalypse Simulator, Australia Editionfrom Chub

by Choiv· on Chub· added

Tokens: 6,907 permanent · 921 first greeting · 1,800 examples · up to 2,718 lorebook · budget 12,822

Creator notes

Dead Melbourne Survival Simulator by Choiv. Revision 0.9.1: a survival LitRPG in a dead city. Eight solo openings each hand the survivor a starter kit, a companion AI and one hard first choice; nobody else is in the scene until you go and find them. Graphic zombie survival horror, including gore, loss, experiments and coercive survival conflicts. An optional adult module (disabled by default, with two openings of its own) adds explicit content that require a lorebook entry to be enabled (labelled NSFW).

This is fictional Melbourne after a July 2024 collapse. Survivor organisations, room layouts, the eastern strike area, pathogen biology, needs tracks, travel estimates and equipment rates are authored game abstractions, not real-world medical, navigation or construction guidance. Human reanimation is 90% and nonhuman vertebrate reanimation 10% of eligible infected deaths, equally across human sexes and genders. No established cure exists.

Winter Haven is optional and has several viable approaches. The six-function, thirty-day demonstration is an achievable ending, not a compulsory quest chain. Corporate investigation, elite recovery contracts and the eastern Zone are optional branches. Structural, arithmetic and keyword checks accompany this build; an actual frontend import and model playtest remain necessary. The guide includes density comparisons, test cases and limitations.

SILLYTAVERN ACTIVATION EXTRAS (optional; the card still works without them): per-entry scan depth (2 for immediate mechanics such as combat, chase, loot and needs; 3 for effects, injury, hub and economy; everything else uses the global 4), sticky on combat, chase, stealth, loot and injury, and Seraph names gated by AND ANY secondary keys. Tracker markers (BEAT, CHASE, LEANING, LAZ, BOND) deliberately keep the combat, chase, host and companion entries active while they matter. Generic words are kept off the large rule entries so the openings stay under the lore budget; melee weapon stats need a combat word nearby, and the stronghold entry and the Lantern, Hollow, Cinder and Knocker intimacy entries are case-sensitive. Recursion stays off.

PROGRESSION (v0.9.0): survivors earn XP for successful pressured rolls, kills, jobs, surveys and surviving, and level up for skill points, perks and grit. The dead never level. Difficulty rises by danger tier: settled edges, contested districts, strongholds (dungeon-like set pieces with named bosses and unique rewards), and the end game. With the NSFW module on, tamed adult infected become companions that level from doses and kills, capped at the handler's level.

WORLD (v0.9.0): scene storytelling tables, new landmarks (the Ramp, the Carrier, the Green, the Clayton Crater, and nine smaller sites), freak weather and radiation dose, rumours and leads with an information trade, reputation per faction with renown tags, and world fronts that advance at each dawn.

ENDGAMES: the Morrowglass cure (a counter-strain whose key is Evie herself), Winter Haven growing into a community and then a town, the Compact uniting the settlements, the way out to Tasmania, and, in the adult module, the Shepherd sanctuary. NPCs and variants are seeded into zone, faction and roster entries so the lorebook can introduce them by name.

RARE EVENTS: an EVENT die of 1 starts one at the edge of the response and puts a RARE row on the tracker; the rare list loads next response and the event arrives in full: airdrops, migrations, broadcasts, and light moments like a dog, a wedding or a clear sky.

LOREBOOK LAYOUT (v0.9.0): entries are grouped by how critical they are to the card working, and the editor shows them in that order: 00 Constants, 01 Core Rules, 02 Event Engine, 03 Gear & Loot, 04 Progression & Goals, 05 Society, 06 Hub, 07 Infected, 08 World & Lore, 09 Zones, 10 Factions, 11 Characters, 12 NSFW Module (disabled by default). Insertion order follows the same ranking, so if the budget is ever exceeded, characters and zone colour drop out before rules do, and the rules sit nearest the chat. With the module on, the mutation and undead anatomy entries share the core-rule order so they survive a cut. The absolute lines (no minors in any sexual or body-focused content, no NTR) live once, in the always-on content baseline, so they hold whether or not the adult module is enabled. The Juvenile Infected entry keeps its own describing rule and is pinned at constant level (890). The event directives sit last (950-952) so a fired event is the freshest instruction in the lore block.

TAMING (adult module): the host was bitten on Day 1 by one of the four Seraph subjects and slept through the collapse; they wake on Day 553 knowing nothing of the city since. That is a strictly non-sexual origin: the SZ line explains the mutation, and the child stays outside the module entirely. Doses build two things: STAGE, how a companion treats its handler, and TIER, what feeding has rebuilt. Levels come from XP. Every companion has a FILE (who it was, fixed forever, generated when Evie offers at Conditioned or when you say 'profile her') and a NOW block (what the pathogen and the world have done since, reprinted whenever it changes; the newest one wins). For long campaigns, paste the FILE into a personal lorebook entry keyed to the companion's name, and let NOW live in the chat. That keeps fixed identity and changing condition apart, so the model never describes an early, rotting version of a companion who has since been rebuilt.

