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Choose UR Fate is the name of several Driving Events that may randomly occur during the course of the game. Below are some examples, as there are other possible events, including training to increase skills or stats.

T*S*T*C

[Character] meets another survivor who rants about seeing an oiled up bodybuilder that was 'too swole to control', ripping zombies in half after bench-pressing them.

Results

High Strength character in the party

[Character] feels PUMPED UP about this story and benches a nearby log.

  • [Character] +1 Strength
  • [Character] +1 Morale

Charming human in the party

[Character] convinces the woman to give more details. She instead provides some great exercise tips.

  • [Character] Wits and Attitude revealed
  • [Character] +1 Strength
  • [Character] +1 Morale

Charming animal in the party

If dog: [Character] makes puppy eyes at the woman.
Otherwise: [Character] rolls over and acts all cute.

She gives [Character] a bunch of food!

  • +7-10 Food

Bandit Character in the party

If human: [Character] cruelly calls the woman a MUSCLE NERD.
If animal: [Character] frantically [barks/meows/sneezes] at the woman.

  • [Character] Loyalty and Composure revealed
  • [Character] +2 Morale

None of the above

If alone: [Character] wonders what that was all about.
If not alone: The group looks nervously at each other.

  • Nothing happens

5 Bandits

Five bandits ambush the group while they are about to sneak into a zombie infested house.

The bandits speak in a half-whisper, afraid to attract undead attention. They say hand over some supplies or they'll yell.

  • Give 10 Food/Don't have the food! (less than 10 food)
  • Call bluff
  • [Paranoid Character] already had a plan
  • [Irritating Character] tells bandits to COOL IT
  • [Angry-Strong Character] goes on a rampage

Results

Give 10 food

The group pays the bandits their extortion fee, instead of risking the carnage.

  • -10 Food

Don't have the food!

[Character] explains that group doesn't have enough food.

5-9 food: The bandits don't seem to want to risk the carnage so they accept taking less.

  • All remaining food lost

0-4 food: The bandits think this is a lie!

  • Same results as calling the bluff

Call bluff

[Character] calls the bandit's bluff. 50-50 chance between no results and party being hurt.

Good outcome
The bandits were all talk, and don't make a sound when their bluff is called. The group goes back to the car as the bandits creep away.

  • Nothing happens

Bad outcome
One of the bandits yells, and chaos erupts as the zombies swarm out. Escape was messy.

  • [Party] -1 Health (lethal)

[Paranoid Character] already had a plan

[Character] calls the bandits on their bluff, immediately. Before the bandits can yell, [Character] is already making tons of noise.

As the bandits panic and the zombies rush in, the group saunters away by a side route. It pays to constantly plan for the worst!

  • [Character] Wits and Attitude revealed
  • [Character] +2 Morale
  • [Other party members] +1 Morale

COOL IT

If human: In a faint whisper, [Character] tells the bandits to COOL IT.
If animal: [Character] farts really faintly at the bandits. Silent... but deadly.

Success (charged COOL IT!!!)
The bandits freeze in place, with no idea what to do. One offers a bribe if [Character] will just go away and never return.

The bandits can give their supplies, or silently teach zombie secrets through sign language.

Failure
The bandits are, for what feels like a long time, taken aback by this.

  • Same results as calling the bluff

[Angry-Strong Character] goes on a rampage

With no warning and not a single word, [Character] runs up to the nearest bandit and punches him in the face, knocking him out. Then [Character] does the same thing to a second bandit before calming down.

Everyone's stunned. The remaining three bandits decide they should quietly pick up their friends and leave.

  • [Character] Strength and Composure revealed
  • [Character] +2 Morale
  • [Other party members] +1 Morale

Time Out

The group gets a peaceful moment to rest in a safehouse, no zombies in sight.

If alone
With no one to bother him/her, he/she decides to:

  • COOL IT
  • Exercise for strength
  • Exercise for fitness

If not alone
With some spare time, they decide to:

  • One of [COOL IT/Exercise for strength/Exercise for fitness] (50% chance to be COOL IT, 25% chance each to be strength/fitness exercise)
  • [Highest Mechanical] Teach mechanic skills
  • [Highest Medical] Teach medical skills

Results

COOL IT

The group spends some time just chillin'.

  • [Party] +2 Morale
  • Increases the Cool It! counter

Exercise for strength

The group gets some impromptu strength exercises in. The heaviest furniture that can be lifted is picked up, then set down. Repeat until MEGABUFF.

  • [Party] +1 Strength

Exercise for fitness

The group gets some impromptu cardiovascular exercises in. Mostly burpees, some jumping jacks. Repeat until ULTRA FIT.

