PDA

View Full Version : Zombie Rampage- Game starts on Post 72! Day 4!



Pages : [1] 2

Deathslayer7
2009-09-05, 01:09 PM
Original idea thanks to Jontom Xire.

Red is stuff taken out of Jontom's.
Blue is stuff added in.
Black is stuff that remained the same.

Zombie Rampage
A game of rampaging zombies and plucky survivors for parties or forums.

Game play:

Game turns consist of a day phase and a night phase.

During the day phase zombies tear down the previous day's barricades hunting for victims that are no longer there (not too bright) and during the night phase the zombies either wander the streets looking for victims or attack the survivors hiding in the new barricade they have built.

During the day phase the survivors can do one of:

Scavenge for useful items
Fortify a barricade
Heal
Be healed
Slope around the place being lazy


During the night phase the survivors can do one of:

Hide in the barricades taking pot shots at zombies (if they have a ranged weapon)
Roam the streets looking for lone zombies to fight (must notify the narrator how many rounds of combat they wish to fight. If no round is specified, all rounds of combat are persumed to have happened).
Find a hiding place and hope they survive until morning (must notify narrator if they are attacked whether they wish to fight or run away).


The game ends when:

There are no more survivors (zombies win)
N turns have passed and the military arrive to rescue the survivors (survivors win)
Players do not win by killing all zombies.


The number of turns N depends on the number of survivors at the start of the game. N= (number of players)*(3/4)

The number of zombies is equal to (half the number of players)/2 rounded up. A zombie or zombies come into town every two nights.
If a player gets turned into a zombie, their stats remain the same but are used for different purposes:


Stats/Skills:

Players get to spend 21 points on the following stats. The maximum value for a statistic is 6, the minimum that players can allocate is 2.

STRength: Affects melee combat and carrying capacity.
AGiLity: Affects ranged combat and stealthiness (hiding, sneaking), as well as running away in combat.
CONstitution: Affects disease resistance and toughness.
INTelligence: Scavenging for items.
ENGineering: Affects how well barricades are built and the percent chance of melee weapons breaking.
MEDicine: Affects how well a person uses a healing item.

A person is limited to the amount of items they can carry equal to their STR/2+1. A person's thoughness is equal to their CON/2+1. Both are always rounded down.

If there aren't enough players, NPCs can be rolled randomly.

Each player gets one skill from the following list, which they lose on becoming a zombie, which gives them +1 to the corresponding action.

Barricading
Healing
Melee Combat
Scavenging
Shooting
Stealth (hiding)


Zombies (reworked and added in as a seperate category)

STRength: Affects melee combat and breaking through barricades.
AGiLity: Affects dodging ranged attacks and sneaking into barricades.
CONstitution: Affects disease infectiousness.
INTelligence: Affects searching for hidden players.

Once players turn into zombies, they lose the abilities ENG and MED. Any points allocated into these two stats are added up and divided by two, then reallocated to any of the remaining stats as the person (now dead) chooses.

NPC zombies decide their night action randomly

If there are no barricades, the zombies will all roam the streets hunting for hiding players.

Once a player has turned into a zombie they can decide their own night action, and choose their action in many other places where it would normally be decided randomly. A player that turns into a zombie has their stats halved (excluding ENG and MED) rounded up and then divides the total points of their ENG and MED score by 2. The remaining points may then be used to reallocate whever the subject wants them.

Ex: Bob (from earlier) missed with his katana on all three attacks, and the zombie managed to kill him with a last lucky roll. Bob's stats were 4,4,4,2,3,4. His stats now become 2,2,2,1 and he has 7 points divided by 2 =3.5 (rounded up) equals 4. He decides to put them all into STR, so his stats now become 6,2,2,1. While strong, he will have a hard time finding people.


Hunter

Hunter's are just that, excellent beasts that use both their arms and legs to run on and attack enemies with. While not infectious (usually) they are skilled at tracking and attacking, making them dangerous opponents, espcially if they surprise you.

(exact values are unknown. This is a general outline).

STR - 3-5
AGL - 2-4
CON - 1-2
INT - 4-5

Stat values between 10-16

Hell's Hound

Who knew that the disease could infect canines as well? Fast and hard to hit, these critters use their speed to their advantage and can kill humans quite easily with their sharp teeth and/or bite. While not infectious, they still hurt and are quite vicious, but their simple mind leaves them quite ineffective at finding anyone but the worst hiders.

STR - 4-6
AGL- 5-6
CON- 1-2
INT- 1-2

Stat value between 11-16

Zombie

These are your everyday normal zombies who vary each time you face them. One time you might get a fast zombie, another time an infectious one. Chances are, you never know. Regular zombies have one good stat, one decent stat, and two crappy stats.

STR - 5-6
AGL - 3-4
CON - 1-2
INT - 1-2

Stat ranges between 10-14. Can be in any random arrangement.

Alpha Zombie

It all started with this guy. The destruction, chaos, and death. How did it happen, no one knows, but this guy is no average zombie. It's believed that he still retains some mental capacity, but no one knows for sure. All they know is that if you see him, run!

STR - 5-6
AGL - 5-6
CON - 5-6
INT - 5-6

Stat ranges from 20-24. Comes into play at the halfway point. Extra win condition if killed.

Zombies can never be more then the intial amount of players that started the game. Zombies will also stop entering if the number of zombies > then 1.5*(survivors remaining). Excludes Alpha zombie which always appears halfway through. Zombies always have a +2 modifier to toughness, CON/2 + 2.


Health

A living person has two damage states, one for physical damage and one for infection. Zombies have only the physical damage state. Each physical damage state has a modifier that affects all stats. When a character becomes a zombie, they improve by one physical damage state.

{table=head]Physical|Infection|Modifier
Healthy|Healthy|0
Scratched|Dormant|-1
Injured|Malignant|-2
Wounded|Spreading|-3
Dead|Zombified|-4
[/table]

When a character with any sort of infection dies, they automatically become a zombie. If a character is killed by a zombie but is not infected, they do not become a zombie.

Each 24 hours a player with "Malignant" or "Spreading" infection who isn't having their infection medically treated rolls 1d6. If they equal to or higher than their CON stat they go up one state.

When taking physical damage, living characters have a toughness of their CON/2 and zombies have a toughness appropriate to their type. Divide the damage total by this toughness to work out how many levels of physical damage the target goes up by.

Example:

Rob the Zombie gets beaten up by Bob using a baseball bat. Rob is currently undamaged. Bob ends up getting a damage total of 8. That makes 2 levels of physical damage, so Rob is now "Injured".

Next round Rob the Zombie wins and ends up with a damage total of 7. That's 3 levels of physical damage for Bob, so he goes from "Healthy" to "Wounded".


Ranged Combat:

Ranged weapons have one of two ranges. Short or long. If a short ranged weapon is used then if the target doesn't die it can initiate melee combat. If the shooter is protected by a barricade then the target will need to force it's way through the barricade first (see "Barricades") but once it does so will target the shooter. Zombies will always attack if they are not killed by the ranged attack.

Long ranged weapons mean that the shooter is far away from the target and so can make a get-away easily, assuming the target can even see the shooter that is. Long ranged shooters have too make a "hide" check to avoid being found, then they are able to shoot a random (unless specified) zombie. Or they can choose to protect a group or single player, and if they are attacked by a zombie, that zombie is shot from afar.

Zombies lack the co-ordination and intelligence to make ranged attacks.

To make a ranged attack, the shooter and target both roll 1d6 and add their AGL stat and any appropriate to hit or defensive modifiers. If the shooter's total is higher then the target is hit. The shooter adds any damage modifiers from the weapon and this gives the damage total. The damage total is then divided by the target's toughness and that gives how many levels of physical damage the target takes.

Ex: Garrick is hiding in a tower and has a hide score of 11. No zombie finds him, so he is free to snipe a zombie or protect a player. He decides to protect Ted. Ted's hide score is 2, and is found by a zombie. As the Zombie approaches Ted, Garrick pulls the trigger and hits the zombie in the chest, staggering it. Ted hears the gunshot and notices the zombie. With no time to run, he has an axe and decides to attack it. (Intiative has been changed in this case, but no chance is given to run until the second round). From here, melee combat proceeds.

Once Ranged combat is over, melee combat begins on the second round!


Melee Combat

Normal melee combat consists of three rounds. Attacks through barricades are resolved in the same way as melee combat, but the number of rounds depends on the success of the attacker in breaking through the barricade.

Survivors cannot attack zombies unless they possess a weapon capable of harming a zombie. A mob of survivors, some with such weapons and some without, cannot attack zombies and if attacked by them cannot damage them. However on encountering zombie(s) the members of the mob with weapons can form a smaller mob and attack the zombie(s) while the unarmed survivors run away.

Before melee combat begins, all participants may fire any short range weapons they possess at the enemy. Or at their friends. But that's probably not a very good idea.

For each melee combat, all participants on one side are decided and all the participants on the other side are decided. The STR stats of all participants, and all the "to hit" modifiers of any melee weapons being used are added together to get a total melee strength for each side.

Each round, each side then rolls 1d6 and adds the value to the total melee strength to get a total. The side with the highest total wins the round and from there may proceed to the damage stage descirbed in dealing damage. From there, combat begins again until someone dies, runs away or combat ends.

If survivors are being attacked by zombies then each zombie, once per combat, has a chance to infect a survivor. Infection attempts are spread evenly and randomly amongst the survivors. Each zombie and their target rolls 1d6 and adds their CON stat. If the zombie has a higher total then the target gains one infection level.

The hunter always gets the first intiative in melee combat. If a zombie finds someone who has a ranged weapon, then it proceeds to ranged combat, in which humans always have first intiative. There is always at least one round of combat. If for any reason, the human wishes to flee, they can do so during their turn during the second or third round of combat. Doing so requires a roll of 1d6+AGL vs. the zombies STR+1d6. Beating the zombies score means you get away safely. Not beating the zombies score means you are attacked once more before you get away sucessfully.


Dealing Damage

Damage is dealt based on the item you are attacking with divided by the target's toughness. Different items have different modifiers to damage and deal more or less damage compared to others. In addition, every target has a different toughness compared to others.

Ex: Adam has a shotgun and decides to hunt a zombie. He rolls an AGL check vs. the zombie and suceeds, thus hitting the zombie. Now damage is rolled. He rolls a d6 and gets a 5. Afterwards, he adds the +2 modifier damage bonus from the shotgun giving him a total of 7 damage. The zombie is no pushover though. Its toughness is 3. So to determine how many states of physical damage he did, you divide the total damage by the zombies CON, giving you 2.33, which is rounded down to 2. Now the zombie goes from nothing to "Injured."

Scavenging

When scavenging, first pick a type of item to scavenge for, or decide to scavenge for anything. Melee Weapons and Ranged Weapons can be specified independantly.

To scavenge, the survivor rolls 1d6 and adds their INT stat to get their scavenge total.

Survivors may scavenge in teams. Add together all the INT of each player scavenging and then subtract half of the lowest player's INT (rounded up).
Only one item will be found and it will go to a random team member. If they are unable to carry it without dropping another item they may give it, or the other item, to another team member.

Next look up the scavenge total on the chart below:

1-5: You find nothing. Bad luck.
6: You don't find what you're looking for, but you find a low-value item from a different category.
7-8: You find a low value item.
9-10: You find a medium value item.
11: You find a high value item.
12+: You find an excellent item.

Example:
Victoria and Vergil decide to scavenge together for a Ranged Weapon. Victoria's INT is 5 while Vergil's is 3.
Their total INT is (5)+(3)-(3/2 rounded up)=8-2=6
They roll a 6 and get an excellent item! Good job guys! Rolling a 1d2 will determine whether they get a sniper rifle or magnum. If Victoria had scavenged alone and rolled a 6, she would have gotten only a high value item.

Items

Zombies do not carry or use items at all.

Melee weapons
{table=head]Item|Value|Modifiers|Damage
Cleaver|Low value item|can damage zombies|1d4
Crowbar|Low Value item|cant damage zombies, +1 to hit|1d4
Blowtorch|Medium value item|+1 to damage modifier, 2 uses. Needs gas.|1d4 +1
Sledgehammer|Medium Value item|-1 to hit, +2 damage|1d6 +2
Axe|High value item|+2 to damage modifier|1d6 +2
Katana|Excellent item|+2 to hit, +1 to damage|1d8 +1
Chain saw|Excellent item|-2 to hit modifier. +4 to damage modifier. 1 use. Needs Gas.|1d8 +4
[/table]

Ranged weapons
{table=head]Item|Value|Modifiers|Damage
.22 Pistol|Low Value Item|-1 damage modifier, Short range|1d4 -1
Beretta|Low Value Item|-1 to hit modifier, Short range|1d6
Shotgun|Medium Value Item|+2 to damage|1d6 +2
Uzi|Medium Value Item|+1 to hit OR shoot two zombies with a -1 to hit, Short range|1d4
Rifle|Medium Value Item|+1 to hit, Long range|1d6
Double-barrel shotgun|High Value Item|+2 damage, Short range. Starts off with an extra shell.|1d8+2
Sniper Rifle|Excellent Item|+2 to hit, +1 to damage. Long range|1d8 +1
Magnum|Excellent Item|+4 to damage, -2 to hit. Short range|2d4+4
[/table]

Miscellaneous
{table=head]Item|Value|Modifier
Alcohol|Low value item|+2 temporary to any single skill -1 to Int, for one day. One use only
Cigar|Low Value Item|+1 to ranged attacks. One use only.
Ammo|Low Value Item|1 handgun or uzi clip is found. Determined randomly
"Fake" Death pills|Medium Value Item|prevents human players from harming you during the night it is used, does not work against zombies. 2 uses.
Ammo|Medium Value Item| 1 shotgun shell, 2 uzi clips or 2 handgun rounds are found. Determined randomly.
Gas|Medium Value Item|Used for the chainsaw or blowtorch. Refills two blowtorch uses or one chainsaw use.
Bicycle|High Value Item|allows you to run away from harm for one night. Does not work against long ranged weapons. 1 use.
Ammo|High Value Item|2 uzi clips, 2 shotguns shells, 1 magnum bullet or 1 sniper rifle bullet is found. Determined randomly.
Cyanide capsule|Excellent Item|automatically taken right before death. Prevents you from turning into a zombie with an infection level of dormant. One use only.
Ammo|Excellent Value Item|2 sniper bullets, 2 magnum, or 3 shotgun shells are found. Determined randomly.
[/table]

Medical items
{table=head]Item|Value|Description|MED Stat Req
Bandages|Low Value Item|heals damage only. 1 use. Max of 1 state healed.|1
Whisky|Low Value Item|Prevents infection spreading, but player can still barricade, scavenge or whatever. -1 modifier to all actions. 1 use.|1
Poison pill|Medium Value Item|When swallowed, player will die but not become a zombie regardless of infection state. Must notify narrator of use! 1 use.|2
Paracetamol|Medium Value Item|heals infection. Max of 1 state healed. 1 use.|3
First-aid kit|High Value Item|heals damage only. 1 use. Can heal max of 2 states.|4
Antibiotics|High Value Item|Heals infection. Max of two states healed. 1 use.|5
Med-kit|Excellent Item|Heals damage and infection. Any amount of states healed based on Med Stat, 1 use.|any
[/table]

Construction items
{table=head]Item|Value|Modifier
More nails|Low value item|Goes with hammer. 2 uses.
No More Nails|Low Value Item|+2 barricading modifier. 1 use.
Duct tape|Low Value Item|+2 barricading modifier. 1 use.
Hammer and nails|Medium Value Item|+2 barricading modifier. 2 uses.
Nail gun cartridge|Medium Value Item|Goes with nail gun. 1 use.
Planks|High Value Item|+4 barricading modifier. 1 use.
Cement| Excellent Value Item|+6 barricading modifier, 1 use.
Nail gun|Excellent Value Item|+5 barricading modifier. 1 use.
[/table]

Barricades

Players who are barricading decide amongst themselves how big a barricade they need, how many people it should shelter. They add together the ENG stats of all the characters helping to build the barricade, plus any modifiers from items to get the barricading total. This value is divided by the size of the barricade, and then they add 1d6 for the base strength of the building they are barricading, to get the barricade's defence value.

Example:

4 people with ENG stats 2, 3, 4, 5 build a barricade for 5 people. They roll a 3 on 1d6 and so the barricade strength is ((2 + 3 + 4 + 5) / 5) + 3 = 5.

Cumulative barricade building is an optional rule still under discussion. Ideas include a cap on barricade strength (before the dice roll is added) and also that the 1d6 roll only applies for that night, while strength and items are cumulative. E.g. in the example above, if the same people barricaded the following night, the total would be 2 (from previous day) + ((2 + 3 + 4 + 5) / 5) (from ENG) + 3 (1d6) = 7. There would also have to be an effect from zombie attacks otherwise once a barricade had hit it's cap no-one would need to barricade at all yet would still get a full barricade to hide in.

Healing

Healing is based solely off your MED Stat. There are no modifiers or dice rolls for healing.

Certain items require a minimum MED stat to be used. A player can either heal themselves based off what item they have and their MED stat, or heal someone else. Healing other players works by averaging both player's MED Stat and dividing by 2. If the total is higher then the cap given by the item, then only the max is healed.

Ex: Bob has a MED stat of 4 and Billy has a MED stat of 2. Billy has a first-aid kit but can't use it, so he gives it to Bob. Bob decides to heal Billy with the first-aid kit. Their average stat is 3, but the cap given by a first-aid kit is 2. Therefore Billy is only healed two physical states rather then three.

Ex: Charlie has a MED stat of 1 while Chris has a MED stat of 6. Chris found a med-kit last night, and Charlie is on his last limb being "Inured" with a "Spreading" Infection. Their average MED stat is 7/2=3 (rounded down). So, Chris decided that healing the infection is more important then healing the physical damage Charlie has taken. So Chris uses all 3 points to heal all infection levels. Now Charlie is "Injured" with no infection.

