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Post Apocalyptica: The Colony begins

The Colony
Courtesy Discovery Channel

The Colony is in its second season on the Discovery Channel. This reality-style show is a great premise for a post-apocalyptic role-playing game:

Season Two of THE COLONY introduces viewers to a new group of volunteers with differing backgrounds, skills and personalities, to bear witness to how these colonists will survive and rebuild in a world without electricity, running water, government or outside communication. Over the course of 10 episodes, the colonists — who include a construction foreman, teacher, carpenter and auto mechanic — must work to utilize and strengthen their exploration, technology and survival skills in ways they've never had to before. THE COLONY features on-going commentary and input from experts in homeland security, engineering, psychology and the medical community, with expertise and insight into what the future could look like after a biological disaster.

I regretted not catching the show in time in the first season to create a proper write-up. Well this time I'm ready. The best place to find role-playing information about the Colony, complete with maps and survivor bios.

This season has a very specific reason for the apocalypse: a biological virus wipes out humanity. A mutation of the avian flu known as the Nuclear Flu, is contracted by aerosol form. It attacks the respiratory system and causes the immune system to overreact,. The end result is lung failure, internal bleeding, and death within 48 to 72 hours. Since the colonists are uninfected survivors, they are transported to the colony by a government agency, the Viral Outbreak Protection Agency.  The colonists then go about securing the basics: fire, water, food, shelter, and security.  

Day Zero

Without further ado, here's the map and each of the participants statted up as non-player characters for d20 Modern. Feel free to play along!

The Colony Map

Sally Dawson         (CR 1, HD 1d6+1d8+2)
Female Occupation: Blue Collar Educated: Knowledge (Business) Educated: Knowledge (Streetwise) Human Charismatic Ordinary1/Strong Ordinary1
N Medium Humanoid
Init +1 Spd 30
Listen +0, Spot +0

AC 12 (FF 11, Touch 12)
hp 10 (Disabled -1/Dying -12/Injury 10)
Saves: Fort +2, Ref +2, Will +1

Atk +3 base melee, +2 base ranged; Grapple +3;
        +3 Melee (Unarmed strike 1d3+2/crit 20/x2)
Charismatic Ordinary Features: Defense Bonus (No Armor) +1, Reputation Bonus +1; Strong Ordinary Features: Defense Bonus (No Armor) +1, Reputation Bonus +1,
Misc Notes: Sally was home schooled by her parents, and at a young age proved to be very mechanically inclined. She began working at her father's auto shop when she was 13. By the age of 24, Sally owned her own garage. She has never seen a need for formal training of any sort and is proud to display her master's degree in the art of street smarts, common sense, business and mechanics from The School of Hard Knocks and Busted Knuckles, on the wall at her shop. Growing up just outside of Boston has taught Sally everything she's needed to know.

Abilities: STR 14, DEX 13, CON 12, INT 8, WIS 10, CHA 15
Feats: Brawl, Builder (Mechanical and Structural), Educated, Simple Weapon Proficiency.
Skills: Bluff +3, Craft (Mechanical) +1, Craft (Structural) -3,  Drive +2, Intimidate +4, Knowledge (Business) +4, Knowledge (Current Events) +2, Knowledge (Streetwise) +4, Repair +1.

Jim Armistead         (CR 1, HD 2d8+2)
Occupation: Rural Human Strong Ordinary2
N Medium Humanoid
Init +1 Spd 30
Listen +1, Spot +1

AC 13 (FF 12, Touch 13)
hp 15 (Disabled -1/Dying -12/Injury 12)
Saves: Fort +3, Ref +1, Will +1

Atk +4 base melee, +3 base ranged; Grapple +4;
        +4 Melee (Unarmed strike 1d3+2/crit 20/x2)
Strong Ordinary Features: Defense Bonus (Class/Natural) (+2), Reputation Bonus +0,
Misc Notes: Jim is "ready for anything" in every sense of the word: he is truly preparing for a catastrophic event. He has converted his daily living situation into long-term independent survival preparedness. Jim even has "bug-out packs" ready in case of such an emergency, accessible for his children, consisting of food, water, rope, and first-aid. For fun, Jim has his wife drop him off in the desert for days at a time, with little more than some water and a knife where he hones his skills in trapping and preparing game, water filtration, self-defense and rudimentary shelter construction He finds being resourceful entertaining. Jim has tremendous mental fortitude and knows how to get by in some of the roughest situations. As a child, Jim rarely spent time indoors, and has lived in many different environments which shaped him into the character he is today.