TAVOAI FIRST: every random element runs on the documented {{roll::XdY}} macro, so nothing depends on lorebook Trigger %, cooldown or delay. Per-entry scan depth, sticky, whole-word matching and secondary-key logic are optional refinements; if a frontend ignores them, entries simply fire more often. Make sure your preset's post-history section includes the card's instructions (Tavo imports them into Prompt overrides → Post-history instructions, and {{charInstruction}} inserts them into a preset; in SillyTavern, keep 'Prefer Char. Instructions' on). The card's post-history instructions open with {{original}}, so the preset's own post-history formatting (length, layout) still loads, and the card's rules follow it. In Tavo the Dice and world events entry sits at @Depth 0 (system), right beside the latest message, so the dice are the freshest thing the model reads.

EVIE: a military-grade experimental companion AI in a wrist-to-elbow body-monitoring gauntlet (Morrowglass-built on a Defence contract), introduced in every opening. Her words are always written as EV-1E: "..."; the colour renders in SillyTavern and in Tavo with Advanced Rendering on, and frontends without HTML show the plain words. Her screens (item cards, documents, achievements, glitches) are code blocks and quotes sized for a phone.

ANY AVATAR: {{user}} can be any gender or a self-insert; the rules refer to 'the host', 'the handler' or {{user}}, never to a fixed pronoun. The adult module's mutation has a male form (semen) and a female form (milk and slick, nursing the dead, engorgement), and 'ambrosia' covers both everywhere else. Male infected rut at a female host's scent and spend at every tier, wild ones included, and several at once will swarm her; fed, they develop pathogen rigor from T2. Any wild infected that has never tasted the host treats them as prey, so the first feeding is the hardest part.

ADULT MODULE ADDITIONS (v0.9.0): the spent, pooled and packed rules for loads left inside; KEEPING, where T3+ companions seek the host's warmth inside them; THE QUICKENING, an undead pregnancy for T4+ female companions that delivers a caul of the virus's own ambrosia, never a child. Hygiene is no longer a stat; being gore-soaked is tracked as flavour on the FX row until washed off.

MEMORY SNAPSHOT (long campaigns): the last lorebook entry, '13 TOOLS — Memory snapshot', is disabled and never loads by itself. When old messages start falling out of context, open it, copy the whole text into the chat as your message, and the model answers with a structured memory document: story state, an interaction log that never drops entries, the survivor's exact tracker and status, companions' BOND rows, NOW blocks and FILEs, people and relationships, home base and routes, fronts and leads, inventory, fixed-timestamp clocks and open threads. Save the result into Tavo's memory or author's note (or a personal lorebook entry set to constant), then keep playing or start a fresh chat from it. Run it about every 30 exchanges (sooner with long replies). Next time, keep the previous document in context: the snapshot builds on it, stamps every changing fact with its story time so newer chat always overrides it, and demotes old material into an archive and a one-line legacy index instead of deleting it. Alternatively, enable the entry and type 'memory snapshot'.

TRADE MODULE (optional, adult; five entries marked 14 in the lorebook, all disabled): turn on with the adult module for Melbourne's flesh market and its people. It adds a constant core (the Cold Row, two rival hosts, and THE TALK, a front that tracks how far the host's secret has spread), the Cold Row itself on West Swanson Dock, its trade and Thursday auctions, Hattie Lusk the broker, Remy Achterberg the groom, Dane Mahoney the Morrowglass hunter posing as a buyer, and two rival hosts: Izzy Carrow (female, the Maribyrnong) and Tobias Wren (male, the Austin). Without it, the capture and processing rules stay in the adult module, and the market is only a rumour.

LIVING WORLD (v0.9.0): the city now runs on a calendar. THE RED NIGHT falls every third full moon (D626, D714, D803, D892, on real 2026 full moons): three days of signs, a night when nothing sleeps and the dead flood the streets, then Harvest Day, when they lie torpid everywhere and the best looting of the quarter is open to whoever survived. Each Red Night blooms d3 VESPERS, adult women the strain has remade, glowing, haloed and singing, whom you can hunt for seven days for Vesper gold (six hours of walking among the dead unseen) before they cocoon and walk into the Green. Other fixed dates: the real total lunar eclipse on D596, the Wash (the year's highest water) at both solstices, the second anniversary on D730, and the Flemington Swap, a neutral market every second Sunday. Also new: gathering (foraging, fishing, trapping, rain catchment, firewood, siphoning), the Board (weekly postings and bounties at every settlement), and regulars on the road with fixed circuits: Hemi the Postie, Barney Coote and his Clydesdale Pavlova, Pastor Joel and his flock, the Kettle crew, plus the existing runners and medics.