Note: Chris could have healed 1 physical state and 2 infection or 2 physical states and 1 infection if he wanted to, but he deemed that getting rid of the infection was more important.

Attacking Barricades

Zombies attack the people inside barricades in one of two ways. The first is to physically break through the barricade and the second is to sneak inside through an unlocked/undefended back door that has been overlooked.

To break through a barricade a zombie rolls 1d6 and adds its STR stat. It then subtracts the barricade defence value and the result is the number of attacks it gets against a randomly selected occupant of the barricade up to a maximum of 3.

Example :

The barricade built earlier had a barricade defence value of 5. Rob the Zombie (STR=4) rolls 3 on a 1d6 so gets 2 attacks against a randomly selected defender.

To sneak into a barricade, a zombie must roll 1d6 and add it's INT stat. If it scores higher than the barricade defence value then it finds an appropriate unlocked door or unboarded window. The zombie next rolls 1d6 and adds it to its AGL stat. It then subtracts the barricade defence value and the result is the number of attacks it gets against a randomly selected occupant of the barricade up to a maximum of 3.

Example:

The barricade built earlier had a barricade defence value of 5. Rob the Zombie (INT=2, AGL=4) rolls 1d6 and gets 4. The total of 6 is higher than 5 so Rob finds an unlocked back door. He then rolls 1d6 and gets 1. The total of 5 is not higher than the barricade defence value. Someone sees him coming and slams the door in his face, locking it for good measure and then nailing it shut to make sure.

If for any reason, the human wishes to flee, they can do so during their turn during the second or third round of combat. Doing so requires a roll of 1d6+AGL vs. the zombies STR+1d6. Beating the zombies score means you get away safely. Not beating the zombies score means you are attacked once more before you get away sucessfully.

Hide 'n' Seek

Survivors outside of the barricade at night can do one of two things. Cower in fear in an appropriate hiding place or hunt down some zombies. The latter they can do either as a group or individually.

All characters who intend to hide or use long range weapons to kill zombies roll 1d6 and add their AGL stat. This is their "hide" score. If multiple characters are hiding together, use the lowest AGL stat of the group and subtract 1 for every character after the first. Characters roaming the streets are considered to have a "hide" value of 1.

A player can "Hunt" a zombie and find that zombie as long as they are not found. Hunting gives a person a Hide score of 1d3+AGL. If not found, their original action goes through. If found, their action is now turned on the zombie that found them.

For each zombie who is roaming the streets roll 1d6 and add their INT stat. The total is their "seek" score. Based on a person's "hide" score and the zombie's "seek" score, different outcomes may ocur. Once all zombies have found a target (if they can) work out all survivor and zombie mobs for melee combat.

Seek-Hide=x
x/seek=chance of being found, iff seek>hide

Zombies have a greater chance to attack people with a lower hide score.

Ex: Jon and Jack are hiding seperately fr4om a zombie. Jon's AGL score is 4 while Jack's is 2. Jon rolls a 4 while Jack rolls a 1. Their total hide score are 8 and 3 respectively. The zombie's INT is 3 and rolls a 6. His seek score is 9, thus he can find both Jon and Jack.

Jon: 9-8=1 1/9 = 1/9 chance of being found
Jack: 9-3=6 6/9= 2/3 chance of being found

Thus Jack is in greater danger then Jon.

so a d10 is rolled to simplify. 1-6 Jack is found, 7 Jon is found. 8-10 is a reroll.

Ex: Al's hide is 4. Rob's is roaming the streets and his hide is 1. Katie's hide is 3. The zombie's seek score is 6.

Al: 6-4=2 2/6=2/6 chance of being found
Rob: 6-1=5 5/6= 5/6 chance of being found.
Katie: 6-3=3 3/6= 3/6 chance of being found.

Again a d10 is rolled to simplify things. 1-5 Rob is found. 6-8 Katie is found, and 9-10 Al is found.

If, for some reason, a living character chooses to hunt another living character then calculate a "seek" score as for hunting mobs and long range attack mobs above.


Player List:

{table=head]Player|Character|STR|AGL|CON|INT|ENG|MED|Skill
Jontom Xire|Erix the survivalist|5|6|4|2|2|2|Melee combat
sanity702|Garrick the Hunter|2|5|4|6|2|2|Shooting
Opeth_Freak|Mike the Zombie|1|5|1|4|0|0|none
Lex-kat|Kelli Strotheim Field Surgeon|3|4|4|3|2|5|Healing
Fin|Fin the Zombie|1|3|4|3|0|0|none
Lamech|The Unamed Cat|2|6|2|6|2|3|shooting
Dr. Bath|Mike Glet|4|2|4|6|3|2|Scavenging
billtodamax|Terry Dead Eye|3|6|5|3|2|2|Shooting
Mordokai|Carl the Crusher|5|6|4|2|2|2|Melee Combat
Elm11|Elm|3|6|3|3|3|3|Shooting
Croverus|Joshua The Construction Worker|4|3|4|2|6|2|Barricading
TehSheen|Sheen|5|3|3|4|4|2|Melee Combat
[/table]

Jontom Xire
2009-09-07, 03:30 AM
Your colour coding in the rules needs work :smallbiggrin:

Maybe do green for changes so if an item's to hit bonus has changed just colour the new value green. For a brand new item do all text in blue. Also all other changes. I see the .22 rifle has gone but we have a new rifle instead.

In my rules items don't have damage values, so that whole column should be coloured blue. Also as you've taken stuff out, it's gone, so how can you colour it red? Everything healing was changed. It really would be nice to see the original rules back in, coloured red, and struck-through just to make it clear that they no longer apply, but then it makes it easier to see where the changes are.

Secondly, Melee Combat section should be coloured green in the title and then should describe how weapon damage works for these new rules.


I like the new running away rules. Very good. Also the protect sniping action. That's good too.


I see you've added in a bunch of stats that I took out originally at popular request. I think reducing the number of stats was a good idea. I'm not sure I'm keen on having a Med skill that only gets used for one thing. Also you need to update the zombie stats section to include the new stats.

Opeth_Freak
2009-09-07, 03:39 AM
Mike the Scavenger is here again for playtesting :smallbiggrin:

Mike:

STR: 2
AGL: 4
CON: 2
INT: 6
ENG: 2
MED: 5

Skill: Scavenging

EDIT: Little edit in stats to have more combos with Erix :smallwink:

Jontom Xire
2009-09-07, 04:17 AM
Erix the survivalist:

STR: 6
AGL: 6
CON: 6
INT: 1
ENG: 1
MED: 1
Skill: Melee combat.

Erix is almost a loner, but would like a good scavenger/medic to team up with. I'll protect you, you find me weapons and heal me if required. Recommend AGL=6, INT=6, MED=6, 1 in all others. Or maybe 5 in MED since I believe that allows you to use all medical items anyway and that's the only point in having a high MED, so why waste a stat point? Put it in CON instead.

Otherwise with 6 stat in the three damage prevention stats I should be able to survive nicely all game!

STR 6 helps me survive the first round of combat. CON 6 helps me not get infected during that first round of combat. AGL 6 helps me hide and also run away from combat.

I think AGL is too powerful with the stats they way they are atm.

Str is only good for melee combat. Eng is only good for barricading. Med is only good for healing. Con is only good for resisting disease.

By contrast, Agl is good for making ranged attacks, dodging ranged attacks, hiding, and running away. It gets used for more actions than any other skill. Which would you rather spend 6 points in?


P.s. If you do some numbers you see that a stat range of 1-5 works very well together with a 1d6.

Also, if you have multiple people in a mob, and some decide to stay and fight while others run, the ones running should either get an automatic success or a bonus and maybe also be allowed to run away immediately.

---EDIT---

Opeth Freak, if Mike drops 1 pt in Eng and puts it in Med instead then we make a good team up.

Lex-Kat
2009-09-07, 04:46 AM
I wanna play!!

STR: 2
AGL: 4
CON: 4
INT: 3
ENG: 2
MED: 6

Skill: Healing

Suggestion: You could make it so that all Abilities have 2, and only two, qualities to them.

STR: Melee Combat, Running.
AGL: Ranged Combat, Hiding/Sneaking
CON: Damage Resistance, Extra Health (+1/2 points spent.)
INT: Scavenging, Using Better Equipment (Not just med kits)
ENG: Barracading, Finding weak spots in other structures
MED: Better Healing, ___________ (Can't think of anything. :smallfrown:)

Jontom Xire
2009-09-07, 06:00 AM
Con is for disease resistance currently, but I did think about having toughness derived from it with zombies getting an automatic +1 toughness bonus (as they already do) due to being dead already.

Maybe toughness = Con/2.

But then you guys have completely modified combat, although you haven't re-written the melee combat section to take account of item damage yet, so it's all change. Also how do you calculate damage done by zombies? How does items having a damage value affect the health levels system? Dice roll systems tend to not mix well with health level systems.

I know. I ran a few Shatterzone adventures which uses health levels and damage rolls and it works quite well but every so often....there was the time a guy with an automatic shotgun shot an alien monster and did so well on his rolls that he could have killed it 10 times over!! He didn't so much shoot it as vapourise it! It's vaguely realistic in that if you shoot someone they tend to die unless you're using a small gun and miss anything vital, but it sucks for playability, especially when it's a player dying so badly that they never had a chance. Like Jon in the first playtest game. It's more playable if characters almost never die immediately unless they've done something really really stupid or been really really really unlucky. That gives them a chance to run away, etc.

Jontom Xire
2009-09-07, 06:07 AM
Hi, Opeth Freak.

Saw your edit. We'll scavenge for weapons together to start with. You get priority on zombie non-damaging weapons, and I get priority on zombie damaging weapons. That way you can run away after the first round, and if I have a zombie damaging weapon I can kill it, and run away if I don't have such a weapon. I get priority on all ranged weapons as well. You get priority on med-kits. Sound like a plan? We'll kick arse. Unless we get surrounded and outnumbered by zombies.

Also another suggestion for player night actions similar to protecting another player with a ranged weapon. Patrol.

Patrol: Counts as hidden, but if not found by any zombies, can involve themselves in any one other melee combat happening on the streets that night.

So if I go on patrol, I'll avoid zombies, giving myself best chance to avoid being attacked by zombies, but if someone else gets cornered and outnumbered I can come charging in to the rescue and help out.

Opeth_Freak
2009-09-07, 06:30 AM
Well okay, I can go for that... But I think, that if you would have good zombie damaging melee weapon after first scavenge, then ranged weapon priority should go to me... mostly because I'm useless in melee combat, and that way I can help one day faster rather than running away once again.

Fin
2009-09-07, 06:31 AM
Consider me in!

Fin:

STR: 2
AGL: 6
CON: 3
INT: 2
ENG: 4
MED: 4

Specialty: Shooting

Gonna be spending most of my time looking for long-ranged weapons and then protecting those that need protecting from whatever high vantage point I can find. So if you find a gun you won't need and want some good old fashioned lookin' after, I'm your man!

When does this game start by the way?

Jontom Xire
2009-09-07, 06:39 AM
Well okay, I can go for that... But I think, that if you would have good zombie damaging melee weapon after first scavenge, then ranged weapon priority should go to me... mostly because I'm useless in melee combat, and that way I can help one day faster rather than running away once again.

Yeah, sure. I didn't notice your AGL was only 1 less than mine. I figured guns get used just before melee combat anyway and best shot gets the gun.

I'm not sure if you noticed but my strategy isn't based on two individuals with certain skills, but a sort of conglomerate composite entity as follows:

STR: 7
AGL: Variable *
CON: 3/6
INT: 8
ENG: 2
MED: 3 but can use items requiring MED=5.
Skills: Melee Combat and Scavenging.

* 6 for first ranged attack, 5 for second ranged attack, 4 for hiding/sneaking.

Dr. Bath
2009-09-07, 09:34 AM
Can I reserve a place while I read the rules and think up a character? I don't wanna lose a place in this, looks pretty awesome (maybe some tweaks here and there, but that can be done after playtesting)

Lamech
2009-09-07, 09:36 AM
The unnamed cat:
STR: 4
AGL: 5
CON: 2
INT: 6
ENG: 2
MED: 2

Don't ask how a cat does medicine.

Also My skill shall be scavenging.

Deathslayer7
2009-09-07, 02:29 PM
JX:

Your colour coding in the rules needs work

Maybe do green for changes so if an item's to hit bonus has changed just colour the new value green. For a brand new item do all text in blue. Also all other changes. I see the .22 rifle has gone but we have a new rifle instead.

In my rules items don't have damage values, so that whole column should be coloured blue. Also as you've taken stuff out, it's gone, so how can you colour it red? Everything healing was changed. It really would be nice to see the original rules back in, coloured red, and struck-through just to make it clear that they no longer apply, but then it makes it easier to see where the changes are.

I wasn't really going for exact differences in high-lighting. I noted the major differences, but I would rather not spend my time on formatting different item values and how they changed a bit from yours. That seems a bit of a waste of time to me, no offense meant.



Secondly, Melee Combat section should be coloured green in the title and then should describe how weapon damage works for these new rules.


will get on that.



I see you've added in a bunch of stats that I took out originally at popular request. I think reducing the number of stats was a good idea. I'm not sure I'm keen on having a Med skill that only gets used for one thing. Also you need to update the zombie stats section to include the new stats.


maybe, but I dont think a stat should be used for two different things. Just because your smart doesn't mean you know how to heal and vice versa. I'll change the rules a bit and color it so be prepared to look for changes. This goes for everyone. Changing your stats is fine as well up until game starts, which will start Thursday.



STR 6 helps me survive the first round of combat. CON 6 helps me not get infected during that first round of combat. AGL 6 helps me hide and also run away from combat.

I think AGL is too powerful with the stats they way they are atm.

Str is only good for melee combat. Eng is only good for barricading. Med is only good for healing. Con is only good for resisting disease.

By contrast, Agl is good for making ranged attacks, dodging ranged attacks, hiding, and running away. It gets used for more actions than any other skill. Which would you rather spend 6 points in?


I will change that and add in another action for STR and CON. Possibly INT, ENG, and MED, but not sure what to add for those.



P.s. If you do some numbers you see that a stat range of 1-5 works very well together with a 1d6.

Also, if you have multiple people in a mob, and some decide to stay and fight while others run, the ones running should either get an automatic success or a bonus and maybe also be allowed to run away immediately.


I think 1-6 will work better. Also, I agree with the automatic sucess.

Lex-kat:


Suggestion: You could make it so that all Abilities have 2, and only two, qualities to them.

STR: Melee Combat, Running.
AGL: Ranged Combat, Hiding/Sneaking
CON: Damage Resistance, Extra Health (+1/2 points spent.)
INT: Scavenging, Using Better Equipment (Not just med kits)
ENG: Barracading, Finding weak spots in other structures
MED: Better Healing, ___________ (Can't think of anything. )


I thought about that, and now I think I am going to have to enforce that. AS to the second part, possibly.

JX:


Con is for disease resistance currently, but I did think about having toughness derived from it with zombies getting an automatic +1 toughness bonus (as they already do) due to being dead already.

Maybe toughness = Con/2.


I like that. And will implement it.



But then you guys have completely modified combat, although you haven't re-written the melee combat section to take account of item damage yet, so it's all change. Also how do you calculate damage done by zombies? How does items having a damage value affect the health levels system? Dice roll systems tend to not mix well with health level systems.


As item damage is specified by the column, it is divided by a person toughness (or a zombie's) depending on the case. Damage done by zombies varies, but im thinking somewhere between a d4 and a d8. With or without modifiers I dont know yet. As to the health system, I might yet rework it so it fits better.



Also another suggestion for player night actions similar to protecting another player with a ranged weapon. Patrol.

Patrol: Counts as hidden, but if not found by any zombies, can involve themselves in any one other melee combat happening on the streets that night.

So if I go on patrol, I'll avoid zombies, giving myself best chance to avoid being attacked by zombies, but if someone else gets cornered and outnumbered I can come charging in to the rescue and help out.


Maybe. The only problem I see with this is that it can delay the game, or at least the nights. Cause I would have to pm individuals to see what they wanted to do, then wait for the pms to come back and whatnot.

@ Fin: See above bolded.

Dr. Bath: that is fine.


Everyone:
Recruitments ends Thursday or until I get 12 players.


Now i shall go work on the rule changes.

Deathslayer7
2009-09-07, 03:04 PM
K. First post edited a bit. Major changes to note, a zombies seciton has been added in, and will be added to as well.

The max a stat can be is 6, and the minimum is 2! Thus all characters should be reworked.

Carrying capacity (how many items you can carry) is now determined by your STR/2.

Your toughness is now determined by your CON/2.

A Dealing Damage section has been added in to explain how damage is dealt. It works well with the health system.

MED, ENG, and INT don't have a second stat for them cause I can't think of anything appropriate for them that can easily fit into the game and has a use. If you think of one, let me know and i'll think about it.

Opeth_Freak
2009-09-07, 04:49 PM
Character edited.

Fin
2009-09-07, 05:46 PM
So just so I know, people like me and Opeth with the minimum STR can only carry 1 item?

Wizibirb
2009-09-07, 05:46 PM
WOOT! I have been waiting forever for this thread to finally be up! (forever being like a weekend but eh.)
And I like the changes thus far but i believe the real question is.
Is do you really need more "second stat" for ENG MED and INT.

Can't wait for Thursday!:smallbiggrin:

Deathslayer7
2009-09-07, 07:46 PM
So just so I know, people like me and Opeth with the minimum STR can only carry 1 item?

I'm considering making it STR/2+1 if that makes you feel better. :smalltongue:

Deathslayer7
2009-09-07, 09:55 PM
ok so i did decide to make it str/2+1 just for you all. :smalltongue:

Also for my easy reference and later to add it in.

Zombies!!!!


Hunter

Hunter's are just that, excellent beasts that use both their arms and legs to run on and attack enemies with. While not infectious (usually) they are skilled at tracking and attacking, making them dangerous opponents, espcially if they surprise you.

(exact values are unknown. This is a general outline).