Abilities: STR 14, DEX 13, CON 12, INT 11, WIS 13, CHA 9
Feats: Advanced Firearms Proficiency, Defensive Martial Arts, Personal Firearms Proficiency, Simple Weapon Proficiency.
Skills: Climb +3, Demolitions -1, Jump +3, Survival +6, Swim +7.

George Willis         (CR 1, HD 1d8+1d8)
Occupation: Creative Human Fast Ordinary1/Strong Ordinary1
N Medium Humanoid
Init +1 Spd 30
Listen -1, Spot -1

AC 15 (FF 14, Touch 15)
hp 13 (Disabled 0/Dying -11/Injury 11)
Saves: Fort +1, Ref +2, Will -1

Atk +3 base melee, +2 base ranged; Grapple +3;
        +3 Melee (Combat Martial Arts [Feat] 1d4+2/crit 20/x2)
Fast Ordinary Features: Defense Bonus (Class/Natural) (+4), Reputation Bonus +0; Strong Ordinary Features: Defense Bonus (Class/Natural) (+4), Reputation Bonus +0,
Misc Notes: George Willis is an artist and inventor who loves to work with recycled materials. At a young age his mother trained him in martial arts, while his father taught him jewelry and blacksmithing. His previous jobs have included building prototypes for the toy industry, diamond setting, special effects for movies, documentary film making, and working as a massage therapist on private jets. George is also a Red Cross disaster volunteer, a musician, and a regular attendee at Comic Con and the Burning Man festival. He now works for an architecture firm in Los Angeles.

Abilities: STR 14, DEX 13, CON 11, INT 14, WIS 9, CHA 11
Feats: Archaic Weapons Proficiency, Builder (Mechanical and Structural), Combat Martial Arts, Simple Weapon Proficiency.
Skills: Craft (Mechanical) +3, Craft (Structural) +4, Craft (Visual Art) +3, Demolitions +0, Knowledge (Popular Culture) +4, Perform (String Instruments) -3,  Profession +1, Repair +4, Survival +1, Swim +4, Treat Injury +1.

Robert Deville         (CR 1, HD 1d6+1d8)
Occupation: Military Human Dedicated Ordinary1/Strong Ordinary1
N Medium Humanoid
Init +0 Spd 30
Listen +3, Spot +4

AC 14 (FF 14, Touch 14)
hp 10 (Disabled 0/Dying -11/Injury 10)
Saves: Fort +2, Ref +0, Will +4

Atk +2 base melee, +1 base ranged; Grapple +2;
        +2 Melee (Unarmed strike 1d3+1/crit 20/x2)
Dedicated Ordinary Features: Defense Bonus (No Armor) +2, Reputation Bonus +1; Strong Ordinary Features: Defense Bonus (No Armor) +2, Reputation Bonus +1,

Abilities: STR 13, DEX 10, CON 11, INT 12, WIS 16, CHA 10
Feats: Armor Proficiency (light), Builder (Mechanical and Structural), Personal Firearms Proficiency, Simple Weapon Proficiency.
Skills: Climb +2, Craft (Mechanical) -1, Craft (Structural) +4,  Drive +2, Intimidate +1, Knowledge (Current Events) +3, Knowledge (Streetwise) +3, Knowledge (Tactics) +6, Profession +5, Sense Motive +4, Spot +4, Treat Injury +4.

Reno Ministrelli         (CR 1, HD 1d6+1d8+2)
Occupation:
Entrepreneur Human Smart Ordinary1/Strong Ordinary1
N Medium Humanoid
Init -1 Spd 30
Listen +1, Spot +1

AC 10 (FF 10, Touch 10)
hp 10 (Disabled -1/Dying -13/Injury 10)
Saves: Fort +2, Ref -1, Will +2

Atk +3 base melee, +0 base ranged; Grapple +3;
        +3 Melee (Unarmed strike 1d3+2/crit 20/x2)
Smart Ordinary Features: Defense Bonus (No Armor) +1, Reputation Bonus +1; Strong Ordinary Features: Defense Bonus (No Armor) +1, Reputation Bonus +1,
Misc Notes: This tough guy of Italian, Lebanese and Russian descent was raised in the suburbs of Detroit. After working as a recruiter for a health care staffing agency, his entrepreneurial mind took over and he launched his own company but lost the business due to the struggling economy. Realizing there is more money in climbing towers than sitting at a cubicle in an office he went on to become the foreman of a cell phone tower construction crew, Reno's motto is: "anyone can turn a wrench but not everybody can manage to do it as few times as possible and be as effective."

