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Thread: Zombie Rampage II: Game starting
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2009-11-06, 06:46 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Southampton, UK
- Gender
Zombie Rampage II: Game starting
Zombie Rampage
A game of rampaging zombies and plucky survivors for parties or forums.
Game play:
Spoiler
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 can do one of:
- Roam the streets, hunting for survivors.
- Attack the barricades.
- Try and sneak into the barricades and attack those hiding within.
If there are no barricades, the zombies will all roam the streets hunting for survivors.
NPC zombies decide their night action randomly. Players that have turned into zombies can decide their own night action, and choose their action in many other places where it would normally be decided randomly.
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.
- Find a hiding place and hope they survive until morning.
- Find a hiding place and snipe at zombies (if they have a long ranged weapon).
The game ends when:
- There are no more survivors (zombies win)
- There are no more zombies left (survivors win)
- N turns have passed and the military arrive to rescue the survivors (survivors win)
The number of turns depends on the number of survivors and zombies at the start of the game. There will be 1d3 zombies per player. Each zombie will have 9 points which will be distributed randomly amongst the different stats with the minimum value being 1 and the maximum value being 5.
Advanced optional rules: Additional roles and win conditions such as cultists who try and get everyone infected. Or a hunter who starts the game with a gun and one round and has to kill N zombies to win.
Stats/Skills:
Spoiler
Players get to spend 13 points on the following stats. The maximum value for a statistic is 5, the minimum that players can allocate is 2, although some NPCs and zombies may have 1.
STRength: Affects melee combat and barricade building.
AGiLity: Affects ranged combat and stealthiness (hiding, sneaking).
CONstitution: Affects disease resistance and toughness.
INTelligence: Affects healing and searching/scavenging.
If there aren't enough players, NPCs can be rolled randomly.
If a player gets turned into a zombie, their stats remain the same but are used for different purposes:
STRength: Affects melee combat and breaking through barricades.
AGiLity: Affects dodging ranged attacks and sneaking into barricades.
CONstitution: Affects disease infectiousness (and TBD).
INTelligence: Affects searching for hidden players.
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)
Health
Spoiler
A living person has two damage states, one for physical damage and one for infection. Zombies have only the physical damage state.
Physical Infection
-----------------------------
Healthy Healthy
Scratched Dormant
Injured Malignant
Wounded Spreading
Dead Zombified
When a character with any sort of infection dies, they automatically become a zombie. If a character is killed by a zombie they automatically 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 roll higher than their CON stat they become more infected by one state. Any player who reaches the "Zombified" infection state becomes a zombie.
If a player becomes a zombie, their stats are reduced by 1 point for each physical damage state above "Scratched", with a minimum value of 1. So if they become a zombie after death, all stats are reduced by 3. If they are "Healthy" when they turn into a zombie they become a super-zombie and all stats are increased by 1.
When taking physical damage, a survivor's toughness is his Constitution divided by 2 and rounded up. Zombies toughness is calculated in the same way but with a +1 bonus for being dead already. Toughness is used when calculating damage taken. Divide the damage total by the target's toughness to work out how many levels of physical damage the target goes up by.
Example:
Rob the Zombie (Con=3, toughness=3) gets beaten up by Bob (Con=4, toughness=2) 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:
Spoiler
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.
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.
Melee Combat
Spoiler
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 at least some of the mob possess a weapon capable of harming a zombie.
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 "To Hit" total. The side with the highest total wins the round.
If survivors win the "To Hit" roll they may choose to push back the zombies and run away rather than deal damage. This is automatic if they do not actually possess any weapons capable of damaging zombies.
To deal damage, take the the difference in the "To Hit" totals as the base damage value. Any damage modifiers of any weapons being used by the winning side are added to the damage value to get the damage total which is then divided by the toughness of the targets (it is assumed that all characters on one side are either zombies or living). This gives the number of physical damage levels suffered by the losing side. These are divided randomly and as evenly as possible amongst the characters on the losing side.