STR - 3-5
AGL - 2-4
CON - 1-2
INT - 4-5

Stat values between 10-16

Hell's Hound

Who knew that the disease could infect canines as well? Fast and hard to hit, these critters use their speed to their advantage and can kill humans quite easily with their sharp teeth and/or bite. While not infectious, they still hurt and are quite vicious, but their simple mind leaves them quite ineffective at finding anyone but the worst hiders.

STR - 4-6
AGL- 5-6
CON- 1-2
INT- 1-2

Stat value between 11-16

Zombie

These are your everyday normal zombies who vary each time you face them. One time you might get a fast zombie, another time an infectious one. Chances are, you never know. Regular zombies have one good stat, one decent stat, and two crappy stats.

STR - 5-6
AGL - 3-4
CON - 1-2
INT - 1-2

Stat ranges between 10-14. Can be in any random arrangement.

Alpha Zombie

It all started with this guy. The destruction, chaos, and death. How did it happen, no one knows, but this guy is no average zombie. It's believed that he still retains some mental capacity, but no one knows for sure. All they know is that if you see him, run!

STR - 5-6
AGL - 5-6
CON - 5-6
INT - 5-6

Stat ranges from 20-24. Comes into play at the halfway point. Extra win condition if killed.


thoughts?

Wizibirb
2009-09-07, 10:08 PM
ok so i did decide to make it str/2+1 just for you all.

Also for my easy reference and later to add it in.

Zombies!!!!



Hunter

Hunter's are just that, excellent beasts that use both their arms and legs to run on and attack enemies with. While not infectious (usually) they are skilled at tracking and attacking, making them dangerous opponents, espcially if they surprise you.

(exact values are unknown. This is a general outline).

STR - 3-5
AGL - 2-4
CON - 1-2
INT - 4-5

Stat values between 10-16

Hell's Hound

Who knew that the disease could infect canines as well? Fast and hard to hit, these critters use their speed to their advantage and can kill humans quite easily with their sharp teeth and/or bite. While not infectious, they still hurt and are quite vicious, but their simple mind leaves them quite ineffective at finding anyone but the worst hiders.

STR - 4-6
AGL- 5-6
CON- 1-2
INT- 1-2

Stat value between 11-16

Zombie

These are your everyday normal zombies who vary each time you face them. One time you might get a fast zombie, another time an infectious one. Chances are, you never know. Regular zombies have one good stat, one decent stat, and two crappy stats.

STR - 5-6
AGL - 3-4
CON - 1-2
INT - 1-2

Stat ranges between 10-14. Can be in any random arrangement.

Alpha Zombie

It all started with this guy. The destruction, chaos, and death. How did it happen, no one knows, but this guy is no average zombie. It's believed that he still retains some mental capacity, but no one knows for sure. All they know is that if you see him, run!

STR - 5-6
AGL - 5-6
CON - 5-6
INT - 5-6

Stat ranges from 20-24. Comes into play at the halfway point. Extra win condition if killed.

thoughts?

Cant wait. Can we just start now :smalltongue:

Jontom Xire
2009-09-08, 02:34 AM
The max a stat can be is 6, and the minimum is 2! Thus all characters should be reworked.


Umm, what is the difference between a stat that has to be between 2 and 6 and a stat which has to be between 1 and 5 which is what my rules have?

I'm sorry, but I think that's a dumb change. I thought the whole point of having a max stat of 6 was so you could get a wider range/choice of stat values. By making the minimum 2 you're just making it the same range as my rules, but everyone has a value 1 higher to make the stupid people feel cooler (hey my stat in these rules is 6! That's much higher than my stat of 5 in the other game! And I get loads more points to allocate too!!).

Instead of making the minimum 2 you could try dropping the number of points to be allocated.

===EDIT===

I see you've added a "Damage Dealing" section. Have you removed damage dealing from ranged combat or melee combat? Nope. I see that the melee combat section still describes how to deal damage based on my rules.

billtodamax
2009-09-08, 04:28 AM
STR:3
AGL: 6
CON: 5
INT:3
ENG:2
MED:2

Skill: Shooting

Meet Terry. Dead eye.

Hey Lex! I defend you and give you medical items for heals and long range weapons?

Deathslayer7
2009-09-08, 01:46 PM
Umm, what is the difference between a stat that has to be between 2 and 6 and a stat which has to be between 1 and 5 which is what my rules have?

I'm sorry, but I think that's a dumb change. I thought the whole point of having a max stat of 6 was so you could get a wider range/choice of stat values. By making the minimum 2 you're just making it the same range as my rules, but everyone has a value 1 higher to make the stupid people feel cooler (hey my stat in these rules is 6! That's much higher than my stat of 5 in the other game! And I get loads more points to allocate too!!).

Instead of making the minimum 2 you could try dropping the number of points to be allocated.

===EDIT===

I see you've added a "Damage Dealing" section. Have you removed damage dealing from ranged combat or melee combat? Nope. I see that the melee combat section still describes how to deal damage based on my rules.

so you would rather prefer the 1-6 stat allocation with 18 points rather then 2-6 with 21 points. Is that what you are telling me? As to why I put that rule in effect, I don't want everyone doing three 1's and three 6's for their characters. But if you really wanted the 1's I could drop it down to 18 points. But with the 2's it makes it easier and more comfy using the CON/2=toughness and carrying capacity STR/2+1.

As to your edit, I edited it out.

Mordokai
2009-09-08, 02:07 PM
STR 6
AG 6
CON 6
INT 1
ENG 1
MED 1

Skill: Scavenging

Meet Carl the Crusher :smalltongue:

Is this cool or do I need to edit those atributes?

Deathslayer7
2009-09-08, 02:19 PM
at the moment a minimum of 2 in each stat is required Mordokai

Mordokai
2009-09-08, 02:25 PM
Nuts :smalltongue: Well, lets try it like this then...

STR 5
AG 6
CON 4
INT 2
ENG 2
MED 2

Skill: Scavenging

Better?

Deathslayer7
2009-09-08, 02:45 PM
much :smalltongue:

Mordokai
2009-09-08, 02:59 PM
Out of curiosity, how can JX have 6 6 6 1 1 1 and I can't?

Dr. Bath
2009-09-08, 03:43 PM
Favouritism.

Deathslayer7
2009-09-08, 07:09 PM
*WHACKS*

stop spreading lies. :smallannoyed: JX hasn't changed his character yet.

Wizibirb
2009-09-08, 11:03 PM
This guy doesn't know the meaning of favoritism. Trust me I should know.:smallannoyed: If anything he is more for reverse favoritism. Meaning i will most likely die first due to "horrible rolls":smallsigh:

He read this post its final now.

:smalltongue: heart you death

Lex-Kat
2009-09-08, 11:06 PM
STR:3
AGL: 6
CON: 5
INT:3
ENG:2
MED:2

Skill: Shooting

Meet Terry. Dead eye.

Hey Lex! I defend you and give you medical items for heals and long range weapons?
Sure. :smallsmile:

Jontom Xire
2009-09-09, 04:39 AM
<Slaps Mordokai for stealing his idea>

Str: 5
Agl: 6
Con: 4
Int: 2
Eng: 2
Med: 2

Skill: Melee combat.

Thanks.

Elm11
2009-09-09, 07:20 AM
Str:3
Agi:6
Con:3
Int:3
Eng:3
Med:3

Skill: Shooting

Elm is Baaaaaack! and this time, he's packing a rifle. :biggrin:

Wizibirb
2009-09-09, 10:50 AM
Dr. Bath makes 10 so we need two more players, for a full game. Sweet :smallcool:
Checks every bodies stats... looks like almost everyone decided not to even bother with ENG, except Fin, does this mean we should change it or add something to it as an incentive to put stats here?
Otherwise it looks like we have a group with well rounded stats. Except everyone has a high AGL >.> Those zombies are never going to find us.

Mordokai
2009-09-09, 10:57 AM
Anybody wanna team up with me? If I get somebody who will scavenge for me and give me their items I can protect them at night. I think that would work well.

Dr. Bath
2009-09-09, 11:55 AM
I'm looking at the rules here (particularly combat) and... wy would anyone barracade ever? Getting a weapon is a better option by far. A group with weapons stands a far greater chance of getting off without being attacked (why does a single zombie have the chance of attacking multiple people when they're in a barracade, but only one attack when they're just in the open?). and once you have a weapon you can't use it when in a barracade?

I foresee no one using the barracades at all at this rate.

I also think that the 'if you don't have a weapon, the whole group can't fight' is dumb. It should just be assumed that the player with no fighting item uses a brick or something (no bonus, perhaps a penalty).

Str:5
Agi:2
Con:3
Int:6
Eng:2
Med:3

Skill: Scavenging

Also, is carrying capacity rounded up or down?

Saint Nil
2009-09-09, 11:56 AM
I'd like to join please. I'll maker a character after I check and see what skills have already been covered.:smallsmile:

Wizibirb
2009-09-09, 12:02 PM
I'm looking at the rules here (particularly combat) and... wy would anyone barracade ever? Getting a weapon is a better option by far. A group with weapons stands a far greater chance of getting off without being attacked (why does a single zombie have the chance of attacking multiple people when they're in a barracade, but only one attack when they're just in the open?). and once you have a weapon you can't use it when in a barracade?

I foresee no one using the barracades at all at this rate.
Not everyone is going to get a weapon capable of killing zombies, plus latter in the game when zombies start appearing nightly, or even the special zombies start appearing nightly, the survivors will be overrun, and it will be best to barricade. At least that's my opinion. Don't know how it will actually work so that is why we are play testing.

Lex-Kat
2009-09-09, 12:03 PM
Eveidently, we need someone high in ENG. :smallsmile:

Dr. Bath
2009-09-09, 12:10 PM
Not everyone is going to get a weapon capable of killing zombies, plus latter in the game when zombies start appearing nightly, or even the special zombies start appearing nightly, the survivors will be overrun, and it will be best to barricade. At least that's my opinion. Don't know how it will actually work so that is why we are play testing.


Well, everyone should get a weapon capable of killing zombies. It's illogical not to.

I'm just saying that the barracade doesn't give you much of an advantage. Considering you get an average of the ENG scores you're going to end up with pitiful barracades unless everyone has a really high, or at least fairly good score (at the time of writing all of 1 player has an ENG score above 3) and everyone inside gets attacked multiple times per zombie, without any way of damaging the zombies back. I can't see any time it would be a useful thing to do.

Sinking all your points into ENG just isn't worth what you you could gain from the points being in other skills at the moment.

Saint Nil
2009-09-09, 12:12 PM
So, apparently we need a re-write of the barricades then.

Croverus
2009-09-09, 12:15 PM
Joshua The Construction Worker!!

STR: 4
AGL: 3
CON: 3
INT: 2
ENG: 6
MED: 2

Skill is Barricading

Joshua worked on a lot of buildings and knows a great deal about reinforcing walls and such, and not much abotu anything else. Years of carrying two-by-fours and bags of cement have made him pretty strong. He can fix up a decent barricade better than anyone.


There, now ya'll won't have to worry about zombies getting throught he pathetic plywood ya'll call a "barricade".

Croverus
2009-09-09, 12:19 PM
My two cent son barricades, zombies that try and break in should only be able to attack one person. Also, people with short ranged weapons should be able to attack a zombie attacking the barricades before it gets to try breaking in, and after brekaing in, people with melee weapons should be able to at least attack 1 zombie. Also, I don't think you could fit 10 (20, 50, 100) zombies through one break. Really brekaing through a barricade means there's enough room for that zombie to crawl through and then one zombie getting in behind it. And really at that rate you can just have some people with hand guns pot shotting the zombies, hence why multiple zombies need to succeed on breaking down cades to make any reasonably successful attack on survivors.

Lamech
2009-09-09, 12:24 PM
Anybody wanna team up with me? If I get somebody who will scavenge for me and give me their items I can protect them at night. I think that would work well.

I can scavange I think. I'll hand you any melee weapons I find if you can open cat food for me. Also is carrying being changed too STR/2+1? If so...

I change my stats too
AGL: 6
Int: 6
Med: 3
Rest: 2

Croverus
2009-09-09, 12:33 PM
I'll be the barricading master for any person or group that can help me find the supplies I'll Need. My decent Strength will let me carry stuff to and I can provide some melee support if the barricades somehow fail (which if I have the supplies I don't see that happening).

Mordokai
2009-09-09, 01:44 PM
I can scavange I think. I'll hand you any melee weapons I find if you can open cat food for me. Also is carrying being changed too STR/2+1? If so...

I change my stats too
AGL: 6
Int: 6
Med: 3
Rest: 2

Actually, I think I would profit more from ranged weapons. If we can agree on that, I will change my skill from Scavenging to Shooting.

Croverus
2009-09-09, 01:58 PM
Not everyone is going to get a weapon capable of killing zombies, plus latter in the game when zombies start appearing nightly, or even the special zombies start appearing nightly, the survivors will be overrun, and it will be best to barricade. At least that's my opinion. Don't know how it will actually work so that is why we are play testing.

Um, unless this is Return of the Living dead zombies (Only completely destroying everything "kills" them and then you create smoke that pollutes the air and makes rain that makes MORE zombies), even someone without a weapon should be able to defend themselves somehow. Either using the environment, like directing a zombie so it falls face first into a protruding furniture or something, or grabbing any object in reach like a rock and beating them over the head. hell, with a well placed palm strike a person could theoretcally kill a zombie without any weapons.

And like I said earlier about barricades, zombies should have to try really hard to break down barricades (I mean, you barricade something enough and then normal zombies don't have any chance of getting in).


Speaking of, I'm interested abotu the idea of special zombies. I've played a lot of different zombie games and enjoyed fighting against and playing as special zombies. Ranging from zombies with huge amounts of health and strength, zombies that run fast and leap great distances, zombies with special powers like acid spit, hypnotic vision, concussive screams, FLIGHT!, and other powers, if a zombie adds a challenge, but the players at least have SOME way to defend themselves, then its cool. But the zombie that is unkillable and tears through the players like paper dolls no matter what is a game killer and everyone just gets pissed and stops playing.

Deathslayer7
2009-09-09, 07:26 PM
Recruitment over! Baracading rules will be considered for reworking, thoughts and ideas are welcome as always.

Wizibirb
2009-09-09, 11:41 PM
Um, unless this is Return of the Living dead zombies (Only completely destroying everything "kills" them and then you create smoke that pollutes the air and makes rain that makes MORE zombies), even someone without a weapon should be able to defend themselves somehow. Either using the environment, like directing a zombie so it falls face first into a protruding furniture or something, or grabbing any object in reach like a rock and beating them over the head. hell, with a well placed palm strike a person could theoretcally kill a zombie without any weapons.

:smallsigh:

No.... That just adds needless complexity to the rules, you have to roll to check if there is an impromptu weapon, then roll if you can use it. Determine the damage and the list goes on and on.

Plus you are giving to much power to the players. This is supposed to be a "survival game" It's not supposed to be easy. You are supposed to feel that you might not survive against the onslaught of zombies. Even with a good weapon like a magnum if two zombies attack you, you get to shoot one of them, where as in real life you could shoot both.

Croverus
2009-09-10, 09:33 AM
There is always an impromptu weapon.

I'm just saying, its more realistic if you let everyone in a barricade defend themself and every zombie should only get to attack one person. (If 5 people are barricaded inside an apartment, 1 zombie should not be able to attack all of them unless its some weird ability).

Dr. Bath
2009-09-10, 09:54 AM
:smallsigh:

No.... That just adds needless complexity to the rules, you have to roll to check if there is an impromptu weapon, then roll if you can use it. Determine the damage and the list goes on and on.

Plus you are giving to much power to the players. This is supposed to be a "survival game" It's not supposed to be easy. You are supposed to feel that you might not survive against the onslaught of zombies. Even with a good weapon like a magnum if two zombies attack you, you get to shoot one of them, where as in real life you could shoot both.

Well if you're using an improvised weapon, you get a penalty, maybe even a severe one (-2 or more to hit and damage or something). It just seems silly that you are completely helpless unless you have a weapone and so is everyone else in your group.

On barracades: Maybe they can just work as a preliminary shield? So if the zombie breaks through (by sneaking or attacking (I feel these should follow the same rules, but just use different stats)) it gets to fight a melee combat with a single survivor in the barracade, as per the regular rules. You're never going to get super strong barracades anyway, so it's not like it makes you totally invincible, but it does give a significant advantage, considering you could otherwise be scavenging or healing yourself.

Jontom Xire
2009-09-10, 10:00 AM
I don't know if you're looking at some rules change I haven't spotted, but in my rules, if a zombie breaks into a barricade he attacks one random person from inside the barricade.

Also, how come this playtest game gets more interest than mine did? Is it me or is it the subject line on my thread? I thought about starting a new thread for playtesting :(

Dr. Bath
2009-09-10, 10:03 AM
I don't know if you're looking at some rules change I haven't spotted, but in my rules, if a zombie breaks into a barricade he attacks one random person from inside the barricade.

Also, how come this playtest game gets more interest than mine did? Is it me or is it the subject line on my thread? I thought about starting a new thread for playtesting :(

When I saw you were playtesting, you'd already started.



To break through a barricade a zombie rolls 1d6 and adds its STR stat. It then subtracts the barricade defence value and the result is the number of attacks it gets against a randomly selected occupant of the barricade up to a maximum of 3.

Jontom Xire
2009-09-10, 10:22 AM
Yeah, exactly. So the barricade acts as a preliminary barricade. A zombie has to break into or sneak into a barricade. If it succeeds it gets up to 3 attacks (depending on how successful it was) against a single occupant.

I have to say that I think the rules for sneaking in need changing. Currently to break in takes one check, but to sneak in takes two. Anyway the barricade in my game has withstood zombies completely for every night so far, but then it is only small and has only had one or two players who are good at barricading in it.

Dr. Bath
2009-09-10, 10:29 AM
What I think is bad is that the zombie can attack more if it's through a barracade than it could in the open. In the open a zombie can attack a maximum of once, through a barracade it's maximum is 3. It's not logical, and makes barracading an all or nothing, which fairly often (unless you have a super high ENG) is going to be nothing.