  • [Party] +1 Fitness

Teach mechanic skills

Character has 2 or more Mechanical: [Character] teaches everyone what he/she knows about car repair and other ways to accidentally mess up machinery.

  • [Other party members] +1 Mechanical
  • [Character] +1 Morale
  • [Character] Mechanical revealed

Character has less than 2 Mechanical: [Character] teaches everyone what he/she knows about car repair and other ways to accidentally mess up machinery. He/she doesn't know much about it! It's a completely useless lesson.

  • [Character] +1 Morale
  • [Character] Mechanical revealed
DR2C 15 04 2020 15 43 15

[Character]'s medical stat was 3 in this case.

Teach medical skills

Character has 2 or more Medical: [Character] teaches everyone what he/she knows about emergency medical care and semi-painless dentistry.

  • [Other party members] +1 Medical
  • [Character] +1 Morale
  • [Character] Medical revealed

Character has less than 2 Medical: [Character] teaches everyone what he/she knows about emergency medical care and semi-painless dentistry. He/she doesn't know much about it! It's a completely useless lesson.

  • [Character] +1 Morale
  • [Character] Medical revealed

Relaxing on a Roof

The group gets a rare peaceful moment to relax on an apartment roof.

If alone
With no one to bother him/her, he/she decides to:

  • COOL IT
  • Exercise for strength
  • Exercise for fitness

Results are the same as for Time Out.

If not alone
There's time to talk, and someone reveals a lot about themself:

You may select one person in your party.

Results

[Character] reveals his/her TRUE ESSENCE.

  • All stats for selected character are revealed

Toll Bridge Bandits

Bandits are guarding a retracted bridge over a river. They demand that anyone passing pays a toll.

They want X food to pass safely.

Normal: X = 3 + 3 per party member
Deadlier+: X = 4 + 4 per party member

  • Pay toll of X food
  • Refuse and fight!
  • Brandish guns (present if total shooting level > 12)
  • [Irritating Character] tells bandits to COOL IT
  • [Highest Wits]: Take a detour instead
  • [Lowest Composure]: LET'S JUMP IT

Results

Pay toll of X food

The group decides to play it safe. They give into the bandits' demands.

Refuse and fight!

The group knows that every single one of their supplies are essential for their chances of reaching Canada. So they fight.

Normal:

  • [Party] -1 Health (lethal)

Deadlier+:

  • [Party] -2 Health (lethal)
     

35% chance of only taking 1 damage instead

Brandish guns

The group draws their weapons on the bandits.

They are so fast that the bandits are overwhelmed, and forced to lower the bridge.

The group passes through the bridge unharmed.

  • No penalties

COOL IT

If human: [Character] tells the bridge bandits to COOL IT.
If animal: [Character] farts on the toll bridge.

Success (charged COOL IT!!!)

This really makes the bandits think.

Have they just been too greedy?

They offer a gift in order to start making amends!

  • [Character] Wits and Atttiude revealed
  • [Party] +3 Morale
  • Choice of two random rewards (see Rescue Successful! for a list of possible rewards)

Failure

The bandits refuse to lower the bridge until they get most of the group's supplies.

Normal

  • All food lost
  • Half ammunition and medical supplies lost
  • Extra gas lost (if party has over 100 gas, it's set to 100, otherwise lose nothing)
  • [Character] Wits and Atttiude revealed
  • [Party] -2 Morale

Deadlier+

  • [Character] Wits and Atttiude revealed
  • [Party] -2 Morale

Take a detour

The group decides to take a detour! This is usually a bad idea.

Success
It takes some extra time and gas, but not too much!

  • Lose a small amount of gas (depends on car mileage)

Failure
They get lost for a full day, until finally finding an alternate route.

  • Lose a large amount of gas (depends on car mileage)
  • Group sleeps, 1 meal is eaten

JUMP IT

[Character] is real mad about having to pay bridge tolls, even post-civilization. He/she runs right into the retracted bridge, sending the car flying past.

Slow car
The slow car immediately flips upside down and erupts into flames, not even clearing the obstacle.

  • [Party] -2 Health (lethal)
  • Car is destroyed

Normal speed car
The car makes it over, but sinks like an anvil and smashes into the road. Chunks of metal fly in every direction.

  • Car's chassis takes heavy damage (may be destroyed)

Fast car
The car builds up great speed, hits the jump, and sails right over the obstacle!

  • No penalties

Car with rocket boosters
The car builds up incredible speed, hits the jump, and starts flying for a while due to the rocket boosters! It's exhilarating!

  • [Party] +2 Morale

Trivia

  • The Toll Bridge Bandits event is similar to a walking event with the same name. However, they have different options and outcomes, and are not to be confused.
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