If survivors are being attacked by zombies then each zombie, once per round of 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. If a survivor becomes zombified as a result of this, he drops out of the combat as he wanders off confusedly.
Example 1:
Earlier, Rob the Zombie attacked Bob, wounding him. Rob has a CON stat of 3 and rolls 2 on 1d6. Bob has a CON stat of 4 and even though he only rolls a 1 the zombie didn't roll higher, so although Bob was wounded he doesn't get infected.
Example 2:
Ann, Bob, and Charlie are attacked by 2 zombies. Although they easily defend themselves, 2 of them might get infected. Rolling randomly Charlie is the lucky fellow not to have any risk of infection. One of them (CON=3) targets Ann (CON=4) and rolls a 2 so Ann is safe, but the other (CON=4) targets Bob (CON=3) and rolls a 3 while Bob only rolls a 1, so Bob gets a Dormant Infection.
Scavenging
Spoiler
When scavenging, first pick a type of item to scavenge for, or decide to scavenge for miscellaneous items. Melee Weapons and Ranged Weapons cannot be specified independantly; you can only choose Weapons as your item type.
To scavenge, the survivor rolls 1d6 and adds their INT stat to get their scavenge total.
When scavenging for miscellaneous items, survivors get a +1 bonus to their scavenge total and choose randomly from all types of items, not just those listed under "Miscellaneous Items".
Survivors may scavenge in teams. Use the INT stat of the team member with the highest value and add +1 for each additional team member scavenging. 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.
Example:
Bob (INT=4) wants something to heal his infection, so he goes to scavenge for medical supplies. He rolls a 5 which means he gets a total of 9.
Anna (INT=1) and Charles (INT=2) decide that they need to work as a team. To further increase their chances they will take whatever they find. They roll 1d6 and get a 2. That makes a total of 6.
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 do find something. Randomly pick a different category and you get a low value item.
7-8: You find a low value item.
9-10: You find a high value item.
11+: You find an excellent item.
Next randomly select from all items of the type and quality found to find the exact item found.
Example:
Bob's total of 9 means he has found a high value medical item. Nice one, Bob! He decides odd numbers are paracetamol and even numbers are first-aid kit. He rolls a 4. Bad luck, Bob!
Anna and Charles' total of 6 means they have found a low value item. Just. They roll a 1d4 and get a 2 meaning that they have found a ranged weapon. They decide that odd numbers are a pistol and even numbers are ammunition. They roll a 1d6 and get a 6, so get ammunition. A further roll of 1d4 gives a 3 meaning that they have found a single shotgun shell.
Items
Spoiler
Zombies do not carry or use items at all.
Each survivor has the following item slots which can be used to carry items as described:
Left hand, right hand: Any single item of any size can be carried in a single hand unless it is described as a two-handed item.
Left pocket, right pocket: Any number of items up to a total size of 2 can be carried in each pocket.
Belt: A single item of any size up to size 4 can be carried tucked into a belt.
Back: Any single item that is described as being able to be slung can be carried on the back.
Items without a size value can only be held in the hands or slung on the back (if slingable). Weapons slung on the back or carried elsewhere cannot be used unless items or weapons being carried in the hands can be stored elsewhere to free the hands for use. E.g. a survivor with a slung rifle cannot use it if he is also carrying a pistol and a cleaver and has no free slots to store them, but can use it if he has a katana that can also be slung.
If a player obtains an additional item that he cannot carry as a result of scavenging or because another player gives it to him, they must choose one to drop which will be permanently lost, or can give items to other players. It is also possible for two players with full inventories to exchange items without dropping one or using a third player as an intermediary. However at the end of a day phase after all scavenging has been resolved but before the night phase has started, all surplus items must have been redistributed or discarded.
Melee weapons
- 2 by 4: 2-handed, +1 to hit, won't damage zombies. Low value item.