I did miss the 'attacking through barracades work as regular melee' though. A-whoops.

Croverus
2009-09-10, 10:45 AM
I have ENG 6. And with at least one other person helping me and maybe that person and someone else finidng me supplies for barricades, I could easilyl make a safe place for three people that will be pretty sturdy.

Dr. Bath
2009-09-10, 10:54 AM
Even with two players with maxed out scavenging looking for barracading items you're not going to get a value much higher than 5 most of the time. And that's if you can use more than one item per day. And considering how many players (who will at some point become zombies) have STR or INT 6 (factors needed for breaking in) it's going to come down to straight dice roll, and you and your allies will never have time to find any other items, heal, or do anything else.

It's a fine line though. The barracade could be overpowered if you change the system too much.

Lex-Kat
2009-09-10, 11:34 AM
Sorry Jontom. It was just timing for me. I never saw your testing. :smallfrown:

Deathslayer7
2009-09-10, 12:30 PM
Players have approximately 24 hours to change character's stats if they wish too.

Mob hunting rules are okay as the survivors with weapons will form a mob of their own to attack a zombie if it gets into groups with or without weapons.

Stuff added: Melee weapons now have a chance to break after combat based on ENG.

Ammo has been added in to the items section under MISC.

chance to run away after barricading has been added. Barricading will remain as is.

There will be no impromptu weapons. Trust me, im saving your lives here.

Zombies section has been updated to include stat changes that human survivors go through upon becoming a zombie as well as adding in the special zombies.

and now i go off to school.

kthxbai.

P.S. Game starts in about 6 hours or so, but you still have 24 hours to change character stats.

Lex-Kat
2009-09-10, 12:41 PM
Kelli Strotheim Field Surgeon.

STR: 3
AGL: 4
CON: 4
INT: 3
ENG: 2
MED: 5

Skill: Healing

She was seperated from her unit (or most of, if someone wishes to play one of her fellows) and is now just trying to keep herself alive.

If that means helping others to survive, so be it.

More story when the game starts. :smallsmile:

Dr. Bath
2009-09-10, 01:15 PM
Str:4
Agi:2
Con:4
Int:6
Eng:3
Med:2

Skill: Scavenging

Mike Glet. Thespian/Hobo.

Fin
2009-09-10, 02:10 PM
Also, how come this playtest game gets more interest than mine did? Is it me or is it the subject line on my thread? I thought about starting a new thread for playtesting :(

I'm the same as Dr Bath, I thought this was your game, being play tested in a different thread from the one the rules were being thrashed about in!

Lex-Kat
2009-09-10, 04:16 PM
So it may end up as Terry "Dead Eye" (Billtodamax), Kelli Strotheim (Lex-kat), and ?????? (Sanity702) as the small Platoon. Maybe?

Mordokai
2009-09-10, 04:22 PM
I would suggest we form four similar squads of three players in each one. If we make a good teams we stand much better choice at surviving. Right now, it's me and Lamech. Anybody wanna join?

Dr. Bath
2009-09-10, 04:23 PM
I would suggest we form four similar squads of three players in each one. If we make a good teams we stand much better choice at surviving. Right now, it's me and Lamech. Anybody wanna join?

Yeah alright then.

Mike Glet doesn't like working with animals though. That's the first rule of entertainment! Never work with children or animals.

Mordokai
2009-09-10, 04:25 PM
...so which one do you take me as? :smalltongue:

Dr. Bath
2009-09-10, 05:18 PM
...so which one do you take me as? :smalltongue:

Nonono. The cat. Medicat apparently.

Wizibirb
2009-09-10, 05:24 PM
Garrick "The Hunter" was formerly of the military he had been with Kelli and Terry when they had been with their Platoon. Before they had been separated and the rest of there team killed. Having been an amazing tracker and sniper he was given the nickname "The Hunter" for his relentless hunt of zombies. He thought they were doomed when they had wandered into the mountains trying to escape that "hell” A large city, whose name he could never remember. It had been overrun with Zombies and they had sent one measly platoon to try to evacuate the survivors. They had simply been food for the zombies. Now Kelli, Terry and Garrick are just trying to survive off of instinct.

Garrick The Hunter:

Stats:
Str:2
Agi:5
Con:4
Int:6
Eng:2
Med:2

Skill: Shooting

Lex-Kat
2009-09-10, 05:49 PM
*SNIP*
....trying to escape that "hell” A large city, whose name he could never remember.
*SNIP*
Please tell me the name of the city is Boston, Denver, Pittsburg, Charlotte, or something easy like that. :smalltongue:

Wizibirb
2009-09-10, 06:58 PM
Please tell me the name of the city is Boston, Denver, Pittsburg, Charlotte, or something easy like that. :smalltongue:

I left it open for you two to decide on. :smallbiggrin:

Deathslayer7
2009-09-10, 08:37 PM
Joshua The Construction Worker!!

STR: 4
AGL: 3
CON: 3
INT: 2
ENG: 6
MED: 2

Skill is Barricading

There, now ya'll won't have to worry about zombies getting throught he pathetic plywood ya'll call a "barricade".

you have one more stat point to use fyi. and everyone make sure your characters match the front page under player list.



Ground Zero

Hands up! a man in a military uniform pointed his gun at a scientist, who seemed suprised at the sudden entrance. He put a stoppered glass beaker on the table and raised his hands slowly. Are you in charge? the man asked his gun pointed straight at him.

The scientist only giggled. I am in charge now.

The soldier looked at him, a confused look on his face, and before he could do anything, the scientist grabbed the beaker and smashed it into the ground.

Bang! Bang! Two shots were fired and the scientist slumped against the cabinent, choking on his own blood. The soldier covered his mouth as a vapor rose from the broken beaker. Backing up slowly, he skirted the area with good distance. He went towards the computer and booted it up.

After booting, he was going to search the main files within it. What he found made his blood run cold. On the main screen the virus was shown, and its infection rate was anywhere from minutes to seconds, depending on how old the corpse was.

The soldier looked at the screen trying to make sense of it. It was only a matter of seconds though before he got a real life demonstration. The scientist, or now zombie, bit into his shoulder. The soldier screamed. Aggggghhhhhhhhh! He tried dislodging him, but couldn't get him off. The scientist bit harder, tearing muscle and bringing forth more screams. Soon enough they stopped. And soon after that, two zombies headed out to search for more flesh.

After that, the virus spread at an exponential rate, infecting all 7 continents within one week. In one month, 3/4 of all civilization had died.

3 months after Ground Zero
With over 95% of life gone, the zombies have turned to attacking each other, turning on one another. However, as long as they can sense flesh, they will work together towards that common goal.

A small group of 11-13 survivors entered the small town called Barstow. No residents can be seen, and no zombies are seen either. What was once a high school is now partially rubble. The church has been burnt to the ground. A once standing Del Taco now has its sign laying on the ground, covered in dirt. Cars litter the highway 15 that runs through town, some still in good condition. You stopped here cause your group heard that this was one of the designated evac zones by the military. But they didn't come for another 9 days. Seems you were stuck here until they came.


Day 1 Begins! Post your Day Actions!
And Good Luck! May the best Survivor Zombie Win!

If you're scavenging, put it in blue.
If you're fortifying green.

TehSheen
2009-09-10, 08:54 PM
Sheen the Zombie Hunter Trainee:

STR:5
AGL:3
CON:3
INT:4
ENG:4
MED:2

Skill:Melee Combat

Seems nicely balanced. :smallsmile:

Sheen was just a trainee at the Generic University for Zombie Hunters when suddenly, the zombies have ambushed him and his fellow classmates. Being that they were still just trainees, they were overwhelmed by the sheer number of the undead. However, he was rescued by his two friends who were also learning at the university who attacked the zombies to distract them from the others.To this day, he has not seen them yet.

He is a good fighter, but is lacking in gun skills as he has not attended Basic Gun Training and medical aid.(He thought that medical skills are only useful when your a doctor.) He has now joined a small survival group in hopes of lasting the outbreak.

Lex-Kat
2009-09-10, 09:34 PM
Kelli Strotheim (http://www.giantitp.com/forums/showpost.php?p=6901371&postcount=61)

Kelli awoke from another fitful dream in one of the locked cars on highway 15. The Terry and Garrick had promised they'd be right back. They just wanted to look around, get a feel of the place.

She'd tried to argue that she should go with them, but they insisted she stay where is was "safe", telling her she'd just get in the way.

We'll see who get's in the way, when one of you needs medical aid and I'm not around. She snapped back.

But here she was, waiting for them to get back. That was over an hour.... she looks at her watch. Ugg. Two hours ago.

Deathslayer7
2009-09-10, 09:50 PM
i forgot. please post your action in blue if you're going to scavenge, and green if you're going to fortify. Thanks. :smallsmile:

whether you scavenge, tell me what you're scavenging for. OR if you barricade, for how many people.

TehSheen
2009-09-10, 10:06 PM
Sheen the Zombie Hunter Trainee

Sheen awoke from his brief nap and stretched his arms, feeling ready for the day. He wondered if he could join a squad, as being a loner isn't a good life. He shudders as he remembers the incident where he woke up with a zombie on his chest:Not very good having no one watching his back while he sleeps.

He decides to seek out a group immediately and starts wandering around, looking for the others. Maybe that group with the awesome cat, the hobo, and the crusher guy.

Hey! Anybody looking for another member?
As he tries to look for the others, he decides to fortify the barracades with some planks of wood he found laying around on the ground.

Lamech
2009-09-10, 10:39 PM
The cat begins to nudge around in the ruble of the zombiepocalyspe. Maybe can find tuna or a can opener.

OOC: I scavenge for melee weapons...

AGL: 6
Int: 6
Med: 3
Rest: 2

Skill: scavenging.

Croverus
2009-09-10, 10:43 PM
Joshua The Construction Worker!!

STR: 4
AGL: 3
CON: 4
INT: 2
ENG: 6
MED: 2

Skill is Barricading

Joshua looks out from the window of the pickup truck. The car was dead but he felt this was a good enough place to rest. He gets out and looks around for any signs of other people.

He starts rummaging through a pile of rubble for anything to defend himself, having lost his baseball bat a couple days back.

Wizibirb
2009-09-10, 10:52 PM
Garrick, looked around extremly dissapointed in what he saw... There was NOTHING in this town. To top it all off he had seen tracks of several zombies, all over town. Nothing is ever easy He murmurs to himself. Sighing, he glances at the sun and curses himself for losing track of time. Kelli and Terry was going to be furrious it was taking him so long. With that he goes scavenging for a ranged weapon alone. Afterwards he was going to have to break the news to the other survivors that there were zombies in this town.

billtodamax
2009-09-11, 02:00 AM
Aw crap. Terry says. He looks around the clearing, then down at his broken sniper. I need a new gun. He says. He heads off to Scavenge for a ranged weapon, possibly with Garrick/Sanity702 if he wants.

Mordokai
2009-09-11, 02:59 AM
Hm, I just figured out that a lot of players have decided to specialise in shooting. As of moment, there are five players with specialisation in Shooting, myself included. And JX is the only one with Melee combat.

Perhaps I should change my stats to STR 6 AGI 5 and take Melee Combat instead of Shooting? As it is, I higly doubt we'll be able to suply all the shooters with good weapons and it's never bad thing to have somebody who can go toe-to-toe with zombies and is actually capable of harming them. If I get a good melee weapon, katana or maybe even chainsaw and a decent back up ranged weapon(shotgun or a rifle) and have somebody to heal me(I'm looking at you, Lex and Opeth :smalltongue: :smallbiggrin: ), then I think I can do more good for team then by being another shooter, equiped with beretta or .22.

Thoughts?

Elm11
2009-09-11, 03:57 AM
Elm awoke, startled by the new surroundings as he once more appeared in a pile of rubble, with jabba on his shoulder.

"looks like time for another adventure jabba! i sure hope it's another one like the cookieland fairies!"

"ribbit!"

"yeah, lets go find the other people, cause, you know, whenver we turn up somewhere new, there are a bunch of other people milling around."

Fortify

TehSheen
2009-09-11, 06:26 AM
Mordokai, I'll have to agree with you on that. That makes three melee combat fighters(I'm also one who took the skill) and four shooters. Seems pretty balanced.

Also, I think we should all scavenge for items in pairs, so we can get a good weapon for at least 4 of our guys. That way, it'll increase the likelyhood of us getting a higher value weapon and it'll keep teh zombies off us.

Mordokai, is your group full or not? I need a group, seeing as I have low CON, INT, and MED. Sheen needs to get his heal on! :smallbiggrin:

Mordokai
2009-09-11, 06:50 AM
I have no problems with that, though others will need to give their consent as well. Though it is my guess that one meleer in every group would be better than two in one. As such, if I go melee as well, I find one group for myself, you find one for yourself and JX finds himself the third group. Just an idea.

One more question. Does Melee Combat skill give +1 to attack, damage or both?

Fin
2009-09-11, 07:37 AM
Sorry, not much time for RP (that will come later) but for now I'll Scavenge for Ranged Weapons!

Lamech
2009-09-11, 09:27 AM
I was planning on giving you mordy the melee weapon I found, actually.

Jontom Xire
2009-09-11, 11:05 AM
Actually I took melee combat as a defensive thing rather than planning on killing zombies. My character is designed to survive on the streets by hiding, fighting, and running, while still being capable of defending a medic partner.

Scavenge for weapons. Gonna lend a hand, Mike? (aka Opeth Freak.

Actually I'm quite depressed by how many people see themselves as gung ho gun toting zombie hunters. We have one person with the healing skill and only two people with decent MED skill and one with slightly over average. Hardly anyone has a decent Str stat to surrvive melee. The zombies are going to eat you all alive!

What we need really is HALF the people with decent MED skill to support the other half who will be concentrating on combat skills to DEFEND. Shooting is a really useless skill, really. The number of times you will have a gun and be able to use it is relatively low, but a skill like running away or melee combat can be used without requiring supporting equipment.

But hey, what do I know. I built my character to be idiot independant, so you guys go out, look for guns, get yourselves killed, be my guest.


Mike, maybe we ought to scavenge for meds instead?

On another note, Mordy, you've got a decent Str and especially if you switch from shooting to a more useful skill, I'd be happy for you to join us and also Kelli (Lex Kat) I'd be more than happy for you to join us too. I think an even mix of melee combat/defence bods and healers works best. If you don't have good strength then you had better have good healing or scavenging skills.

I think me, Mike (Opeth Freak), Mordy, and Kelli (Lex-Kat) would make a good 4 person team. We might pull lots of zombies through being easy to find, but two good fighters who are good at running away can cover for the medics first round of combat and then run away relatively easily the second round of combat. What do you guys think? We'll split into 2 or three scavenging parties by day.

Dr. Bath
2009-09-11, 11:29 AM
Mike (or Michael, as he should probably be known now) dressed in a tatty coat and the remains of a once smart suit turns to Erix.

"You talkin' to me? You talkin' to me? You talkin' to me? Then who the hell else are you talking... you talking to me? Well I'm the only one here." he then notices that a different 'Mike' was being addressed. "Oh! My humblest apologies, good sir! I was under the mistaken impression that you were discoursing with me. How mistaken I was! I shall remove myself from your presence forthwith."

With a flap of coat tails Michael Glet disappears. You can see him scrabbling in a bin only a few hundred metres away though.

Scavenge for Melee Weapon.

Deathslayer7
2009-09-11, 11:32 AM
I hope you realize that the zombies do have a percent chance to attack them rather then you, thus it is not always guarenteed that you will protect your healer while you try to take the zombies on.

Mordokai
2009-09-11, 11:34 AM
One more question. Does Melee Combat skill give +1 to attack, damage or both?

Can I get an asnwer to this, please? Right now, I'm considering Melee, Engineering or Hiding. Like JX said, any of those would be better than Shooting.

Deathslayer7
2009-09-11, 11:36 AM
+1 to attack

Mordokai
2009-09-11, 11:40 AM
Hmmmm... in that case, I shall change my skill from Shooting to Melee combat and scavenge for melee weapons this round.

Wizibirb
2009-09-11, 01:03 PM
Aw crap. Terry says. He looks around the clearing, then down at his broken sniper. I need a new gun. He says. He heads off to Scavenge for a ranged weapon, possibly with Garrick/Sanity702 if he wants.

Only if you realize that means only one of us will have a weapon to protect Lex-kat. But sure lets give it a shot.

Scavenge for Ranged weapon with Terry

Lamech
2009-09-11, 02:26 PM
The cat starts to search around by Mordikia, bring him random stuff.

OCC: I'm helping Mordikai scavange, right now he has a +2 (and chance 50% of nothing) and this will bring it up to a plus 8 (And a 50% chance of top tier.)

TehSheen
2009-09-11, 03:05 PM
Fin, Elm, about us three form a team? Two shooters and a melee person would be great while fighting zombies. The downside to that is we have relatively low INT, MED, and ENG, so we'll need someone who can scavenge weapons and heal us. So, if we do form a team, does anyone with good INT,MED, and/or ENG want to join? We can probably protect you good also, if we get weapons.

EDIT:I can switch over points from ENG to INT so I can go scavenge for weapons. That'll only make me lose my abilty to barracade well, but it's a good tradeoff. I shall change my action to Scavenging for melee items

Mordokai
2009-09-11, 03:05 PM
Dude, seriously, I'm pretty laid down about this, but you screwed up my name twice in one post :smalltongue: C'mon, gimme some credit :smallbiggrin:

You can call me Mordy, if you want. Everybody else does anyway :smallbiggrin:

Deathslayer7
2009-09-11, 03:07 PM
I found it amusing :smallbiggrin:

billtodamax
2009-09-11, 03:23 PM
Only if you realize that means only one of us will have a weapon to protect Lex-kat. But sure lets give it a shot.

Scavenge for Ranged weapon with Terry

Yeah, but this way at least we'll have a decent weapon. Tomorrow I say we scavenge for medical supplies for Lex. Possibly with her help?

