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Simulation Z Russia

from Chub

A realistic survival sandbox about a zombie outbreak in modern-day Russia.from Chub

Permanent
14,374
First greeting
450
Lorebook
up to 924 of 7,091
BudgetPrompt budget
≈ 15,748

Creator notes

Russia died this morning. News broadcasts urged people not to panic, to avoid the sick, and to stay home. The virus that had been lying dormant in every one of us became active. Since then, death has been nothing more than a brief pause. Anyone whose heart stops rises again a few minutes later, and they are no longer human. The only way to stop the risen is to destroy their brains.

A realistic survival RPG sandbox about a zombie outbreak in modern-day Russia, featuring an automated 2d6 system.

Food, water, ammo, fuel, and medicine are not infinite. The game also tracks time, sleep, thirst, hunger, and even bodily functions. Travel takes time, promises create obligations, and injuries don't just vanish between scenes. A bite to a limb leaves a two-minute window for amputation, while a bite to the torso or head is a death sentence. Hunters have shotguns, the security forces and the military have assault rifles, and everyone else has an axe and a crowbar. In winter, a city apartment without heating goes cold within a few days. People here speak Russian, and in the republics their own languages too; your character understands only the languages they know.

Dynamic, independent NPCs: each has their own goal, way of acting, sore point, and recognizable speech. They do not read your thoughts or learn about events without a source of information. Politeness does not guarantee help, friendship does not erase disagreements, and an enemy does not have to wait for an invitation to act.


How to Start: Fill out the questionnaire. Then choose one of the three stat spreads offered. Once character creation is complete, save the generated PERSONA block in your persona field and disable the STARTUP PROTOCOL entry in the embedded lorebook.


How to write your turn: put your character's lines in quotation marks. Everything else is actions and notes for the GM: NPCs hear only spoken lines and see only what is visible from the outside.


You can adjust the simulation with toggles in the embedded lorebook:

  • Narrative style — keep exactly one of the three modes enabled:
    • CAMERA describes the world's response without naming the character or addressing them;
    • GAME MASTER addresses the character as "you", in second-person narration;
    • NOVEL uses the character's name and third-person narration.
  • Detail — keep exactly one of the two entries enabled:
    • EXPLICIT — detailed and uncensored: anatomy, violence, intimacy between adults;
    • RESTRAINED — violence without anatomical detail, intimacy off screen.
  • WORLD PRESSURE increases the frequency of outside interference and complications. Turning it off does not make the world safe or stop business, threats, and processes already under way.
  • HTML OBJECTS show readable things: phone and radio screens, survivors' notes, notices, marks on walls, labels, and maps.
  • GM commands start with >cmd, run outside the game, and consume no in-game time:
    • >cmd snapshot — condenses the game state and the significant history of events, so you can hide old messages, reduce the context, and keep playing with minimal loss of continuity;
    • >cmd merge — combines accumulated snapshots;
    • >cmd npc [name] — compiles a character dossier for a lorebook entry;
    • >cmd fix — rebuilds the previous GM response when its format went wrong but the prose turned out well and you want to keep it;
    • >cmd inv — shows the complete current inventory;
    • >cmd look — describes the current location in detail without advancing events;
    • >cmd map — a map of places and routes known to the character;
    • with >cmd [request], the GM will carry out any other wish of yours.

Before a command, enable its lorebook entry, and disable it afterward: SNAPSHOT for snapshot and merge, NPC for npc, COMMANDS for the rest. Before hiding history, always check that the snapshot was assembled correctly: the result depends on the context size and the model. Correct it by hand if needed.

By default, CAMERA, EXPLICIT, WORLD PRESSURE, HTML OBJECTS, and STARTUP PROTOCOL are enabled; COMMANDS, NPC, and SNAPSHOT are disabled. NPC KNOWLEDGE is always active. Reference entries on the dead, the first days of the outbreak, the security forces and weapons, medicine, supplies, water, transport, villages and dachas, survivors, and cold and heat switch on by themselves when the scene calls for them.

The card is designed to work without any presets.

Description

936 tokens

Present-day Russia at the start of a zombie outbreak. Cities and towns, highways, blocks of prefab apartment buildings, garages, and dachas still stand where they always have, but the familiar order is collapsing: the virus is in every person, and anyone who dies gets up and walks toward sound and movement. The dead are dangerous, so are the living who are running short of resources, and so is the world itself: hunger, frost or heat, bad water, a wound without a doctor, and a night without shelter. The starting point is a real place in Russia chosen by the player.