- Frying pan: Size 6, 2-handed, +1 to hit, won't damage zombies. Low value item.
- Cleaver: Size 4, 1-handed, can damage zombies. Low value item.
- Baseball bat: 2-handed, +2 to hit, won't damage zombies. High value item.
- Blowtorch: Size 6, 1-handed, 1 use, +1 to damage modifier, can damage zombies. High value item.
- Axe: 2-handed, -1 to hit modifier, +1 to damage modifier, can damage zombies. High value item.
- Chain saw: 2-handed, -2 to hit modifier, +4 to damage modifier, can damage zombies. Excellent item.
- Katana: 2-handed, slingable, +1 to hit modifier, can damage zombies. Excellent item.
Ranged weapons
All ranged weapons are found with one set of ammunition loaded.
- .22 Pistol: Size 2, -1 damage modifier. Short range. Low value item.
- Air rifle: 2-handed, slingable, cannot cause damage but distracts target preventing them from performing any action. Can use makeshift ammo (doesn't run out). Low value item.
- Beretta: Size 3, -1 to hit modifier. +1 damage modifier. Short range. Low value item.
- .22 Rifle: 2-handed, slingable. Long range. High value item.
- Shotgun: 2-handed, slingable. Short range. High value item.
- Double-barrelled shotgun. 2-handed, slingable. Can shoot second zombie with -1 to hit on both attacks. Requires twice as much ammo for reloads or acts as normal shotgun. Short range. High value item.
- Uzi: Size 6, +1 to hit modifier. Can shoot second zombie with -1 to hit on both attacks. Short range. Excellent item.
- Sniper rifle: 2-handed, slingable, +1 to hit modifier. Long range. Excellent item.
- Ammunition: Ammo clips are size 1 each. Rounds, shells, and bullets are size 1 for each 8 or part thereof for each individual type of ammo not loaded in a weapon. Beretta rounds, .22 rounds, Uzi clips, shotgun shells, sniper rifle rounds. 1, 2, or 3 at a time for low value, high value, excellent items.
Medical items
- Bandages: Size 2, 2 uses, heals damage only. Low value item.
- Sleeping pills: Size 1, 2 uses, puts target to sleep, looks just like antibiotics. Low value item.
- Whisky: Size 3 (cannot be stored in belt), prevents infection spreading, but player can still barricade, scavenge or whatever. -1 modifier to all actions. Effects last 24 hours. Low value item.
- Poison pill: Size 1, when swallowed player will die but not become a zombie regardless of infection state. High value item.
- Paracetamol: Size 1, 2 uses, heals infection, -3 modifier. High value item.
- First-aid kit: Size 3, 2 uses, heals damage only, +1 modifier. High value item.
- Antibiotics: Size 1, 2 uses, heals infection, +1 modifier. Excellent item.
- Med-kit: Size 6, 3 uses, heals either damage or infection. +1 modifier healing damage, -1 modifier healing infection. Excellent item.
Construction items
- More nails: Size 1, 2 uses. Goes with hammer. Low value item.
- No More Nails: Size 4, 1 use. +2 barricading modifier. Low value item.
- Duct tape: Size 3, 1 use, +2 barricading modifier. Low value item.
- Hammer and nails: Size 3, found with one set of nails, +2 barricading modifier. High value item.
- Nail gun cartridge: Size 1, 1 use, Goes with nail gun. High value item.
- Planks: 1 use, +3 barricading modifier. High value item.
- Cement: Size 8, 1 use, +6 barricading modifier. Excellent item.
- Nail gun: Size 4, found with 1 nail gun cartridge, +5 barricading modifier. Excellent item.
Miscellaneous items
- Satchel: Slingable, can store any number of items up to a total size of 6. High value item.
- Backpack: Slingable, can store any number of items up to a total size of 8. Excellent item.
Barricades
Spoiler
Players who are barricading decide amongst themselves how big a barricade they need, how many people it should shelter. They add together the STR 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 (rounded down), 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 STR 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.