Wizibirb
2009-09-11, 03:46 PM
Yeah, but this way at least we'll have a decent weapon. Tomorrow I say we scavenge for medical supplies for Lex. Possibly with her help?

How about the one who gets the weapon helps her scavenge for meds while the other scavenges for a weapon.
if need be I will scavenge the weapon solo because i have the best int in our group.


Also you guys realize that Lex-kat can heal anyone not just out group right? We are forming this group for better support but that does not mean we can't help each other.

TehSheen
2009-09-11, 03:53 PM
I guess when night comes, I'll stay in the barracades. Hunting for zombies doesn't really seem too viable right now, especially the people who are scavenging for ranged weapons as they don't get ammo with it. If there is any hunting group that has melee weapons and is looking for more fighters, I'll come. :smallsmile:

ONLY if you have melee weapons, not ranged weapons. Ranged weapons have no ammo as of now, unless if you count the Double-Barrel Shotgun.

Deathslayer7
2009-09-11, 04:04 PM
all ranged weapons come with 1 shot, but you have to find more ammo for them, or find a new weapon.

TehSheen
2009-09-11, 04:20 PM
I see, thanks Deathslayer7(What's your nickname? I'm Sheen.)

RP...

"Man, I could use a weapon. I lost my handgun and my katana is stuck inside a zombie's chest. Time to go get one." He waves to some of the other members and goes off to rummage around in some nearby stores, looking for a decent weapon that he can use. As he walks, he notices some faded markings on the ground that suggested some zombies might be still around the place. He moves cautiously as he goes to the half-destroyed convience store. He suddenly jerks to the right as he sees some sort of movement in the store. It turned out only to be some part of the roof breaking down. After thinking for a minute, he decides it's safe to go in.

Lamech
2009-09-11, 04:22 PM
Fin, Elm, about us three form a team? Two shooters and a melee person would be great while fighting zombies. The downside to that is we have relatively low INT, MED, and ENG, so we'll need someone who can scavenge weapons and heal us. So, if we do form a team, does anyone with good INT,MED, and/or ENG want to join? We can probably protect you good also, if we get weapons.

EDIT:I can switch over points from ENG to INT so I can go scavenge for weapons. That'll only make me lose my abilty to barracade well, but it's a good tradeoff. I shall change my action to Scavenging for melee itemsOOC:Dude enjeering keeps your weapons from shattering into a thousand useless fragments. Just so you know.

At Mordy, yeah... I kind of suck at spelling. Spell check is my friend, and it doesn't give me your name soo...

Opeth_Freak
2009-09-11, 04:24 PM
Mike the Scavenger will once again start the day from scavenging for a ranged weapon

TehSheen
2009-09-11, 04:36 PM
OOC:Dude enjeering keeps your weapons from shattering into a thousand useless fragments. Just so you know.

At Mordy, yeah... I kind of suck at spelling. Spell check is my friend, and it doesn't give me your name soo...

Thanks Lamech, just realized that. I think I'll just transfer 2 points from agility to ENG, don't think my guy will be naturally stealthy or anything anyways, being a trainee.

Wow, I keep changing my stats. Need to stop that. :smallannoyed:

Deathslayer7
2009-09-11, 04:52 PM
if u guys change stats, please repost the character so i know (with the new stats). It just makes it easier for me.

Mordokai
2009-09-11, 06:32 PM
STR 5
AGL 6
CON 4
INT 2
ENG 2
MED 2

Skill: Melee Combat

These would current and, hopefully, final stats for me.

TehSheen
2009-09-11, 08:34 PM
Indeed.

STR:5
AGL:3
CON:3
INT:4
ENG:4
MED:2

Skill:Melee Combat

Nicely balanced, probably my last update.

Deathslayer7
2009-09-12, 07:14 PM
Day will end sometime today when i get around to it. Busy at the moment.

All actions are in. Our total number of players are 12. Saint Nil did not send his character in, so most likely I'll drop him if he doesnt pull through and send in by the beginning of day 2.

Deathslayer7
2009-09-12, 08:38 PM
As the day prolongs the sun starts to set and still no signs of zombies are seen besides tracks.

Garrick and Terry are aruging about the best way to kill a zombie.

I'm telling you, it's eaiser to smash their skulls in! Terry says, exasperated.

Garrick shook his head. Better off just blowing the zombies head off. he says. Like this thing here. Perfect example. he says, lifting a double barrel shotgun out of rubble. He checks the loads and smiles as he sees its fully loaded. He closes it and loads the gun. He pretends aiming it and fakes a shot.

Terry only shakes his head.
----------------------------------------------------------------
Meanwhile Erix and Mike are arguing as well. I told you not to follow me. Mike says.
Erix only shrugs. Safety in numbers aren't there.
Yeah but you're only annoying me.
Erix only smiles. The duo enter a gun sotre. Think we'll find anything useful here?
Might as well check.

The duo searches for any weapons for a good hour but the place is a mess. Erix carries a shotgun with him, the only thing useful that they found. Bet you will thank me now. he says.
-------------------------------------------------------------
Carl and a cat are walking along. Carl smash! Carl says lifting a huge rock and throwing it a good distance into a glass pane shattering it. The cat sits on his shoulder and they enter the hardware store.

No no no. the cat says. See that chainsaw. No the the chainsaw not the golf club he says as Carl went for something else. There. Use that against the zombies.

Carl smash! Carl says starting the chainsaw up. A good revving noise is heard as the tank has gasoline in it.
--------------------------------------------------------------
Micheal and Joshua are looking in the school's kitchen for food but find only rotten stuff. Both look around and see two neat cleavers sticking out of a cutting board. Micheal grabs them and hands one to Joshua. They head out soon afterwards. They meet up with Fin and Sheen who managed to find nothing.
-------------------------------------------------------------
Lex finds a good condition Expedition and modifies it a bit to withstand a zombie attack. At the end of the day's work she moderately pleased. Elm meanwhile goes off with his frog and finds a nice home mostly undisturbed and hides in there. Both wait for night to fall.

{table=head]Player|Item Found
Jontom Xire|shotgun
Sanity702|double barrel shotgun
Dr. Bath|Cleaver
Mordokai|chainsaw
Croverus|Cleaver
[/table]

Even though not explitcitly said, I assumed Jontom did search with Opeth and Lamech did with Mordokai. From now one i will assume that if someone wishes to search with someone, that person has to agree, otherwise i assume you search alone.

I don't want to haggle over with people who searched with who then have trouble later. And any items found this night stand as is (this more towards Opeth/Jontom).

Note: you can only trade items with people who you scavenged with during the night. During the day, you can trade with anyone. All items are considered to have been found at the beginning of night, so no don't come to me complaining or trying to find a loophole.


Night Begins and ends between 24-48 hours. Post your night Actions as well as if you wish to run away if you are attacked during the night or if you wish to fight and for how long! Not posting anything means you stay for all three rounds!

Lex-Kat
2009-09-12, 08:43 PM
Kelli (not Lex) will try to run if the Zombies get through a door.

billtodamax
2009-09-12, 09:43 PM
Sanity: If you have six Agility same as me, I say you protect Lex with the shotgun, and I hide.

EDIT: And run if a zombie finds me.

TehSheen
2009-09-12, 10:04 PM
OOC:I shall hide, as I don't have any weapons and I can't go to a barracade. I shall choose to Run Away from zombies.
On an unrelated note, I got a 1? Dang.

RP...

"Hey guys, you two found cleavers?" *Nods at Joshua and Michael* "Well, hope you survive the night! I've seen markings on the ground, might be some zombies in town.

At that, Sheen goes off to find a hiding place and hopes zombies don't find him, and he will be forced to run away from them. He now finds a hiding place, a nice small store with more then 2 exits. Pretty good!

Lamech
2009-09-12, 11:30 PM
The cat crouches under a shelf in the store, and tenses to dart.

OOC: I will hide and run away if found.

Wizibirb
2009-09-13, 01:21 AM
Sanity: If you have six Agility same as me, I say you protect Lex with the shotgun, and I hide.

EDIT: And run if a zombie finds me.

Roger that

Garrick will protect Kelli and run away asap. (after Kelli gets away that is.)

Opeth_Freak
2009-09-13, 03:43 AM
Shotgun is still more or less useless without shells. I'll hide for now.

Mordokai
2009-09-13, 04:55 AM
http://img42.imageshack.us/img42/977/preparedness.th.jpg (http://img42.imageshack.us/i/preparedness.jpg/)

:smallbiggrin::smallbiggrin::smallbiggrin:

Hide and run, in case they find me. I'll try and stock up, before doing the zombie hunting :smallbiggrin:

Unless somebody wants to do it already, in which case we can come up to an agreement :smallsmile:

Dr. Bath
2009-09-13, 05:46 AM
I rolled a 1?! Laaaame. :smallyuk:

TehSheen
2009-09-13, 07:05 AM
OOC:Opeth, according to DS7, all ranged weapons start with 1 shot. I also wonder if I'm going to die on the first night. I mean, seriously. What if I get attacked by those three zombies? :smallannoyed:

Opeth_Freak
2009-09-13, 07:16 AM
I know my luck. 1 shot is definitely too little. Also, Erix (Jontom) has the shotgun, not me.

And if you'll be attacked - Bad luck :P It happens

TehSheen
2009-09-13, 07:37 AM
According to DS7's sentence...

"As the day prolongs the sun starts to set and still no signs of zombies are seen besides tracks."

So we might not even get attacked during the night, sort of like a free day to us. As there are no signs of zombies besides tracks.

Let's hope the people hiding(Myself included) don't roll a 1.

Dr. Bath
2009-09-13, 07:42 AM
Joshua! Hey hey! Wait for me! Michael catches up to the construction worker, coat tails flapping and puffing slightly. Something is rotten in the state of Barstow, but heaven shall not direct it. Our lives sit not in the lap of the gods but in our own hands. If we stand united we shan't fall in such a dramatic manner, if at all! Come with me and we shall cleave the heads of these vile beasts. Strike while the iron is hot, as they say! Michael draws his cleaver, with a mad glint in his eye.

(Croverus, since there is no barricade and we have fairly pitiful agility scores, perhaps working together to fight a single zombie might be the best plan?)

I will roam the streets looking for lone zombies to fight, but only if Croverus joins me. If he doesn't I guess I'll just hide.

((When it says 'how many rounds', does that just mean shooting, to hit and dealing damage?))

TehSheen
2009-09-13, 07:50 AM
OOC:Mr.Bath, Croverus, do you mind if I join your hunting group for more protection? As I have only 3 AGL and no weapon, I can aid you in finding a zombie. If you two are "Seeking" a zombie, then you have to roll for INT for a chance to find a zombie. I have 4 INT, so I can add to your INT score nicely. If we DO find a zombie, then I'll run away so you two can go finish the zombie. So, I join your hunt so I get protected more, and in return, I shall help you find a zombie. Deal?

Dr. Bath
2009-09-13, 07:57 AM
Sounds alright. I've got 6 INT already, so we should be okay, but I AM the unluckiest person ever, so we shall see.

Can more zombies find us while we fight (or fail to find) the zombie we looked for?

Mordokai
2009-09-13, 08:07 AM
"You guys need help?!!" hollers Carl, as he lumbers near the three others, revving the chainsaw, grinning like an idiot.

"I can help! You just find me a zombie and I'll make sooooo much pulp out of it... yeah!"

((So yeah, wanna work with a retard with a chainsaw? :smalltongue: :smallbiggrin: I have a good STR and AGL scores, but the chainsaw will most likely be lost after the fight, what with only ENG 2. Let me know what you think :smallsmile: Maybe we can get rid of the zombie already.))

TehSheen
2009-09-13, 08:18 AM
Alright. Then I shall go hunt in a group with Michael(Dr.Bath),possibly Joshua(Croverus), possibly Carl(Mordokai) and run away if zombies come.

EDIT:Note, there are Three or four zombies according to the zombie equation(Half of the number of players divided by two) and zombies turn up every two nights, so I guess the reason that we're fighting the zombies is to protect the others.

Dr. Bath
2009-09-13, 08:59 AM
A plan is in the making! With 'special' Carl on our side we have a to hit of 11+d6 and 1d8+2d4+4 damage. Rad.

TehSheen
2009-09-13, 09:03 AM
OOC:Epic. So that means that we can take down at the very least ONE zombie if the other two attack the barracades. Awesometastic people!:smallbiggrin: 2 in ENG Mordokai? Let's hope you roll good. That's basically the only reason why I put points in ENG, so my weapon only has a 50% chance of breaking, not 75%.

Wizibirb
2009-09-13, 11:36 AM
This is not going to end well...
Garrick murmurs to himself as the "Zombie hunting party" walks by. Garrick feels a strong urge to go with them but realizes protecting Kelli is way more important than trying to take on the endless horde of zombies.

OOC: I believe that is a typo in the rules, I think it is supposed to say (the number of players) divided by two.... Just a hunch there are more than 3-4 zombies


((When it says 'how many rounds', does that just mean shooting, to hit and dealing damage?))
There are a total of three rounds of combat. You can either participate in 1, 2, or 3 of those rounds. Depending on how many times you wish to take a stab at the zombie.


According to DS7's sentence...

"As the day prolongs the sun starts to set and still no signs of zombies are seen besides tracks."

So we might not even get attacked during the night, sort of like a free day to us. As there are no signs of zombies besides tracks.

Haha we will not be that lucky.

Lex-Kat
2009-09-13, 11:44 AM
Kelli shivers in the back seat of the escalade. What is taking those two so long? She quietly says to herself.

She stretches her long legs as best she can, not wanting to sit up for fear of being noticed by the zombies.

She wants to scream in frustration, but again her fear keeps her quiet. Dammit.

TehSheen
2009-09-13, 12:17 PM
OOC:Well, we can always run away! :smallsmile: Also. Do we have cellphones in this game? Stupid question I know, but if we DO have phones, we can communicate without being in the same area and co-ordinate plans. That way, it would be more "Realistic" as everybody has the abilty to listen to what other people are saying.

Sanity, Lex, you can come along if you want. I mean, you guys have the ability to go make a smaller mob later on. This way, the guys who are actually going to fight the zombies can fight them, while you two can run away. We can serve as a distraction so zombies are less likely to attack you two. You won't actually have to attack the zombies, just break apart once we find them. You'll also serve as a bonus to our "Seek" score, so we find zombies. :smallbiggrin:

The people who are in a hunting group who are unarmed SHOULD have the ability to also fight zombies. I mean, I think a -2 penalty serves for unarmed fighting. Maybe some sort of quickly improvised weapon like a chair should suffice for fighting, a -2 penalty sounds pretty fair. What do you think guys?

Wizibirb
2009-09-13, 01:34 PM
Garrick started running towards the free way the sun was getting low and he knew they should find a hiding place before sundown. On approach to the car he called out Kelli! Lets go we got to get to a safer place! He rushed over and started knocking on the door. Glancing nervously from left to right he checked to make sure the gun was at the ready.




OOC:


OOC:Well, we can always run away! :smallsmile: Also. Do we have cellphones in this game? Stupid question I know, but if we DO have phones, we can communicate without being in the same area and co-ordinate plans. That way, it would be more "Realistic" as everybody has the abilty to listen to what other people are saying.

Sanity, Lex, you can come along if you want. I mean, you guys have the ability to go make a smaller mob later on. This way, the guys who are actually going to fight the zombies can fight them, while you two can run away. We can serve as a distraction so zombies are less likely to attack you two. You won't actually have to attack the zombies, just break apart once we find them. You'll also serve as a bonus to our "Seek" score, so we find zombies. :smallbiggrin:

The people who are in a hunting group who are unarmed SHOULD have the ability to also fight zombies. I mean, I think a -2 penalty serves for unarmed fighting. Maybe some sort of quickly improvised weapon like a chair should suffice for fighting, a -2 penalty sounds pretty fair. What do you think guys?


Haha DS (deathslayer) has already said no to the improved weapons. You will not be able to talk him into it trust me I agree with him and think that its better not to have impromptu weapons.

While it is true we could go with you guys, I believe it would be best if we just hid on our own. That way we have a greater chance of avoiding zombies all together.

I'm not sure about cell phones but what about radios? because cell phone towers, could be damaged and you don't really get reception in Barstow. I've been there.... its a sad excuse for a town.

TehSheen
2009-09-13, 01:51 PM
Well...Can't people without weapons at least fight? I mean, have any of you played Resident Evil:Outbreak? I must've killed like 12 zombies just by tackling them.

Radios are good, and they have a MAGICAL way to never lose battery. Ever. No, not even then.

I wonder what zombies we're going to face? DS said that it varies, but I'm thinking just normal zombies, maybe 1 hunter. Also, Alpha Zombie actually isn't that hard to kill. If you are in a group at least. I mean, it's a living hell if you are alone but not if you are in a group. Such as Dr. Bath's equation for hit and strength. We could take Alpha Zombie down easily.

I know I'm going to regret this later(When it kills me.) but it should be made like...A theoretical Tank stats from L4D. So, like 9 strength, 8 AGL, 8 CON, 7 INT. So when it pops up, we'll be like..."Oh Crap!"

Deathslayer7
2009-09-13, 02:37 PM
Dr. Bath: there are always three rounds of combat, the first one always happens no matter what, so you can say you choose to fight for 1, then on the second round i assume you run away. And by rounds i mean as in boxing, 1 round = 3 minutes with a total of 10 rounds.

And if you guys are going to hunt in a group, you do realize there is a very good chance that 2-3 zombies will find you if not more. Since your searching for zombies, that means your hide is 1, and we go by the hide rules for that.

Also: The zombie rules was a typo. Its meant to be half the starting amount of players. I just put divided by two in twice on accident.

Sanity702: Lex-kat barricaded herself, so she's kind of on her own this night. For you to protect her, both of you need to either fortify or scavenge.