Abilities: STR 14, DEX 8, CON 13, INT 15, WIS 12, CHA 10
Feats: Builder (Electronic and Mechanical), Personal Firearms Proficiency, Simple Weapon Proficiency.
Skills: Climb +3, Craft (Electronic) +5, Craft (Mechanical) +5, Craft (Structural) +2, Disable Device +7, Drive +1,  Intimidate +2, Knowledge (Current Events) +6, Knowledge (Physical Sciences) +6, Knowledge (Popular Culture) +6, Knowledge (Technology) +6, Read/Write Language +1, Repair +6, Search +5,

Becka Adams         (CR 1, HD 1d6+1d8)
Female Occupation: Dilettante Educated: Knowledge (Art) Educated: Knowledge (Popular Culture) Human Charismatic Ordinary1/Fast Ordinary1
N Medium Humanoid
Init +2 Spd 30
Listen +1, Spot +1

AC 15 (FF 13, Touch 15)
hp 8 (Disabled 0/Dying -10/Injury 8)
Saves: Fort +0, Ref +4, Will +2

Atk -1 base melee, +2 base ranged; Grapple -1;
        -1 Melee (Unarmed strike 1d3-1/crit 20/x2)
Charismatic Ordinary Features: Defense Bonus (No Armor) +3, Reputation Bonus +1; Fast Ordinary Features: Defense Bonus (No Armor) +3, Reputation Bonus +1,
Misc Notes: Becka grew up in a rural town in Colorado, where her family bred and raised Arabian horses. At an early age, she was very involved in dance, eventually taking up cheerleading, hip hop dancing and modeling in her teen years. Despite the fact that she grew up on a farm, Becka doesn't believe her skills are among those that would be useful in a survival situation.

Abilities: STR 8, DEX 14, CON 10, INT 13, WIS 12, CHA 15
Feats: Acrobatic, Educated, Simple Weapon Proficiency.
Skills: Balance +3, Bluff +3, Craft (Visual Art) +5, Diplomacy +6, Drive +3, Jump +4, Knowledge (Art) +5, Knowledge (Current Events) +5, Knowledge (Popular Culture) +5, Perform (Dance) +6, Ride +5, Tumble +5.

Sian Proctor         (CR 1, HD 2d6+2)
Female Occupation: Academic Educated: Knowledge (Behavioral Services) Educated: Knowledge (Earth and Life Sciences) Educated: Knowledge (Physical Sciences) Educated: Knowledge (Technology) Human Smart Ordinary2
N Medium Humanoid
Init +0 Spd 30
Listen +2, Spot +2

AC 11 (FF 11, Touch 10)
hp 12 (Disabled -1/Dying -12/Injury 12)
Saves: Fort +1, Ref +0, Will +4

Atk +0 base melee, +1 base ranged; Grapple +0;
        +0 Melee (Unarmed strike 1d3-1/crit 20/x2)
Smart Ordinary Features: Defense Bonus (Class/Natural) (+1), Reputation Bonus +1,
Misc Notes: Born on the island of Guam to a NASA engineer, Sian dreamed of flying military jets and becoming an astronaut. Her dreams were crushed at the age of 15 when she was prescribed glasses for her near-sightedness. Yet, her persistence didn't let that stop her and she eventually got her pilot's license. An avid lover of math and science, Sian became a professor of geology at South Mountain Community College where she specializes in geological hazards. As former captain of the Arizona State University's women's ice hockey team, she is no stranger to leading a team and making decisions.

Abilities: STR 9, DEX 10, CON 12, INT 16, WIS 15, CHA 13
Feats: Educated x2, Simple Weapon Proficiency.
Skills: Computer Use +8, Craft (Chemical) +4, Gather Information +3, Knowledge (Current Events) +8, Knowledge (Earth and Life Sciences) +8, Knowledge (Physical Sciences) +8, Knowledge (Popular Culture) +6, Knowledge (Technology) +8, Pilot +5, Profession +6, Research +8, Survival +5, Swim +4.

Day One

The colonists begin with six days of food. Shelter is available nearby in the giant white tent and other burned-out buildings. Fire is started with the spark of a tractor's engine.  This fire is in turn used to boil the water from a nearby river. With the four basics acquired, at least in the short-term, the colonists have one final problem: security.

Day Two

The colonists are visted by three strangers who ask for food and water. Their motives are questionable. The bigger challenge is that physical contact with them means a risk of infection, requiring a 12-hour quarantine.