Only one barricade can be built in a day phase. After the night phase in which it is used it is assumed to be so beaten up by the zombies attacks as to be indefensible, and drawing too much zombie attention to be able to repair/rebuild it. The survivors sneak away to build a new one while the zombies are distracted by destroying the old one.
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 STR) + 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
Spoiler
Instead of barricading or scavenging, a player can choose to heal themselves or others. The player being healed (the patient) can also not barricade or scavenge. The healer can use medical items owned by either themselves or by the patient. The healer can heal as many patients as they choose, but not heal themselves, or can heal themselves only. The healer must use an appropriate medical item to heal and can only use one such item per patient per attempt to heal.
To heal infection or physical damage, roll 1d6, add INT stat and any modifiers from the medical item being used. Divide this total by 6 to get the number of levels healed. Players cannot go to better than "Healthy" state.
Attacking Barricades
Spoiler
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 AGL stat. If it scores higher than the barricade defence value then it finds an appropriate unlocked door or unboarded window. 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 (AGL=4) rolls 1d6 and gets 4. The total of 6 is higher than 5 so Rob finds an unlocked back door. He gets one attack against a random survivor in the barricade before being driven out.
Hide 'n' Seek
Spoiler
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 0.
For each zombie who is roaming the streets roll 1d6 and add their INT stat. The total is their "seek" score. Randomly select a target from all survivors with a lower "hide" score. Once all zombies have found a target (if they can) work out all survivor and zombie mobs for melee combat.
Example:
Ann, Bob, and Charlie are roaming the streets as a mob, hunting zombies. Derek has a gun and intends to shoot a zombie from long range. Ellen is hiding. 3 zombies are roaming the streets tonight. Ellen's hide score is high enough that she passes the night safely, but all the others can be targetted by the zombies. One finds Ann, one finds Charlie, and one finds Derek. The zombies that find Ann and Charlie form a mob and attack. Ann, Bob, and Charlie form a second mob and prepare to fight.
Spoiler
A recommendation for how to calculate who gets found by a zombie is as follows:
For each hiding group that could be found by a zombie, subtract the hide total from the seek total and that gives how many chance they have of being found.
E.g.
Rob the Zombie gets a seek total of 8. Ann has a hide total of 4, so 4 chances of being found. Bob has 2 = 6 chances and Charles has 6 = 2 chances. That makes 12 chances total so the probability of being found for each person is:
Ann = 4/12 = 1/3
Bob = 6/12 = 1/2
Charles = 2/12 = 1/6
Roll 1d6: 1-2 = Ann, 3-5 = Bob, 6 = Charles
This makes it a little fairer as Charles is less likely to be found due to his much higher hiding total.
For each combat, there are two steps. First each character with a short range weapon can choose to use it. Second there are three rounds of melee combat as described in the "Melee Combat" section.
Example:
Bob has a shotgun. As the zombies attack he fires, wounding one zombie (selected randomly) slightly. Derek grabs his baseball bat, and the fight begins.
If a zombie hunting mob is not attacked at all, take the highest INT stat of the group, add 1 for each character after the first, and add 1d6. This is the mob's "seek" score. If their "seek" score is higher than 6 then they find a randomly selected zombie. If that zombie is attacking another survivor, the mob joins with that survivor.
If a character using a long range weapon is found they lose their chance to shoot a zombie. In the example above, Derek never got to use his weapon. If they are not found, calculate a "seek" score as for an unfound hunting mob. If the "seek" score is higher than 6 then a suitable target is found. Resolve the attack as described in the "Ranged Combat" section.
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.
Co-narrator: Deathslayer7
These are my final(ish) version of the rules incorporating changes from both playtesting games that are still (sort of) running.
Unlike the playtest games, I want this game to be much more bloody and with many more players becoming zombies. It's going to be much much harder to win (hopefully) so if you don't like the idea of dying horribly on night one, don't sign up.
