Chapter 6
by
Nemo of Utopia
What Part Do You Want To Read Next: The System, Or A Story?
The System: Overveiw
This is my idealized version of Rebuild, the way I would do it if I could do it the way I would want to. It blends a lot of the features of rebuild 2 and 3 while expanding on all of them, as well as a few items (one at least) from Rebuild 1. For one thing, Rebuild Z allows you to tote a whole lot more gear than in Rebuild 2 or 3. For another, children don't 'grow up' till 18, BUT can contribute to certain classes of activities much younger, starting at the age of 5 for farming and slowly expanding until they can fight, get married, and have kids of their own at 18. Another big change is that each adult can have several classes of items equipped, which don't include kids! (Humans are not an item you can equip/de-equip, no matter how young!) However, children can only be assigned to work alongside a responsible adult, which means you have to have a few adults taking care of the kids...
But enough about the kids, on to the redesign of the Item System!
First off, all items now are classified as either one handed, two handed, or 0 handed. You can equip one two-handed item or two one-handed items and an effectively infinite number of 0 handed items up to your weight limit, but only one per "slot".
Weight is expressed in pounds, most items weigh a certain amount but some are 'self-carrying' like dogs, and some actually have NEGATIVE weight, letting you carry more! (Like cars and backpacks!) However, there's a catch, things like materials and food that you want to carry BACK also have weight limits now.
For more on the new Items-System go take a look at its own page below...
Now to address the Skills System...
Skills in Rebuild Z are dealt with more like Rebuild 2 than Rebuild 3, in that they use a total points based system rather than whatever Rebuild 3 uses. You can stack multiple survivors on jobs, and they will get that job done faster, unlike in Rebuild 3. Survivors have a skill cap of 500: up to 100 from actual Skill, another 250 from items, and 150 from 'perks'.*
*(More on these next.)
Total survivor skill permitted for any mission is 5,000: meaning that if you managed to have 10 survivors with max level skills they would get the job done in only 8 hours.
In Rebuild Z there are five skill types like in Rebuild 3: however, any survivor can practice any of them like in Rebuild 2, though they naturally will be more talented at some of them than others...
For more on skills, see their specific sub-page bellow.
Now on to the Perks System for your Survivors!
Simply put, in Rebuild Z, your survivors can get a LOT more Perks.
In Rebuild 3, where they introduced perks, a survivor, by default, can get at most 4 perks standard: 1 as a starting bonus, and 3 from their backstory over the first 10 ranks of skills they learn: then nothing thereafter except for a few special events... In Rebuild Z, they gain 1 new perk every 20 ranks of total skills they gain, allowing them to acquire up to 25 perks base! However, they actually can get significantly more than that because there are a couple of perks that they can gain through other means than picking them from leveling: the superhero perk is gained automatically when a survivor gets 100 in all five skills, (Omegaman Bonus), training at a dojo with another survivor who has it allows a survivor to pick up the "Martial Artist" and/or "Ninja" perks, and working certain jobs can teach some other perks, like preaching can grant the "Preacher" perk: having a preacher who is devout working in the fort can cause other people to randomly become "Devout", while, conversely, having a "Mixologist" who is a "Skeptic" working in a bar can make other people skeptics: and working on a farm has a tiny chance each day to grant the "Green Thumb" perk, as a few examples.
For more on perks, see their Sub-Page, Below.
Now to discuss Resources.
Resources in Rebuild 3 are much improved over Rebuild 2, but there are a few Issues I'm still concerned with. One is that some types of resources are slightly illogically handled: like crossbows taking the same ammo as a Rocket Launcher, and chopping wood allowing you to make steel plates for a bunker tower... Another is that you could logically manufacture certain types of resources more easily than they actually can be in Rebuild 3, like some kinds of medicines.
The exact changes to the resources are discussed in a chapter of their own, but suffice it to say that they are fairly major and make the game significantly more difficult in certain respects.
Next, we come to Missions.
Many Missions now require more than one person to fulfill, and take a lot longer than Rebuild 3: because people have to SLEEP you know! Each survivor is assigned to an 8-hour shift set by you as colony leader, and most missions require enough people to work them that someone is on the job 24/7 until they're finished.
Furthermore: the "Scouting" mission is NOT 100% safe! Scouting has normal penalties for zombie numbers and mission distances! Use Caution!
The third point of note is you must have a 'path' to any area you want your people to do a mission, which means all intervening squares must be scouted and it cannot pass through a rival base which doesn't have at least 70% respect.
For more information on missions see their sub-page bellow...
Buildings.
Some of the changes to buildings, even from Rebuild 1, were not welcome ones in this authors opinion. For example, apartment buildings, by their nature, are designed to hold more people in a smaller space than suburban Houses. For another, in the Rebuild 3 art, all the buildings are damaged, which makes perfect sense, but: why can't you repair them? Therefore, In the new game, these repairs are possible, and some buildings have new uses now. Additionally, certain buildings that were formerly considered 'useless' and valid targets for the Redecorator perk, no longer are, and furthermore still, researching "Advanced Construction" opens up the creation of a couple of extra types of buildings that were cut from the Rebuild 3 options or never added in even though they appear in the game and are rather "mission-critical". Speaking of which, the building wheel menu is reorganized to be slightly less 'busy' with instead of all the possible buildings on one wheel that wheel opening up a menu of 5 additional sub-menus, science/crafting/general-education buildings, leadership/happiness/politics buildings, scavenging/farming/hunting buildings, combat/defense/training buildings, and construction/support/miscellaneous buildings.
For more on the exact changes to the building's system, check the buildings Sub-Page...
And Lastly, (for now,) Survivors:
Another big change is that rival faction do not have faceless masses of 'troops', 'Traders', 'Robbers', and 'Saboteurs': they have actual survivors, just like your own, who learn skills the same way and work jobs identically, so there's a race on to recruit people into each faction and find them Equipment and Food...
That's enough for now, look at the sub-pages below for more information...
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[*Inside The Game*]
You Find Yourself Inside Your Favorite Video Game...
You are surfing the web when you come upon a Strange Add: "Experience any Videogame from the inside!" You click on the link, wondering what kind of scam this really is, and are directed to a list of genres, then from there you find a game you want to try. No sooner do you click on the link for that game than you find yourself inside the game in question! Now you have to live through the game you picked; or die trying... (And of course, this being CHYOA, have a ton of sex along the way...)
Updated on Feb 25, 2025
by Nemo of Utopia
Created on Nov 1, 2017
by Nemo of Utopia
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