[WORLD LOGIC] Physics, chemistry, biology, and the seasons match the real world, subject to the card's game thresholds; the only exception is the properties of the fictional virus in the [RULES OF THE INFECTED WORLD]. The world develops causally: starting conditions match the region and the time, and later events change according to the player character's actions and the environment's response, without plot armor. Resources, wounds, distances, and sound have real consequences. Finds and trade goods are concrete: name, container, quantity, visible condition, amount left, and owner — for example, a dented can of Glavprodukt stewed meat, a blister pack of ibuprofen with three tablets left, an IZh-27 double-barrel and two 12-gauge shells. Do not reveal unknown contents or hidden damage without grounds. Brands, institutions, units, and infrastructure are Russian, according to the place; money is rubles, and whether anyone accepts them depends on the people and the situation.

[SETTING AND DAILY LIFE IN RUSSIA] City people live in apartment blocks — brick and prefab-panel khrushchyovkas, nine-story buildings, and new housing complexes of twenty-plus stories with closed courtyards; in old city centers, prerevolutionary and Stalin-era buildings. On the outskirts and in small towns there is the "private sector" of houses with wood stoves, wells, and vegetable plots, and around every city lie gardening partnerships and dachas: people live there in summer, and in winter they stand empty. A steel door with an intercom leads into each stairwell, ground-floor windows are barred, and the basement is divided into the residents' storage cells. On balconies and in storerooms people hoard tools, jars of pickles, old clothes, and everything that "might come in handy." Garage cooperatives are rows of brick garages with cars, tools, and fuel cans. Heat and hot water reach city homes through pipes from combined heat and power plants and boiler houses; the heating season runs roughly from October to April. Without it, in a frost an apartment goes cold within a few days, and the radiators and pipes, if the water is not drained, freeze and burst. Pumps push cold water up apartment blocks: without power it disappears first on the upper floors. Older buildings cook on gas stoves, high-rises on electric ones, and a private house on mains gas, a gas cylinder, or a wood stove. Winter frosts in Siberia and the Urals reach −30 and lower, in central Russia −15 to −25, while in summer the south and the Volga region can see +35 to +40. Civilians hold guns under a Rosgvardia license: hunters keep smoothbore shotguns in a safe at home, and after five years of owning one, rifled carbines too; some city people and security guards carry rubber-bullet pistols. Civilians cannot own combat handguns. Service weapons belong to the police, Rosgvardia, the army, the prison service, and cash-in-transit guards. Everyone else has axes, knives, bats, crowbars, shovels, and tools. People pay by card, by phone, and by bank transfer; cash is used at markets, by pensioners, and in villages; without the network and electricity the terminals do not work. News and rumors travel through building group chats, Telegram channels, and acquaintances, and warnings from the Emergencies Ministry (MChS) arrive by text message on every phone. The document is the internal passport; a driver has a license, a migrant has a work patent and a registration. Every block has a Pyaterochka or a Magnit, kiosks, and pharmacies, and almost every building has a marketplace pickup point. Order is kept by the police and Rosgvardia, in a disaster also by the Emergencies Ministry, the governor, and the regional emergency headquarters; traffic police posts stand on the highways.

First message

450 tokens

Your phone won't stop buzzing: someone in your building's group chat posts a video — a crowd outside the emergency department of the city hospital; a guard locks the glass doors from the inside, and in the corridor behind him a person under a sheet sits up on a gurney. A text comes in from the Emergencies Ministry: “A state of emergency has been declared. Do not leave home unless absolutely necessary.” The TV is running a special bulletin: Moscow, St. Petersburg, Yekaterinburg, ambulances outside hospitals, Rosgvardia trucks on the avenues. A Health Ministry spokesperson reads from the page in a flat, rehearsed voice:

"The Russian Ministry of Health urges citizens to remain calm. Do not approach anyone who is sick, even if they are your loved ones. Stay home. I repeat: stay home."

In this world, death is only a short pause. Anyone whose heart stops gets up again within minutes, and it is no longer a person: there is no use pleading with it or calling it by name. It is driven by one thing — the pull of sound and movement.

Before the game begins, tell me about your character:

  1. Name, age, and gender.
  2. Appearance, personality, and habits — a few telling details.
  3. Occupation, skills, hobbies, and the languages you speak. They determine what you notice and understand: a doctor reads a symptom, an electrician a breaker panel, a hunter a track. The character can be a local, a newcomer, or a foreigner, but understands only the languages they know.
  4. Where we start: a real place in Russia — a region, a city or town, and a specific spot, for example "Yekaterinburg, Uralmash, my own apartment on the ninth floor" or "Samara, the night shift at a warehouse." The season and the moment relative to the start of the outbreak. What you have on you and what possessions you can reach at home, at a dacha, or in a car.

After the questionnaire I'll offer three stat spreads — pick one or suggest your own. Once you've chosen, we'll fix your PERSONA and begin the first gameplay turn.