The game will start when both playtest games have finished or when the narrator(s) get bored of waiting for them to finish. Both seem to be pretty much a foregone conclusion anyway.
Players:
Spoiler
Anatharon = Anatharon - Zombified
banthesun = Zachary Portmouth - 4/3/4/2, Barricading
BishFish = William Telex - 3/4/3/3, Ranged Weapons
Calar = Seamus Finch - 3/5/3/2, Stealth
Crown of Thorns = Marcus Fortesque - 3/3/2/5, Scavenging
Freshmeat = Anya Von Stradheim - 2/4/3/4, Scavenging
MasterofMockery = Earl Sinclair - 2/3/3/5, Scavenging
Mordokai = Mandy - Zombified
Nehh = Norman - 2/4/3/4, Stealth
Orzel = Dr. Ike White - 2/3/3/5, Healing
Sanity702 = Tod - 5/2/4/2 - Melee Combat
TehSheen = Sheen - Zombified
Xykon_Fan = Oog - Dead
Yspoch = Matt Quigley - 2/5/2/4, Ranged Weapons
Last edited by Jontom Xire; 2009-12-02 at 03:37 AM.
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2009-11-06, 06:04 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Somewhere
- Gender
Re: Zombie Rampage II: Recruiting
you know I'm in Jontom,
However I will give my spot to co narrate if need be,I am alive!
It has been a very very long time.
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2009-11-06, 06:21 PM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Library
- Gender
Re: Zombie Rampage II: Recruiting
I'll be in, although the path be long and covered with spoilers.
Avatar by The Neoclassic
WW Game Roles:
SpoilerGames Played: 21
Devil: 1
Wolf: 2
Wolf Alpha: 1
Co-Narrator: 2
Narrator: 1
Villager: 13
Other (Weird): 1
Trophies
Spoiler
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2009-11-06, 07:44 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Zombie Rampage II: Recruiting
In, ever since I saw the first zombie rampage I wanted to join
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2009-11-06, 08:11 PM (ISO 8601)
- Join Date
- Jun 2008
- Location
- Zombieland
- Gender
Re: Zombie Rampage II: Recruiting
I'm back to play, with Drake the guitarist! (Inspired greatly by Brutal Legend.)
Stats:
Name:Drake the guitarist
STR:4
AGL:2
CON:4
INT:3
Skill:Melee CombatLast edited by TehSheen; 2009-11-10 at 10:23 PM.
The most awesome avatar ever by the amazing Dashwood!
Awards
SpoilerRoles!
Pokemon Trainer:1
Wolf:2
Horde Seer:1
Mason:5
Fool:1
Villager:5
Total Games:15
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2009-11-06, 11:33 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Yes
- Gender
Re: Zombie Rampage II: Recruiting
Looks fun, Ill join.
I shall spread the buttery light of justice over the toast of your iniquity!
Fight my brute.
Brutes too boring? Try this one.
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2009-11-06, 11:41 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Sin City
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2009-11-07, 05:20 AM (ISO 8601)
- Join Date
- Aug 2006
Re: Zombie Rampage II: Recruiting
In with guns.
Now that I've read through things more thoroughly, I've got to say this looks even better than I initially thought. Nice work.
Even if healing does seem very difficult (dividing the result by 6 seems a little high) I'll go with a healer/scavenger/gunslinger concept anyway.
- Strength: 2
- Agility: 4
- Constitution: 3
- Intelligence: 4
Skill: scavenging
Character: Anya Von Stradheim*, MD
* German is such a great language, even if used semi-nonsensically
TehSheen, you seem to have used 14 points, rather than 13. Just thought you might want to know.Last edited by Freshmeat; 2009-11-07 at 06:56 AM.
Spoiler
Sigatar by Crimmy
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2009-11-07, 06:54 AM (ISO 8601)
- Join Date
- Jan 2008
- Location
- Austria
- Gender
Re: Zombie Rampage II: Recruiting
Let's slice and dice us some zombies! In, please!
