Fort Zombie contains all the skills needed to throw back the Zombie hordes and re–ignite the light of hope for humanity. And remember, it's not always about the being the best fighter. Skills in Fort Zombie represent a percentage of mastery value. So for example, a skill level of 50% in Medicine would indicate a good understanding of the ins–and–outs of being a Doctor and a reasonable ability to handle most day–to–day health needs. A Medicine value of over 75% would be something you would expect to find in an experienced Surgeon.
Skill Types[]
Skills come in 2 varieties in Fort Zombie, Standard and Umbrella.
Standard skills function as you may suspect, in a standard fashion and are specific to the task or tool being used.
Umbrella skills apply to a generalized concept and work in conjunction with the specific skills that come under their jurisdiction.
For example, Pistol is an umbrella skill that covers the use of all handgun weapons. 9MM Berretta is the specific standard skill that applies to the firing of that exact pistol. When you pull the trigger on that Berretta, the game will consult that skill, then add it to your Pistol skill to come to your total skill level for firing that specific handgun.
Base Attribute[]
All Skills in Fort Zombie are based on one of the 5 attributes that make up the core stats of a character. The value of the base attribute will be taken into account when calculating the strength of a skill as a direct bonus to the total percentage. For example: The base attribute for MetalWorking is Smarts. If you Character has a Smarts score of 20 and a MetalWorking skill of 35, then any test made against that skill will be at an effective 55%.
Skill Calculation Examples[]
Firearms[]
Ben is on the run and about to fire an M–16 at medium range. Ben's M–16 skill is 12, his Assault Weapon Skill is 25 and his Finesse attribute is 20. When Ben pulls the trigger, the game will calculate a deviation cone based on his skill total, the weapon behavior and will take into account that Ben is moving. But for our purposes, the skill total is calculated as follows:
Standard Skill% | + | Umbrella Skill | + | Base Attribute | = | Accuracy Modifier |
---|---|---|---|---|---|---|
12 | + | 25 | + | 20 | = | 57% |
Melee[]
Melee ( blade, clubs, hand–to–hand ) differs from gun combat in the sense that your skill with the weapon dictates entirely whether you will hit your target zombie or not. It also dictates how easily a Zombie will hit you. For instance Ben is armed with a Sword and fighting a zombie. His skill in blades is 32%. When he swings he has a 35% chance to hit the zombie. When the zombie tries to claw or bite Ben, the zombie's chance is reduced by half Ben's relevant melee skill. In this case since Ben has a blade in his hands the zombie's chance to hit is reduced by 16%.
Skill Descriptions[]
Combat Skills[]
Assault Weapons[]
Assault Weapons | |
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Type | Umbrella |
Base Attribute | Finesse |
Description | The firing of fully automatic weapons. This includes the M16, M4 and AK-47. |
Blades[]
Blades | |
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Type | Umbrella |
Base Attribute | Finesse |
Description | The use of edged weapons in melee combat. This includes the Katana, Axe and Broadsword. |
Clubs[]
Clubs | |
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Type | Umbrella |
Base Attribute | Finesse |
Description | The use of blunt weapons in Melee combat. This includes shovels, baseball bats and crowbars. |
Hand to Hand[]
Hand to Hand | |
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Type | Standard |
Base Attribute | Finesse |
Description | The use of punches and kicks to engage the enemy in Melee combat. Uses Fists. |
Pistol[]
Pistol | |
---|---|
Type | Umbrella |
Base Attribute | Finesse |
Description | The firing of one–handed, short–barrelled single–shot and semi–automatic guns. This includes the .38 Detective, .38 Service, Python and Desert Eagle along with the 9mm Beretta SA. |
Rifle[]
Rifle | |
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Type | Umbrella |
Base Attribute | Finesse |
Description | The firing of long barrel weapons. This includes the Lee-Enfield and the M1 Garand Rifles. |
Submachine Guns[]
Submachine Guns | |
---|---|
Type | Umbrella |
Base Attribute | Finesse |
Description | The firing of short barrel fully automatic weapons. This includes the Tommy Gun. |
Other Skills[]
Carpentry[]
Carpentry | |
---|---|
Type | Standard |
Base Attribute | Smarts |
Description | Proficiency in projects involving the use and shaping of wood. Critical to building barricades and some traps. |
Electrical[]
Electrical | |
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Type | Standard |
Base Attribute | Smarts |
Description | Proficiency in the use of electrical systems and generators including light electronics. Useful in the building of some traps and maintenance of the base generators. |
Interaction[]
Interaction | |
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Type | Standard |
Base Attribute | Power |
Description | Skill in relating to people and convincing them your ideas are sound. Useful in getting survivors to join you. |
First Aid[]
First Aid | |
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Type | Standard |
Base Attribute | Smarts |
Description | Skill in the treating of fresh wounds and some general medical knowledge. Useful in lessening the effects of wounds incurred on missions and of lesser use in long–term overnight care. |
Lock Pick[]
Lock Pick | |
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Type | Standard |
Base Attribute | Finesse |
Description | Techniques and skills pertaining to the opening of various things you shouldn't. |
Mechanical[]
Mechanical | |
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Type | Standard |
Base Attribute | Smarts |
Description | Proficiency in the use and construction of basic mechanical systems. Useful in building some traps and maintaining the base generators. |
Medicine[]
Medicine | |
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Type | Standard |
Base Attribute | Smarts |
Description | Skills and knowledge of the human body and how to increase its rate of healing. Critical to long–term, overnight care. |
Metal-Working[]
Metal-Working | |
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Type | Standard |
Base Attribute | Smarts |
Description | Proficiency in projects involving the use and shaping of Metal. Critical to building heavier barricades and some traps. |
Scout[]
Scout | |
---|---|
Type | Standard |
Base Attribute | Smarts |
Description | Techniques involved in the selection of optimal paths and the avoidance of trouble. Useful for reducing travel times and lowering the odds of being intercepted by Zombies on your way to and from missions. The highest skill in the team counts as the base, with additional team members with Scout skill adding a bonus. |
Sneak[]
Sneak | |
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Type | Standard |
Base Attribute | Finesse |
Description | The ability to move silently and avoid the senses of the zombie menace at closer ranges. |
Spot[]
Spot | |
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Type | Standard |
Base Attribute | Smarts |
Description | Proficiency in searching for and spotting useful items amidst the wreckage of the end of the world. Critical for the finding of items in the town of Piety. |