Wanderers         (CR 1, HD 1d8+1d10+4)
Occupation: Blue Collar Human Strong Ordinary1/Tough Ordinary1
N Medium Humanoid
Init +1 Spd 30
Listen +2, Spot +2

AC 13 (FF 12, Touch 13)
hp 14 (Disabled -2/Dying -15/Injury 14)
Saves: Fort +4, Ref +1, Will +0

Atk +3 base melee, +2 base ranged; Grapple +3;
        +3 Melee (Quarterstaff 1d6+3/crit 20/x2)
        +3 Melee (Unarmed strike 1d3+2/crit 20/x2)
Strong Ordinary Features: Defense Bonus (No Armor) +2, Reputation Bonus +0; Tough Ordinary Features: Defense Bonus (No Armor) +2, Reputation Bonus +0,

Abilities: STR 14, DEX 12, CON 15, INT 13, WIS 10, CHA 8
Feats: Alertness, Brawl, Simple Weapon Proficiency.
Skills: Craft (Mechanical) +1, Drive +5, Intimidate +3, Knowledge (Popular Culture) +2, Knowledge (Streetwise) +2, Listen +2, Profession +4, Repair +2, Spot +2, Swim +3.

Weapons: Quarterstaff. Goods: Wealth Bonus (5).

That night, a storm hits. While it's undeniably inconvenient it also means fresh water.

Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind.

Day Three

The colonists awaken to a snake in their compound!

Animal (Snake Tiny Viper)          (CR 1/3, HD 1/4d8)
N Tiny Animal
Init +3 Spd 15 or Climb 15 or Swim 15
Senses Scent (Ex) | Listen +8, Spot +8

AC 17 (FF 14, Touch 15)
hp 2 (Disabled 0/Dying -11/Injury 2)
Saves: Fort +2, Ref +5, Will +1

Atk +0 base melee, +5 base ranged; Grapple -10; Face 2.5'x2.5'; Reach 0';
        +5 Melee (Bite -2/crit 20/x2);
SA: Poison (Ex)


Abilities STR 6, DEX 17, CON 11, INT 1, WIS 12, CHA 2
Feats: Weapon Finesse: Bite.
Skills: Balance + 11, Climb + 12, Hide + 18, Listen + 8, Spot + 8, Swim + 7.

Special Attacks: Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution.

Later that day, a mob of 25 people arrive in a group.  They are part of the same three people from before.  Armed with pepper spray and smoke bombs, they will accept nothing less but all of the colony's medical supplies.

Wanderers         (CR 1, HD 1d8+1d10+4)
Occupation: Blue Collar Human Strong Ordinary1/Tough Ordinary1
N Medium Humanoid
Init +1 Spd 30
Listen +2, Spot +2

AC 13 (FF 12, Touch 13)
hp 14 (Disabled -2/Dying -15/Injury 14)
Saves: Fort +4, Ref +1, Will +0

Atk +3 base melee, +2 base ranged; Grapple +3;
        +2 Ranged (Smoke grenade 0/crit 20/x2)
        +2 Ranged (Pepper Spray 1d4/crit 20/x2)
        +3 Melee (Unarmed strike 1d3+2/crit 20/x2)
Strong Ordinary Features: Defense Bonus (No Armor) +2, Reputation Bonus +0; Tough Ordinary Features: Defense Bonus (No Armor) +2, Reputation Bonus +0,

Abilities: STR 14, DEX 12, CON 15, INT 13, WIS 10, CHA 8
Feats: Alertness, Brawl, Simple Weapon Proficiency.
Skills: Craft (Mechanical) +1, Drive +5, Intimidate +3, Knowledge (Popular Culture) +2, Knowledge (Streetwise) +2, Listen +2, Profession +4, Repair +2, Spot +2, Swim +3.

Weapons: Pepper Spray; Smoke grenade. Goods: Wealth Bonus (5).
For more info: See the official web site.
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Michael "Talien" Tresca is a game designer, author, communicator, and artist. Michael has authored numerous supplements and adventures for publishers of Open Game License and D20-compatible games, including AEG, MonkeyGod Enterprises, Goodman Games, Otherworld Creations, Privateer Press,...

Comments

  • Cindy 1 year ago

    If you like this story line, read "Stan's Leap" by Tom Duerig. I couldn't put it down. Disclaimer: the firm I work for is helping him get publicity. Truth: I don't personally recommend a book I haven't read and liked. The story is about a group of people stranded on the world's most remote island because of an apocalypse ... or so they believe.

  • Michael Tresca 1 year ago

    Hi Cindy,

    If you want to send me a review copy I'd be happy to make my own assessment.

  • TadK 1 year ago

    What an awesome tremendous amount of work you have put into this. Awesome

  • Michael Tresca 1 year ago

    Thanks! I love this show. I'm becoming less and less enamored with this season however.

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