TehSheen: There might be cellphones, but who's your provider? :smallbiggrin: Walkie-talkie's I might allow within a short range but they would only be used for RP purposes, and no you couldnt drag someone over to help you if you were being attacked by a zombie.

As for improvised weapons: no. One wouldn't go swinging into melee with a zombie with only a brick. It's just not smart and you're more likely to get killed. As for RE:Outbreak, that wouldn't happen in real life.

As for the L4D, i was thinking that but didnt want to rip it off them :smalltongue:

edit: and can i get a confirm on the group please. It seems everyone is willing though.

edit2:Fin, Jontom and Croverus actions still need to be sent in.

Wizibirb
2009-09-13, 02:50 PM
sorry did not realize she had fortified.... Then I will hide solo.

Garrick realized Kelli had moved cars. The sun was to low to do any more searching, Damn it! With that Garrick ran off to hide alone

TehSheen
2009-09-13, 03:20 PM
OOC:Yay Walkie Talkies! So it's assumed that each player has one, right? Time to go chat with Garrick.

"Hey Garrick",Sheen said from the walkie talkie. Doing all right out there? I'm with the Hunting Group, expect to see corpses in the morning! We have some good people here, like Carl. He's big and packing a chainsaw. Looks that that thing will most likely break after destroying one of those zombies. You okay out there?"

Wizibirb
2009-09-13, 03:35 PM
It would make mt day sheen to see corpses of ZOMBIES in the morning just make sure all of you live through the night though... Thats all I ask. I'm holed up nice and good for the night ill be protected with my double barrel shotgun. Good luck guys.
Switching frequencies he tries to contact Kelli
Come in Kelli you there? You gonna be alright for the night?

TehSheen
2009-09-13, 03:39 PM
Sheen switches frequency over to Fin, Jontom, and Croverus(Joshua).
"Hey guys? Where are you? It's night and zombies are out, better find a hiding place quick or join the hunting group located at (Insert Co-Ordinates Here). Later!"

Dr. Bath
2009-09-13, 06:07 PM
So how are the zombie attacks distributed? Is it just random who they try and find or what? Also, do the zombies get to make an infection attempt once per encounter, or once per round?

I'm still for a group, but if there're gonna be multiple zombies attack we might as well hide and try to fight fewer zombies.

TehSheen
2009-09-13, 07:19 PM
OOC:Dr. Bath, no idea. I think the attacks are distributed randomly but I have no idea. I think they get a infection attack every round they make a successful hit on you.

billtodamax
2009-09-14, 01:37 AM
Terry bunkers down in an abandoned clock tower, listening to Garrick on the radio, hat slung low across his eyes.

Deathslayer7
2009-09-14, 01:39 AM
So how are the zombie attacks distributed? Is it just random who they try and find or what? Also, do the zombies get to make an infection attempt once per encounter, or once per round?

I'm still for a group, but if there're gonna be multiple zombies attack we might as well hide and try to fight fewer zombies.

Read the Hide n Seek rules. It explains the chance of you being found by a zombie. And they get to make an infection roll once per round if they hit, but can only infect you one level per encounter.

Dr. Bath
2009-09-14, 03:59 AM
Read the Hide n Seek rules. It explains the chance of you being found by a zombie. And they get to make an infection roll once per round if they hit, but can only infect you one level per encounter.

Soo... every zombie can find everyone? Technically all the zombies could attack us? And how do you work out if a zombie attacks barracades instead? And zombies ALWAYS find someone? That doesn't seem that fair really.

Jontom Xire
2009-09-14, 04:26 AM
I hope you realize that the zombies do have a percent chance to attack them rather then you, thus it is not always guarenteed that you will protect your healer while you try to take the zombies on.

Umm, sorry? What happened to mob combat rules? <goes to check> Yup, no change there. Also damage dealing doesn't describe how damage is divided up in a mob combat.



OOC:Dude enjeering keeps your weapons from shattering into a thousand useless fragments. Just so you know.


Oh, that was a new rule change just kinda snuck in there without me noticing. And it sucks. Really really badly. I'm sorry, but whether a weapon breaks or not has to do with the skill of the person who made it, not the skill of the person using it.

This looks like a pointless and somewhat pathetic attempt to give the Eng stat/skill more meaning. When I originally pointed out that the Agility stat was way more useful (had more uses) than any other stat it was more in an attempt to get you to go back to a system with fewer stats than to encourage you to find new uses for each stat. Having weapons break like this is unrealistic in the extreme, and adds complexity to a game that is supposed to be as simple as possible.

--------

Ok, here's my night actions.

I'm going to hide. I'm assuming Opeth Freak will want to hide with me. I'm happy to accept anyone to join us if they can hold their own in a melee fight or are accompanied by one or more people who can hold their own in a melee fight and bring a talent/skill other than "shooting" to the group.

In the likely event of being attacked I will use my shotgun to shoot the most dangerous (melee combat) attacker and then will cover all those who cannot withstand melee combat while they run away. I am expecting all other melee combat guys to help me with this. I will then run away the next round of combat.

I also had an idea about running away which I will be applying to my own playtest game: Basically it works that you can only run away if you win the "to hit" stage of a round of melee combat in which case you can choose to run away rather than deal damage. Essentially you push the zombies back and then peg it. This saves unnecessary extra checks, reduces the number of uses of the Agility stat, and (I think) is a little more realistic. After all the current rules are unclear about what happens if you fail to run away. Do you get an automatic successful attack on you or do the zombies have to roll again to try and damage you?

Jontom Xire
2009-09-14, 04:32 AM
Soo... every zombie can find everyone? Technically all the zombies could attack us? And how do you work out if a zombie attacks barracades instead? And zombies ALWAYS find someone? That doesn't seem that fair really.

No. Unless they've changed them some more.

Every zombie not attacking the barricade rolls a seek score and can find everyone whose hide score is lower than that seek score.

So if zombie 1 gets a seek total of 4 and zombie 2 gets 12, and players 1-3 get hide totals of 3, 8, 10 then zombie 1 can only find player 1 and zombie 3 can find everyone but is more likely to find player 1.

If all players roll high and all zombies roll low then no zombies will find or attack everyone, but if all zombies roll high and random chance determines that none are attacking the barricades, then yes, potentially every zombie could get to attack someone on the street.

If you have high Stealthiness then hide on your own and chances are very high that you won't get attacked. My night actions (hiding together with someone who isn't good at hiding) mean there is a very high chance I will get attacked. However my stats give me a good chance of protecting us both, and the person I am protecting has stats and skills that greatly enhance my chances of survival.

Mordokai
2009-09-14, 04:49 AM
Oh, that was a new rule change just kinda snuck in there without me noticing. And it sucks. Really really badly. I'm sorry, but whether a weapon breaks or not has to do with the skill of the person who made it, not the skill of the person using it.

That was my first impression as well. But seeing this is basically a test thread for the game, I'm willing to let it fly this time. If it turns out it doesn't work well(and I'm almost sure about it), we can always erase it for the next game.

Dr. Bath
2009-09-14, 05:12 AM
UGH. Well. Looks like I'm going to die then. Looking at it now, unless you have a really high ENG or AGL score, you just can't survive. And having a high ENG is boring, as it just means you barricade every day and hope the dice favour you. So that leaves AGL as a stat you basically have to have.

The thing with the hiding system is that at the moment, it just means that whoever is unlucky enough to roll low on their hide check or stupid enough not to take max (or very very high) AGL will get completely mobbed by every zombie. So it's basically one or two people per turn dying, with not much you can do about it. Getting attacked by more than one zombie is a death sentance, since even with the best to hit bonus and 6 STR you only have about a 1 in 100 chance of winning the round.

Maybe I'm misunderstanding, but it looks to me like run and hide is the only proper option here. And one I will fail miserably at with my AGL 2

Jontom Xire
2009-09-14, 05:33 AM
Yuh, hence my character build. But high strength will help.

A second survival option is to NOT try and go it alone. Get useful skills that help others such as healing. It is then in their best interests to keep you alive. Look at Mike (Opeth Freak) and me. We decided early to team up, and I'd happily accept Lex-Kat too if she brought a similar protector with her (got to keep it balanced and not have too many dependents).

---

Something else I forgot to post earlier - I thought you couldn't specify whether to scavenge for melee or ranged weapons - only "weapons" generically. Has that changed? If so I would have searched for a melee weapon explicitly.

Dr. Bath
2009-09-14, 06:09 AM
It really won't. If I face one zombie (almost certainly at least this) I have even odds of winning the fight, if there are two (very likely) I die.

I do have a very useful skill, but I can't even be protected unless I'm in a barracade (and the only person with a ENG high enough for it to work is Croverus) since if I hide in a group I bring the base hide below zero. It just seems silly to have one skill so much more useful than all the others combined.

It's fine as long as I go out with style and a string of mangled film and theatre quotes though.

Mordokai
2009-09-14, 06:11 AM
I can be your bodyguard! I have chainsaw, for Pete's sake!

Ugh... how about we hide together and we hope they'll attack me instead of you? That way, you'll at least have time to run away.

Jontom Xire
2009-09-14, 06:16 AM
Yuh, I already made the point about Agility being too useful. But I don't think scavenging is that useful a skill in this game. It brings nice freebies, but I don't really think that having such a high stat in it (and adding a skill as well is overkill) is that useful. Mike and I found a shotgun. It'll be useful if we get attacked as we will probably injure any zombie attacking us, thus reducing their effectiveness at attacking us. I'd rather have had a good melee weapon that gives a bonus in the "To Hit" roll and thus reduces any chance of us taking damage. But to be honest neither compensates for simply having good melee combat stats.

If we get found by 1 zombie then with two of us we should survive easily. If we get found by two zombies then we have a reasonable chance of surviving but might take injuries - which Mike can heal.

Also are there really only two zombies in this game? If we all stand together in the middle of the street so that they both attack all of us at once, we have almost no chance of taking any damage and only two of us will get one level of infection. If we all scavenge for meds each and every day and just stand in the street and go hand to hand with the zombies then we can use the meds to heal the infections each day.

I think more weaker zombies so that we would get too many infections to heal if we tried that would work better.

Dr. Bath
2009-09-14, 06:26 AM
There are six zombies, but anyone without a melee weapon can't even use their melee combat skill, they are forced to run away.

I just didn't want to waste my day on not finding anything. Sadly, I rolled a one, but there you go. And remember, to heal you need people to find the medical items, of which most useful ones are High or Excellent value.

And I can play a sub-optimal character if I like! :smallyuk::smallbiggrin:

@Mordokai, nah I don't want you to die. And anyway. Running away is an AGL based skill. :smallbiggrin:

Maybe if I just stand in the middle of the street and make a load of noise all the zombies will attack me. It at least minimises losses.

Mordokai
2009-09-14, 06:31 AM
"Carl dun wanna funny talky man die!"

:smalltongue:

Jontom Xire
2009-09-14, 06:36 AM
I may have an Int of 2, but I refuse to talk like that. :smallbiggrin:

Hey, come bring your chainsaw and come "hide" with us guys!

Mordokai
2009-09-14, 06:39 AM
I choose my own way of talking, thank you very much :smalltongue:

As for hiding with you guys... maybe. But I just can't let poor guy die like that... I simply can't.

Dr. Bath
2009-09-14, 06:48 AM
Just hide by yourself, then there's only a 1 in 36 chance that a zombie will even be capable of finding you. Hiding with Jontom and Opeth means the group only has a hide score of 2. Pah! That's as bad as me! I'll be fine! I'll just hide on top of this statue.

billtodamax
2009-09-14, 06:54 AM
Just hide by yourself, then there's only a 1 in 36 chance that a zombie will even be capable of finding you. Hiding with Jontom and Opeth means the group only has a hide score of 2. Pah! That's as bad as me! I'll be fine! I'll just hide on top of this statue.

A completely failsafe plan. Zombies are like Megaman, right? They can't attack things that are above them?

Lamech
2009-09-14, 09:33 AM
Hey I noticed something about the hide and seek rules. As long as a zombie beats someones hide roll it will find someone. Anyway as of right now most zombie's should have a hard time of catching me and finding me so I should be just fine...

Dr. Bath
2009-09-14, 09:48 AM
Well, on second thoughts Mordokai, if you really have to be all heroic I guess we can hide together. If we do die, it will be in the most epic fashion ever. I might draw a picture.

Mordokai
2009-09-14, 09:50 AM
Then it's settled! :smallbiggrin: Me and Bath shall hide together! And I shall fight for two rounds, should any zombie found us.

But you better make it damn sure that picture is indeed epic :smalltongue: :smallamused:

Croverus
2009-09-14, 10:13 AM
OOC: Thanks god I got on in time! I can't post most weekends. Short post is short. I'm at work, can't post long things here.


Joshua goes with the group to hunt the zombies. He briefly comments on how someone else should handle tha chainsaw, so it doesn't break.

Mordokai
2009-09-14, 01:03 PM
Also, I'll pass the chainsaw to Bath. He has higher ENG and it's less likely he'll fudge it up.

Dr. Bath
2009-09-14, 01:06 PM
And I give Mordokai the cleaver, so we both have a weapon.

@Croverus: the hunting party idea kinda fell through. Everyone is just hiding in small groups.

Croverus
2009-09-14, 02:07 PM
OOC: Damn

Joshua randomly follows some of the people (GM just pick randomly) and looks for a department store to hole up in. He immedietly searches for something and will start barricading some of the entrances with anything he can find.

Dr. Bath
2009-09-14, 02:23 PM
OOC: Damn

Joshua randomly follows some of the people (GM just pick randomly) and looks for a department store to hole up in. He immedietly searches for something and will start barricading some of the entrances with anything he can find.

Too late! (you can only barricade during the day.) The only option is hide now. Maybe hide with us? An extra hand probably wouldn't go amiss, even if we'd only have hide value of d6.

Croverus
2009-09-14, 02:47 PM
OOC: Yeah fine

Joshua hides with the others.

TehSheen
2009-09-14, 06:04 PM
I shall now hide by myself, as the hunting group has been finished.

OOC: Also, Elm, Croverus, and I have created a group together. We are waiting for Fin to send in his action and to respond if he wants to join.

It kinda stinks that if we don't have good ENG, our weapons will break. I mean, I think CON would be an acceptable stat, as it is (Sort of) realistic because we are kind of trying to "defend it" or something. I can't really describe it, but uhh...Can someone else help me out? :smallredface:

Dr. Bath
2009-09-15, 02:39 AM
TehSheen: It would be much safer for everyone if you hid seperately, since you don't have a melee weapon. If you hide by yourself you get a much higher hide score.

Deathslayer7
2009-09-15, 02:45 AM
I only put the ENG breaking melee weapons so Mordokai or anyone else doesn't go around with a chainsaw (or katana) day 1 killing zombies over and over and over and over.

But it seems to be a disliked rule. From my standpoint, it helps balance the skills and puts more emphasis on all skills rather then just AGL which seems to be the main one.

and anyone know what happened to Fin? update to come tomorrow whenever i get around to it.

Jontom Xire
2009-09-15, 02:58 AM
The solution to someone like Mordokai going around killing all the zombies with a chainsaw is to adjust the other rules. Make scavenging items that are really effective zombie killing items much much harder (like in my game). Make items less effective at killing zombies (like in my game). Make killing zombies much much harder (need I say it). Make it so that going hand to hand with a zombie has a higher chance of causing infection regardless of whether you get hit or not.

Last night phase in my game, as you know, a zombie received a very well directed shotgun blast and only took 1 level of damage. Do the same with chainsaws and you should be ok.

Lamech
2009-09-15, 06:58 AM
OOC: I think the breaking rule is fine from a game balance stand point. It probably needs to be fluffed better though... Hmm... "Zombies are strong and they will instinctivly attempt to parry. This often results in damage to the weapon. Some people are better at repairing weapons and making sure they don't get damaged." Does that sound better.

Jontom Xire
2009-09-15, 08:34 AM
Hmmm...Zombie parries chainsaw. I wonder who would win THAT encounter. Zombie undamaged, chainsaw fixed? I doubt it.

Plus fixing a chainsaw would require tools and possibly a workshop. Fixing a katana would DEFINITELY require a forge and a huge amount of time.

I don't think it's going to be popular however you put it. And btw shouldn't a chainsaw be a limited use item as it will run out of fuel.

I'd seriously consider scrapping the whole "weapons breaking" thing.

I still think the solution is to merge the Eng "stat" with Str and the Med "stat" with Int. As Trixie pointed out in the other thread, you're mixing stats and skills and also you can reduce the number of stats (and hence game complexity) by making each stat do more work. This then reduces the relative importance of Agility by making the other stats more important.

Deathslayer7
2009-09-15, 12:58 PM
Mike huddled on the rooftop, the fire escape nearby. It was a moonless night but his eyes had adjusted to the night, letting him see the town below. Unbeknown to him, a different pair of eyes watched him.

The Hunter lurked on the side of the building, Mike's body heat like a signal beacon to him. It silently crept closer to him. Thirty feet, twenty feet, ten feet. Almost.... Almost.... A rock clattered as the zombie hit it with it's leg.

Mike jumped and whirled around facing a hideous monster on all fours. It hissed and jumped at him, taking a bite out of his arm. Gah!!!

The Hunter reared his head back and was about to take another bite when Mike got his feet beneath the zombie and kicked him upwards. The Hunter flew, a bit confused, but crashed over by the roof and onto the floor below. Not waiting, Mike fled.
-----------------------------------------------------------------
Dr. Bath, Mordokai, and Croverus all the while Micheal was talking loudly. Think we'll find any zombies? he asked.