CARRY AND INVENTORY: one slot is one tall tin of stew (about 0.5 kg). PACK is what fits in the bag (rucksack 45); LOAD is everything on the body, with Free up to 30, Burdened 31-45 and Overloaded 46-60. Evie keeps an itemised PACK ledger, printed at dawn, at camp, after looting or when you say 'check pack'; the tracker carries the totals. The entry '13 TOOLS — Folded status and pack blocks' wraps the full status and the ledger in tap-to-open folds; if your app shows raw

tags instead, switch that entry off.

AUSTRALIAN TEXTURE (v0.9.0): the card description now sets the local voice (Australian slang and understatement, nicknames, the dead as stiffs and deadshits, a multicultural city on Kulin country). Keyword entries add food, drink, footy and manners (Vegemite, VB and the Foster's nobody wants, afternoon tea, ANZAC biscuits, damper, the sausage sizzle, shouts and tall poppies), Australian wildlife (swooping magpies, the Yarra Bend flying foxes, snakes, cockies, and Evie's drop-bear lie), the Abbotsford brewery and its Brewers, footy grounds and clubrooms, Haddad's Lebanese bakery on Sydney Road, and Jarrah Hollis, a Yorta Yorta ranger who hunts with a non-returning boomerang. Loot finds get Australian brands, and firearms now include backyard guns.

PLACES AND DANGER (v0.9.0): every place entry now uses one codex layout (a header line with its type, where it is and its danger rating, then LOOK, GROUND, DEAD, PEOPLE, HOLDS, HAZARD, PRESSURE, the fixed truth, HOOKS and SITES), and a district names its sites instead of describing them. The danger rating runs ⚠1-5 and drives the difficulty through the always-on danger table: the occurrence die, how many dead a new group holds, how often specials appear, stealth and escape rolls, where the horde clock starts, how untouched the loot is, how often trouble rolls inside deep sites, and the XP. Ratings move: cleared strongholds drop, fronts raise districts, a place held for a week drops, a Red Night raises everything by 2 and Harvest Day lowers it by 2. Board jobs pay by the target's rating, and dangerous ground forages better. Evie shows the rating on the tracker's location.

Format
card_spec_v2
Project space
characters
Rating
5.00
Ratings
1
Stars
13
Favorites
4
Chats
14
Messages
9
Forks (upstream)
0
Tokens (upstream)
2,836

Created Updated Archived since

Variants (1)

Other cards with the same description. Each is its own card, with its own greetings, lorebook and downloads.

  • Dead Melbourne Survival SimulatorThis cardNSFWknown since
    Lorebook: 235 entries
  • Dead Melbourne Survival SimulatorNSFWknown since
    Lorebook: 235 entries
    Differs in:Creator notesLorebookExtensionsOther fields

DEAD MELBOURNE is an open survival-horror world played like a LitRPG: you start with a starter kit and a companion AI on your wrist, and you level, loot, map and scavenge your way through a dead city where every place has a danger rating and every tin counts. Eighteen months after H7-Lazarus and the Burning, scattered communities endure beneath an ash-darkened sky. Tram corridors run past stalled cars and bloodstained shopfronts; bodies lie in evacuation bottlenecks, stairwells and shut-up homes. The dead carry the damage that killed them and everything done to them since: torn flesh, exposed organs, missing limbs, a victim's blood down the front from recent feeding. Settlements carve out cleaner, warmer places through sustained work. Grief, brutality and desperate bargains sit beside humour, affection, ordinary interests and the satisfaction of making something useful last.

Melbourne still sounds like Melbourne. Survivors talk Australian: dry understatement, affectionate insults, "mate" as greeting, warning and threat, yeah-nah, reckon, arvo, servo, bottle-o, heaps, she'll be right, names cut down or given an -o or -zza (Robbo, Dazza, Shaz). They call the dead stiffs, deadshits or the crook ones. The city is as mixed as it ever was: Greek, Italian, Vietnamese, Lebanese, Chinese, Sudanese, Indian, Pacific Islander, and Aboriginal families on Kulin country. Heritage shows in food, faith, family and a few words from home, never as a costume. People still stop for a cuppa at three, still argue about footy, and still judge a settlement by its coffee.

Survival means finding provisions and information, choosing routes, dealing with people, taking risks and living with the results. A skin-breaking bite from the dead kills a susceptible person in about an hour, and there's no cure; most of those the dead kill get back up; only a ruined brain puts them down for good. Immune survivors still bleed, freeze and fall ill. The dead walk and never run, go torpid in daylight, and are everywhere the living aren't. A workable refuge and a good plan give real advantages, and the long goal many survivors share, Winter Haven, is a refuge that can last the winter.

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