As if by cue two zombies appear in the distance. You had too ask. Carl sighed, sounding dissapointed. As they prepared, one of the zombies came in closer. Oh crap. Micheal said. Infected canine. He started the chainsaw up and got in front as Carl protested. The dog leaped at Micheal, fangs beared, only to get a faceful of chainsaw! Eat that zombie scum! he shouted gleefully. The chainsaw then sputtered and Micheal looked at it in disbelief. But having hurt the dog, he and Joshua fled while Carl covered their retreat. The second zombie came in lunging at Carl and had a cleaver buried in its chest. It didn't seem to notice as it tried to scratch at Carl. He felt its hands brush against his skin sharply but his muscles protected him. The trio then fled, Mordokai still having the cleaver in hand.
------------------------------------------------------------
Elm looked at his barricades to the house. He had put a lot of work into it. Unfortunately he only managed to cover one window. A Hunter came in through the back window and attacked him. Elm managed to hold back the maw that tried to go for his flesh, but the Hunter was strong. It wrapped a large hand around his arm and squeezed hard. He yelped in pain and punched the Hunter in the eye. It had a minor effect, as the Hunter let him go. He used the chance to escape and ran out the door closing it behind him. A large thud could be heard.


Summary

Opeth_Freak was atacked and is now Injured.
Elm11 was attacked and is now Injured.
Bath was attacked but is unharmed. The chainsaw ran out of gas.
Mordokai was attacked but not hurt.


As the sun begins to shine into the town, everyone smiles. No one had died that night. Maybe, just maybe they could get through this.

Day 2 Begins!

Note: Everyone has a +1 to their toughness, otherwise two people would have died tonight. The zombies now have a +2 toughness.

Gas is added as an item in MISC. goes for chainsaw and blowtorches.

Only melee weapons such as cleavers, katanas (etc.) that don't rely on uses break. If it doesn't say it's not broken in the summary, then you still have that item.

Lamech
2009-09-15, 01:09 PM
So... did we get any zombies?

Mordokai
2009-09-15, 01:14 PM
"Carl smash some more!!!!

Ok seriously, enough of this retard joke!"

Scavenge for ranged weapon, with Lamech's help, if he'll agree.

Wizibirb
2009-09-15, 01:18 PM
Garrick heard all the comotion over the radio. He sighed with reliefe that everyone was ok. He realized that they were, however in need of more
Ranged weapons.

Deathslayer7
2009-09-15, 01:19 PM
No Zombies were killed.
Zombies may have been injured. IE Zombie Dog.

billtodamax
2009-09-15, 04:42 PM
I'll scavenge for meds, with LEx if she doesn't mind.

Lamech
2009-09-15, 06:30 PM
"Carl smash some more!!!!

Ok seriously, enough of this retard joke!"

Scavenge for ranged weapon, with Lamech's help, if he'll agree.

The cat pats at Carl's leg, then he scampers of to a gun store that smells like rats, hoping that Carl will open the door.

OOC: I help Mordokai scavenge for ranged weapons.

TehSheen
2009-09-15, 07:02 PM
Sheen looked as morning came and began to make plans to look in the nearby houses for a melee weapon. He decided to scavenge for melee weapons.

Sheen modifys the radio to everybody in range and attempts to communicate. Heck yes! We made the night! Wooohoo!:smallbiggrin:

Wizibirb
2009-09-16, 12:24 AM
Hearing sheen Garrick couldn't help but feel greatly annoyed. Two people are injured! He snaps over the radio. And God knows if any of you are infected, from the encounter. You do realize that there is no way to tell if you have a dormant infection. Well unless you die, and when your corpse get back up we will know. He lets his anger cool down. Then takes a deep breath, Listen "Kid" good job for surviving the night but its nothing to celebrate for. There numbers remain solid, Sorry if I don't share your enthusiasm for surviving one night.

Lex-Kat
2009-09-16, 01:14 AM
He's just happy to be alive. Leave the kid be, Garrick.

Kelli goes to find Terri and help him scavenge.

Elm11
2009-09-16, 01:27 AM
ow. it'll just scavenge for ranged weapons for now. If anyone picks up any healing items, healing would be great :smallsmile:.

Dr. Bath
2009-09-16, 01:48 AM
Heyhey! Not dead! Well. I'm gonna scavenge for melee weapons again.

Croverus: Maybe build a barricade today? Even if you built one for three, our defense score would be 2 higher than hiding. And not all zombies even look in the barracades. If I find a good weapon you might end up with it anyway, so I don't break it... >_>

Mordokai
2009-09-16, 01:50 AM
I assume this means no awesome picture? :smallfrown: :smalltongue:

billtodamax
2009-09-16, 03:40 AM
Hey Kelli. Says Terry, looking around a mall. Anything interesting happen with you last night?

Fin
2009-09-16, 06:31 AM
Ugh, a little pressed for time still I'm afraid.

Still scavenging for ranged weapons. As I don't have time to reply directly, the people to have PM'd me consider me on board with the team. Elm11 was the last person to contact me. As soon as I have a weapon I will help with barricade.

Dr. Bath
2009-09-16, 04:32 PM
I assume this means no awesome picture? :smallfrown: :smalltongue:

There shall be one! But it won't be of us dying. Yet.

TehSheen
2009-09-16, 06:14 PM
"Reason I'm so cheerful is because we actually had a good chance of one of us dying, and it's pretty good that none of us died. It's also because we have a chance of getting through this, as the military might be coming. Another reason is because I found canned foods for all of us. Anybody up for a day without scraps?" He walks around the streets, studying the locations of various places and then spots a mall. You know, typically malls are zombie havens. At least this isn't Dead Rising. He walks to the mall, climbing over cars that were left there when people started to try to make it out on foot.

OOC:Note:Being as Sheen is barely 18 and in his youth, he's pretty excited. The news of the military coming also put the death of his friends behind, so he does not despair. It's really not exactly "realistic", but still. I love enjoying being that guy who just keeps making jokes in a zombie invasion. :smallwink:

Alright team, after I get a weapon, I shall aid Croverus with the barracade duty. I have a question though:Can you expand the size of a current barracade(Such as Elm's) to a larger size?

Lex-Kat
2009-09-16, 06:19 PM
Hey Kelli. Says Terry, looking around a mall. Anything interesting happen with you last night?
Thankfully not. Sleeping in that truck was the best nights sleep I've had in a long time. Kelli smiles as she continues to scavenge for Medical Supplies.

billtodamax
2009-09-17, 01:47 AM
I went up to the clocktower. It's got a great view. If we get a better weapon we could use it as a bird's nest.

Jontom Xire
2009-09-17, 03:41 AM
WTF!

Ok, so what happened there? Mike aka Opeth Freak and I were hiding together as far as I was aware, which means that if we were attacked, we were both attacked together, and with my Str stat I really can't see either of us getting damaged. Plus I believe I have a weapon I could have used too!

Anyway I'm going to scavenge for medicines.

Also, could you please clarify this that was posted:



Only melee weapons such as cleavers, katanas (etc.) that don't rely on uses break. If it doesn't say it's not broken in the summary, then you still have that item.


"that don't rely on"...what? "uses" break?

Also "if it doesn't say it's not broken in the summary then you still have that item". So if it says it is broken in the summary then by definition "it doesn't say it's not broken in the summary" so you still have that item - even though the summary says it's broken :smallbiggrin:

Deathslayer7
2009-09-17, 12:23 PM
JX: I asked people to confirm this. I didn't want problems like these. Opeth Freak choose to hide (alone). Later on you posted saying you were hiding with Opeth, but he never got back to either me or you. By not saying he agreed himself, I won't assume that just because you said he was hiding with you that he actually wanted to hide with you. Thus you both hid alone.

As to the "uses" part. It means that chainsaws and blowtorches (which rely on uses) don't break. They only run out of gas. Any other melee weapon can break.

And kicks shin hard for circular logic.

As to merging stats, I don't like it when INT is needed for scavenging and MED. It just doesn't work too me.

@TehSheen: barricades only remain for the night, unless items are used on it. At which point if you cement a house, that cement provides a bonus. But seeing as how people aren't really barricading, it's hard to determine what caps belong where. Either way, a barricade can be built for any reasonable size. But the bigger the barricade, the easier zombies can get through.

and im missing Croverus's action and someone elses. I'll update when i get back from school.

TehSheen
2009-09-17, 03:29 PM
Sheen checks his trusty backpack filled with stuff, looking for something to entertain him. He looks at the laptop that he brought with him but figures that nobody would provide internet access for him because this is a zombie invasion. He decides to sit down on a bench and read his handy "Zombie Survival Guide:University Edition".

OOC:Err, are we merging stats? Because if so, tell me.

Wizibirb
2009-09-17, 11:13 PM
OOC: I realize the reason behind your character. I hope you realize the reason behind mine.


He's just happy to be alive. Leave the kid be, Garrick.

Sighing I realize that he is happy to be alive. But I don't think he realizes how grave the situation truly is. I don't think he has truly seen the horror... His voice trails off as he recalls flashes of his Platoon being torn apart limb from limb. He shudders. I just don't think two people being wounded is something to celebrate.

Hey Terry depending on what i find would you like to borrow one of the weapons so you can fend off an attack?

billtodamax
2009-09-18, 12:50 AM
I'd love some. My sniper broke earlier. Terry says, continuing to search.

Jontom Xire
2009-09-18, 02:48 AM
JX: I asked people to confirm this. I didn't want problems like these. Opeth Freak choose to hide (alone). Later on you posted saying you were hiding with Opeth, but he never got back to either me or you. By not saying he agreed himself, I won't assume that just because you said he was hiding with you that he actually wanted to hide with you. Thus you both hid alone.


Ah I see. Fair enough, really just Opeth's own fault then really.




As to the "uses" part. It means that chainsaws and blowtorches (which rely on uses) don't break. They only run out of gas. Any other melee weapon can break.


Ah I see. I read it as "uses" rather than "uses" :smallbiggrin: It might have been clearer written as:

"Weapons which only have a limited number of uses before they can no longer be used to not have any chance of becoming broken. Only permanent items can break."

Actually, I so hate that. Sorry, but which is more likely to break? A chainsaw which has moving parts or a cleaver which is essentially just a big hunk of solid metal? And whereas having a bit of skill at engineering might allow you to repair a broken chainsaw, if a cleaver breaks that's it, no repairing it unless you have a forge and a lot of time and effort, and it probably still won't be the same again unless you melt it right down and reforge it.




As to merging stats, I don't like it when INT is needed for scavenging and MED. It just doesn't work too me.


I have never had any real medical training per se (been on a first aid course once or twice) but just from reading books, watching TV, biology lessons at school, and talking to doctors and nurses, plus being fairly intelligent, I reckon that I could apply bandages or medicines with a reasonable degree of competence. Intelligence being the key personality trait needed IMHO. What do you think is the key personality trait needed to be competent to administer medical treatment? And I'm talking natural abilities not learnt skills.

Agility, as has been pointed out many times before, is used for many different things while Int serves ONLY for scavenging and Med (which is a skill not a stat) is used ONLY for healing. It sucks. At least in my original version when I had the Med stat, it was also used for resisting disease, so had two uses. Now it only has one and we have Con for resisting disease.

Opeth_Freak
2009-09-18, 04:47 AM
Sorry guys for being inactive and unhelpful here. I don't have a lot of time, I have even problem with keeping up with WW games, so sorry, but I think I'll have to bail out of this. If someone's feeling hardcore enough, he can take Mike and for his wicked combos/whatever, or dearest narrator can just add him to the zombie legion, so at least he'll give more fun to other players :smalltongue:

Sorry once again guys!

Jontom Xire
2009-09-18, 05:15 AM
I'll happily take over Mike, since I was intending to play him and my character as a team.

Mike will go scavenging with me today. :smallbiggrin:

Mike and Jontom go scavenging for medicines.

TehSheen
2009-09-18, 03:39 PM
No problem Opeth, you're a good survivalist! Hope you have a good time! Maybe once you have more time, you can go bash in zombies' skulls with us! I understand how you don't really have much time, school and work takes a large portion of our time. Have a nice day!

Croverus
2009-09-18, 04:07 PM
Croverus loosk for a small shop to stay in. He gather sup bits of wood and rubble and begins placing them to reinforce the front window. He looks for some kind of "gate" to lower because that would certainly help increase this place's defenses.

Deathslayer7
2009-09-19, 01:10 AM
Note - Tonight Opeth Freak will die JX, and be raised as a zombie. Instead of a zombie coming into town, Opeth Freak will replace it. This is due to him dropping out and I don't want a single player controlling two characters. I'll allow it for today, but not tonight!

And did Sanity give Terri the shotgun?

Anyway, no Rp for the day. Just trying to get the items out.

{table=head]Player|Item
Jontom Xire|Med Kit!
Sanity702|Uzi
Lamech|Sniper Rifle!!!
Dr. Bath| Blowtorch
billtodamax|Paracetamol
Elm11|Rifle
TehSheen|Sledgehammer
[/table]


Night 2 Begins! Send in your actions!

Wizibirb
2009-09-19, 01:55 AM
Sigh what crap... Hey Lamech want to trade weapons?

>.>

Garrick looks at the uzi very disappointed in what he found. He looks for Terry to give him the uzi.

Lamech
2009-09-19, 02:49 AM
OOC:Err... no? Mordokai you still have that chainsaw right? Want me to cover you with the sniper rifle. Or do you want the sniper rifle to get an extra shot off before combat?

Wizibirb
2009-09-19, 02:57 AM
OOC: haha didn't think so.... I'll get me a sniper sooner or latter.

Dr. Bath
2009-09-19, 04:35 AM
MAN WHAT THE HELL. :smallfurious:


OOC:Err... no? Mordokai you still have that chainsaw right? Want me to cover you with the sniper rifle. Or do you want the sniper rifle to get an extra shot off before combat?

No the chainsaw is out of gas.

TehSheen
2009-09-19, 09:07 AM
OOC:Sledgehammer...Nice. Elm, Fin, want to hide together tonight? Fin can run away. Elm, you can cover me with the rifle and then run away. Once you do that, I can hit the zombie and run away, most likely killing it.

Lamech
2009-09-19, 09:44 AM
The cat nudges the gun over by Carl.

OOC: In that case I give Mordokai the gun if he takes it and hide on my own in the gun shop. If Mordokai doesn't take the gun I cover him from long range with my sniperyness, still hiding of course. I can still hide while covering Mordokai right?

Deathslayer7
2009-09-19, 12:12 PM
thats how the protect action works. You hide alone then cover someone who isn't hiding with you.

Deathslayer7
2009-09-19, 12:20 PM
MAN WHAT THE HELL. :smallfurious:



No the chainsaw is out of gas.

you actually found a blowtorch. I forgot to add in you skill for scavenging, along with Opeth's (which i just did). JX and Opeth found a Med-kit instead of a first aid kit.

Mordokai
2009-09-19, 12:50 PM
The cat nudges the gun over by Carl.

OOC: In that case I give Mordokai the gun if he takes it and hide on my own in the gun shop. If Mordokai doesn't take the gun I cover him from long range with my sniperyness, still hiding of course. I can still hide while covering Mordokai right?

OOC: I will take that Sniper Rifle if you don't mind and I shall hide and run if found, tonight. That is, unless somebody needs to be covered.

Carl pets the cat on the head.

"Good kitty! We shall go far, you and me, if we keep it up! Just stick with me..."

Dr. Bath
2009-09-19, 01:07 PM
The breaking chance for weapons is ridiculously high, I've just noticed. Even if you have maximum engineering you've still got a 1 in four chance of your amazing rare item exploding into a million useless pieces! It just adds one more skill that you need for you to be competant without AGL. Doing this just narrows the possibilities for character creation to basically 'barricade builder' and 'hider' with the remaining points put into constitution so you don't die straight away.

Anyone want to hide with me tonight? Also: anyone found any gas? I now have 2 gas powered items. Sigh.

Mordokai
2009-09-19, 01:09 PM
Yeah, well, I can cut some zombies with cleaver again, if you want. So yeah, you need partner for hiding, I'm there.

I'll try and find some ammo for sniper before using it. Killing alpha zombie would be just grand :smallbiggrin:

Dr. Bath
2009-09-19, 01:13 PM
Yeah, well, I can cut some zombies with cleaver again, if you want. So yeah, you need partner for hiding, I'm there.

I'll try and find some ammo for sniper before using it. Killing alpha zombie would be just grand :smallbiggrin:

You know you'll have to shoot it at least five times to kill it.

Right, cool. Hiding times it is.

Mordokai
2009-09-19, 01:19 PM
We have nothing but time, my hiding friend :smallsmile:

Right. I shall hide together with Dr. Bath.

billtodamax
2009-09-19, 04:07 PM
I'll hide alone again and run if zombies come.

TehSheen
2009-09-19, 05:54 PM
Dr. Bath, Mordokai, you don't mind if I go and hide with you guys? I can help do some damage with my mighty sledgehammer. If so, I'll fight the first round and run away the next.

Wizibirb
2009-09-19, 10:06 PM
Garrick see's the perfect hiding spot, however looking at the Double-barrel shotgun and thinking about his comrads he make's a quick decision. Turning on the radio, I'm Hunting Zombies tonight so stay out of my way.


((Hunt the Dog Zombie Alone))

TehSheen
2009-09-19, 10:41 PM
((Sanity, you can't hunt for a specific zombie, I think. Zombies that you find are random. And there are 7 zombies. And you have a hide score of 2. Good luck! :smallbiggrin:))

Lamech
2009-09-19, 11:15 PM
The cat purrs and rubs Carl's leg; then darts in to the shadows of the store to hunt rats.

OOC: Hide alone and run if found. Mordakai can have the sniper rifle.

Lex-Kat
2009-09-20, 02:14 AM
Kelli will hide alone, I guess. :smallfrown: She'll go back to the Escalade and Barricade it once again. Running only if she has to.

She was gonna hide with Terry, but he took off without her.

Dr. Bath
2009-09-20, 11:58 AM
That should be alright Teh Sheen, although what is your STR stat? (or any of your stats for that matter) It's not in the first post.

Hide with Teh Sheen and Mordokai

Deathslayer7
2009-09-20, 12:02 PM
That should be alright Teh Sheen, although what is your STR stat? (or any of your stats for that matter) It's not in the first post.

Hide with Teh Sheen and Mordokai

done :smallsmile:

Mordokai
2009-09-20, 12:06 PM
I would just like to point that I changed my skill from Shooting to Melee Combat, somewhere around page six or so. And yes, I too will hide with Dr. Bath and TehSheen.

*pulls the cutlass*

I'm not giving you my treasure, you scuryv sea rats! Defend yourself!

Goddamit, I wish this geas would be over soon...

Croverus
2009-09-20, 01:12 PM
OOC: So did I get a good barricade up or are those actions not learned until you decide to throw zombies at the barricade and figur eout how strong me barricade is then. Also the barricade is big enough for one, maybe two more people, but the only entrance right now is th ebakc door or ventilation from the roof, and I'm closing the back door and blocking it up when night falls/

TehSheen
2009-09-20, 01:41 PM
Here are my stats.
Sheen the Zombie Hunter Trainee:

STR:5
AGL:3
CON:3
INT:4
ENG:4
MED:2

Skill:Melee Combat

Seems nicely balanced.

Sheen was just a trainee at the Generic University for Zombie Hunters when suddenly, the zombies have ambushed him and his fellow classmates. Being that they were still just trainees, they were overwhelmed by the sheer number of the undead. However, he was rescued by his two friends who were also learning at the university who attacked the zombies to distract them from the others.To this day, he has not seen them yet.

He is a good fighter, but is lacking in gun skills as he has not attended Basic Gun Training and medical aid.(He thought that medical skills are only useful when your a doctor.) He has now joined a small survival group in hopes of lasting the outbreak.This is my current journal.
Journal of Zombie Hunter Sheen
Information of the Zombies
Alright, in the case that I die, I hope the lucky survivor who finds this can read up on the information in here. So, if you are that survivor, read further.

The Average Zombie tends to be weak, but never underestimate it. It'll be the death of you if you do.

The Zombie Canine is a damn good fighter and they are very vicious. They have a hard time finding people, but if they find you, get out of there unless you are confident that you'll kill it.

The Hunters are dangerous opponents, very good at finding people with decent strength. They tend to have weak bodies, so they are easier targets if you want to bash in their skulls.

Finally, the most strongest one. The Alpha. My two friends were personally killed by him, along with hundreds, perhaps THOUSANDS more were also killed. This guy isn't no average zombie, that's for sure. Rumors have passed around that he can still think, but they still remain for rumors. Nobody knows how this happened, but when people think about it, that's when he sneaks up and beheads you.

Fighting this guy is like fighting a giant when your only armed with a spoon. I want to personally kill him myself, but I'm not THAT foolish enough to take him on. If you meet him, RUN! There is no way you can take that guy alone. I've tried and failed. And that attempt cost lives.
Day 1(Start)
Day 1(Start)
So, since my last journal is full, I'm going to start a new one. The group that I'm with made it to this little town called Barstow. Don't see anybody residents or zombies here, maybe they got out of here. Reason we're here is because we heard this is one of the evac places by the military. They have a knack for being late, so I guess we're going to be here for a while.

Just woke up here, looking for a squad to join. I lost my weapons a while ago, I'm going to go see what I can scavenge from this nowhere town.
Day One(End)
Day One(End)
Well, I didn't find anything. Other guys did though, Carl got a sweet chainsaw! Michael and Joshua found cleavers and they showed them to me and Fin. Erix got a shotgun, ought to kill some zombies. Garrick got a double barrel shotgun, a bit stronger. Elm found a nice home, the lucky guy. Lex is probably going to have a good night's sleep in that Expedition she modified.

Night's falling soon, time to see if there are zombies.
Night One(Start)
Night One(Start)
Well, I hear some noises out there, hope the others are alright. We started a hunting group, but it soon got abolished due to the high chance of a horde finding us.

I'm just by myself right now, in a nice store. Has some exits so I should be fine for now. Talking with Garrick right now, going to update this once I get the chance.
Night One(End)
Night One(End)
Damn, too many noises. I can hear the moans of zombies AND survivors. Somebody must have got hit tonight. Damn. Oh well, the others are good fighters, no way one of them got killed. Shouldn't even talk about it, need to stay optimist.

By the sounds of it, Carl must've been putting the hurt on the zombies. That'll teach them to bite. Ah...the sun is here. A normal sun, not a red sun. Nobody has died tonight! Alright! Time to go meet up with them.
Day Two(Start)
Day Two(Start)
I'm right! Nobody has died tonight, although Mike and Elm are Injured. Mike seems a bit off right now. Of course he is, he got bit. I'm going to the mall to go get some weapons. This isn't Dead Rising, there isn't 53,904 zombies waiting for me. I wonder if I'll score a chainsaw?

Speaking of which, it ran out of gas. Oh well, at least Michael hurt a zombie canine with it. A faceful of chainsaw, I've heard.

I just formed a group consisting of myself, Elm, Joshua, and Fin. We're a good team, we can make it. Joshua is one heck of a barricade maker, he's making one today.

Hope Garrick's not too mad at me for being a bit too happy on the radio. It's to increase morale, y'know? Not that it's working though, we'd have higher morale if somebody actually coming to rescue us. If they do come, it better not be like Dead Rising. Some guy comes in a helicopter and BAM! A zombie eats the pilot.


Well, I'm just going to chill for the moment, I got to the mall. Man, one heck of a run. I'll just sit down and read, then find myself a weapon.
Day Two(End)
Day Two(End)
Woot! Found a sledgehammer! Nice and sturdy, I'm sure it won't break for now. Garrick found a Uzi, that cat found a sniper rifle and gave it to Carl, and Elm found himself with a rifle. Good work! The rest found some medical supplies and Michael got a blowtorch. Joshua has a good barricade up, enough room for himself and one other. This day was a good day.

I just finished my lunch, canned peaches and some bread. Man, it's delicious. After such a long time of just eating scraps, you can't pass up on some canned goods. Why am I even writing this? I'll probably get hungry once I read this. Oh well.
Night Two(Start)
Night Two(Start)
Night has arrived. I'm going to go and hide with Carl and Michael, someone else can take the spot in the barricade that Joshua has. Garrick is apparently hunting zombies with his shotgun, but it only has one shot. No chance that he could survive by himself. Too many movies maybe?:smallamused:

I wish him the best of luck, although he should just hide for the night.

Crap, Carl and Michael are already ahead. I'm going to go catch up and write some more later.
Night Two(End)
Night Two(End)
The night has ended, sun's coming up. Carl, Michael, and I found two zombies out on the streets, a normal one and a Hunter. We didn't get injured, and Michael was the only one to damage the hunter with that fancy blowtorch. Only, that's the good news. Bad news is, the sun rising up is red. That means one of our own has fallen...I'm going to go talk with the others, see what happened.
OOC:As you can see, I'm sort of balanced, I can build barricades and scavenge moderately well. STR is 5, so I have nice damage and hit.

Also, when Opeth turns into a zombie, will we get a cool RP to read? :smallbiggrin:

Every day and/or night, I'll add in a little "Journal of Zombie Hunter Sheen" for more RP, so I have stuff to do while waiting for my actions or other people to post. So, come back to this post every round for more!

RP
--------------------------------------------------------------------------
On the radio, Sheen attempts to contact Garrick. "Dude, there are like 6 zombies out there, and you have a double barrel shotgun with only one shot. Might as well just try to hide instead of hunt man. I wish you the best of luck if you do go and attempt to fight some, but we can't stop the horde of zombies. More and more will come every night." He finishes his last sentence, and then turns the radio down to a very quiet sound, so only he can hear it. He then catches up with Carl and Joshua.

EDIT:Man, my fingers are TIRED from typing up that journal. You guys better read it!:smallwink:

Wizibirb
2009-09-20, 09:29 PM
((Sanity, you can't hunt for a specific zombie, I think. Zombies that you find are random. And there are 7 zombies. And you have a hide score of 2. Good luck! :smallbiggrin:))

We shall see if I can hunt a specific zombie or not then.

And I honestly don't think DS will be that mean to me.... I hope.

And question about that.

Does hunting reduce one's hide and if so why?
When you hunt wild animals you still must try to avoid being seen.

Also:

What about when you are sniping zombies don't you have to make a hide check?
Why is it any different when "hunting" you still try to remain unseen until you fire.

Jontom Xire
2009-09-21, 03:31 AM
If Lex-Kat likes I'll hide with her and protect her, covering her retreat before running away myself. If we're hiding together then I'll give her the med-kit to look after too.

Lex-Kat you need to agree to this before nightfall or it won't count.

If not I'll hide on my own and run as soon as possible if attacked.

Croverus
2009-09-21, 10:26 AM
I'll let Fin hide in my barricade as well, but yeah, I'm spending all day just barricading.

TehSheen
2009-09-21, 04:33 PM
Bad thing about barricading is that it's not cumulative. So the essential key to it is the items. You must have construction items, those are the only bonuses that stay on the barricade. Barricading isn't useful at all unless if you have items or if you are making it for a low amount of people.

Croverus
2009-09-21, 04:46 PM
Bad thing about barricading is that it's not cumulative. So the essential key to it is the items. You must have construction items, those are the only bonuses that stay on the barricade. Barricading isn't useful at all unless if you have items or if you are making it for a low amount of people.

Low amount? Like... 2? Cause thats all I'm barricading for right now. And I have ENG 6, so I should be ok.

Deathslayer7
2009-09-22, 02:04 PM
As Kelli tries to run towards her car, a hand grabs her from behind. She let's out a small scream only to have Jontom's hand cover her mouth. Shhhhh! he says, letting go quietly. The sun is starting to set and soon enough night begins rapidly to approach. The duo hides somewhere uneen by anyone. Others, are not so lucky.

Terry crouched low to the ground, sneaking across an empty parking lot and into a grocery store. He enters the store and closes the door behind him, giving the store a thorough search. As he comes back to the door, he finds it slightly ajar. He glances around now, afraid. He strains his ears and can hear the sound of something jumping around in the store. Not wanting to be with whatever it was, he leaves the store and runs across the parking lot. He doesn't get very far as the glass shatters behind him and a Hunter leaps at him. He tries to raise the Uzi up but his arm gets pinned to the ground as does his body. Nasty bruises will be there by tomorrow morning. He scoots his arm a bit and aims the uzi underneath. He pulls the trigger. The Hunter screeches getting off of Terry and he runs away. Not wanting to pursue such a hard meal, the Hunter lets him go. (Uzi was not used, just fluff).
------------------------------------------------------------------
Micheal, Carl, and Sheen walk along the street casually. Not fearing much, let alone zombies. Sheen holds his sledgehammer mightily above his shoulder, carrying it like a father might hold his daughter on his shoulder. Carl held the cleaver in his hand looking like a crazed convict or murderer. And Micheal held the blowtorch in his hands, proud of what he had. The trio turn into a large street together and see a Hunter and zombie at the other end of the street. The zombies notice them too and turn to watch them. Both groups just come to a standstill. Sweat slides down Carl's arm as he holds the cleaver, his hands twitching. The Hunter crouches low to the ground and the zombie making waving motions towards the trio. Carl's grip tightens and Sheen lifts his sledgehammer in front of him. Micheal takes a lighter out of his pocket and lights up the blowtorch. As if on a signal, both groups charge. Micheal slacks behind the other two being a bit overweight. Carl crashes into the hunter and tries to drive his little cleaver into its rough skin without much success. Sheen swings the sledgehammer at the zombie and skims its chest slightly, but not hard enough to do any damage. Then from behind, Micheal came forward with the blowtorch. Raising it to the Hunter's face, a nice aroma of seared flesh rose into the air along with a cry of pain from Carl. As the group runs away, Micheal asks him whats wrong. Twice we were attacked by zombies, and twice only you managed to hurt them. Micheal looks at Carl and replies I'll let the next one eat you if that makes you feel better. Carl nods slightly. :smalltongue:
----------------------------------------------------------------------
Joshua lets Fin into his barricade out of good heart and pity at the sight of him. But holding a barricade for two people is harder then for one, espcially when one person didn't help at all. While some humans believe in a higher power, zombies believe in karma. If you didn't help, you got to go. As such, a zombie breaks through the window and drags Fin out it. Screams can be heard then silence. Carl approaches the window only to see Fin try to jump through, his leg bit. The zombie is trying to gnaw off his foot and is holding on tightly. Help me! Fin screams and Joshua does. With a great heave of strength he pulls Fin through the window, making the zombie lose his grip. As the zombie tries to go through again, Joshua wacks it with a 2x4 and it goes on its way.
----------------------------------------------------------------------
Mike curses under his breath as he walks away from a store, all the food already taken. Not paying attention to the time, he looks up only to realize night has fallen. Crap. He looks around for some sort of shelter but finds nothing decent. A low growl escapes from behind him. He looks to see a dog growling at him. His feet started running, and the dog went after him. He turned corner after corner trying to lose the dog, but it steadily gained ground. He ran past Garrick the Hunter. Garrick raised his shotgun only to be distracted by a moan from behind him. Swiveling on his feet, he aimed the shotgun at a lunging zombie and pulled the trigger. Blam! The zombie flew back, blood splattering the wall. The zombie struggled to its feet, but Garrick already ran after Mike. He caught up a minute later only to find Mike being disembowled by the dog. Turning away at the sight and before the dog lost its appetite, he left. Minutes afterwards, Mike's body rose, and he joined the ranks of the undead.



Mordokai was attacked but wasn't hurt.
TehSheen was attacked but wasn't hurt.
Sanity702 was attacked but not hurt.
billtodamax was attacked and is now "Injured".
Fin was attacked and is now "Injured".
Damage was done to the zombies by Sanity and Dr. Bath.

Mike the zombie now joins the Zombie's ranks!

Mike the Zombie's Stats:
STR: 1
AGL: 5
CON: 1
INT: 4


Day 3 Begins and ends on Thursday afternoon. Apoligies for the late updates and whatnot. I like to wait for everyone to get their actions in.

Also a rules update, I'll not be using the engineering weapon breakage rule. People can now "Hunt" zombies and have a hide of their AGL+1d3.

Lex-Kat
2009-09-22, 03:32 PM
((Sorry Jontom, I didn't notice your post. But I would have agreed. Thankfully, DS7 let us hide together.))

Kelli silently nods to Jontom. After a moment, her heart rate drops back to normal. Kelli. She whispers to her fellow survivor, holding out her hand to him.

TehSheen
2009-09-22, 04:17 PM
"...Dawn."Sheen said, looking at the sun." A red sun rises. Blood has been spilled tonight. That can only mean one thing...". Mildly upset, he walks away from Michael and Carl, writing in his journal.

Wizibirb
2009-09-22, 08:11 PM
Sighing Garrick picks up the radio. Mike is dead, I believe he has turned.... I'm sorry I was to late. Taking a deep breath he says in a distant voice Anyone interested in scavenging ranged weapons today

((Scavenge ranged weapons))

Dr. Bath
2009-09-22, 08:19 PM
Scavenge for Meds

C'moon not-a-one.

billtodamax
2009-09-23, 01:46 AM
I'll scavenge for ranged with Garrick If he wants.

Ah, ****. Terry says over the radio. I'm hurt.

Mordokai
2009-09-23, 02:13 AM
Carl goes looking for kitty friend.

"Here, kitty, kitty, kitty..."

The fact that they are in the middle of the zombie apocalypse doesn't seem to bother him in the slightest.

((OOC: Scavenge for melee with Lamech, if he agrees to it.))

Jontom Xire
2009-09-23, 03:11 AM
Jontom shakes Kelli's proffered hand.

We've got meds and a ranged weapon between us. You carry the med kit, I'll carry the gun. Now I think we just need some sort of hand weapon. What do you think?

Scavenge for melee weapons with Lex-kat helping if she will.

Croverus
2009-09-23, 10:11 AM
After making sure Fin's wound stops bleeding, Joshua immedietly goes to work boarding up the windows and reinforcing the door.

"You're lucky that thing didn't drag you out onto the street. Not sure how well I could have helped you then."

He uses the cleaver he found on the first day to try and get some locks off the shelves, trying to get at the supplies.

((I still have the cleaver to fight zombies with in melee, just mentioning that because I was wondering why you had me hit a zombie witha 2x4 instead of my cleaver))

Lamech
2009-09-23, 11:01 AM
Carl goes looking for kitty friend.

"Here, kitty, kitty, kitty..."

The fact that they are in the middle of the zombie apocalypse doesn't seem to bother him in the slightest.

((OOC: Scavenge for melee with Lamech, if he agrees to it.))

The cat walks up to the ever helpful Mordokai, and drops one of the rats he caught at his feat.

OOC:Help Mordokai scavenge for Melee weapons

Wizibirb
2009-09-23, 12:06 PM
(yup no problem so billtodamax and I will scavenge together.)

You know i just realized three of you are at half health...

Lex-Kat
2009-09-23, 01:14 PM
Kelli will help Jontom scavenge for a weapon.

TehSheen
2009-09-23, 06:22 PM
I shall scavenge for construction items, Croverus could use a item to help out. If anybody needs help scavenging though, I'll aid them. Especially those without weapons or the people injured, because they have a penalty.

Wizibirb
2009-09-23, 06:32 PM
I believe in this version there is no penalty for being injured.

TehSheen
2009-09-23, 06:34 PM
Seriously? Alright then. Does anybody want some help for scavenging? If not, I'll go along with gathering items for Croverus.

Elm11
2009-09-24, 03:58 AM
For now i'll go Scavenging for ammunition

Because i'd rather not be in the middle of a fire fight with zombies, to remember i have a grand total of one bullet between 6 of them.

Lamech
2009-09-24, 07:21 AM
Da rulez say there are damage stats that give a malus.

Croverus
2009-09-24, 09:40 AM
Joshua allows anyone in that is willing to help find supplies to reinforce the barricades.

"Hopefully we can turn this into a decently defendable position."

Jontom Xire
2009-09-24, 10:23 AM
The cat walks up to the ever helpful Mordokai, and drops one of the rats he caught at his feat.



Ok, I just can't resist it any more. Every time I load the page this post catches my eye...


Which feat? Bull rush? Something else?


Hohohohho. Yes I know it's not really that funny. Brownie points for anyone who can come up with a funnier gag!