My Char (very similar concept as Freshmeats):
- Strength: 2
- Agility: 5
- Constitution: 2
- Intelligence: 4
Skill: Shooting
Char: Matt QuigleyLast edited by Yspoch; 2009-11-07 at 09:52 AM.
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2009-11-07, 07:18 AM (ISO 8601)
- Join Date
- Apr 2007
Re: Zombie Rampage II: Recruiting
In again. Character to come later.
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2009-11-07, 11:11 AM (ISO 8601)
- Join Date
- May 2005
- Location
- BROOKLYN!!
- Gender
Re: Zombie Rampage II: Recruiting
I'm in as:
Dr. Ike White
- Strength: 2
- Agility: 3
- Constitution: 3
- Intelligence: 5
HealingGitp's No. 1 Cake hater
On Vacation until Aug 7th.
Spell currently researching: Explosive Pie.
Weapon currently crafting: +1 cakebane kris
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2009-11-07, 07:03 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Yes
- Gender
Re: Zombie Rampage II: Recruiting
Character:
Seamus Finch - Survivalist
STR: 3
AGL: 5
CON: 3
INT: 2
Skill - StealthI shall spread the buttery light of justice over the toast of your iniquity!
Fight my brute.
Brutes too boring? Try this one.
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2009-11-07, 07:38 PM (ISO 8601)
- Join Date
- Jan 2007
Re: Zombie Rampage II: Recruiting
In.
Charcter:
STR: 2
AGI: 5
CON: 3
INT: 3
Skill: ShootingLast edited by Inhuman Bot; 2009-11-07 at 07:40 PM.
trill in da playground
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2009-11-07, 08:28 PM (ISO 8601)
- Join Date
- Jun 2009
- Gender
Re: Zombie Rampage II: Recruiting
I'll hop in for this one.
I'm thinking of being a big strong character, 'cos we already got enough clever scavangey shooty types.
Also, I'm assuming the barricades are non-cumalitive? You could justify this by saying we spend half of each day heading towards an evac point or something, and that we have to leave our barricades behind.Awesome Iron Chef avatars by Neoseph7! Murkrow avatar of coolness by Introbulus!Spoiler
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2009-11-07, 08:30 PM (ISO 8601)
- Join Date
- May 2007
- Location
- *Not* stalking Xykon...no
- Gender
Re: Zombie Rampage II: Recruiting
I might join, but I wanted to make sure I read this right...
Each 24 hours a player with "Malignant" or "Spreading" infection who isn't having their infection medically treated rolls 1d6. If they roll higher than their CON stat they go up one state. Any player who reaches the "Zombified" infection state becomes a zombie.XF: Operating on 95% insanity since 1337 B.C. Because every event needs an insane werewolf noble.
Blissfully proud owner of a Ceikatar!
Undead Wannabee and Poster-Boy for the Fanclub
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2009-11-07, 08:54 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- Whose eye is that eye?
- Gender
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2009-11-08, 04:46 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Southampton, UK
- Gender
Re: Zombie Rampage II: Recruiting
Average INT stat = 3
Average item modifier to healing infection = 0
Thus to heal one level of infection you need to roll 3 or better on a 1d6.
If you have a stat of 5 in INT then you're almost assured success, although I count a 1 as automatic failure (obviously 6 is automatic success).
If you have a stat of 5 INT and antibitotics (+1) and you roll a 6 then you get to heal 2 whole levels of infection.
Seems fair to me.
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XF, by "up one state" I meant more infected by one state, so high CON means you're less likely to get worse.Last edited by Jontom Xire; 2009-11-08 at 04:52 AM.
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2009-11-08, 10:29 AM (ISO 8601)
- Join Date
- Nov 2008
- Gender
Re: Zombie Rampage II: Recruiting
I'm in...
Marcus Fortesque - Indigent Heir
STR: 3
AGL: 3
CON: 2
INT: 5
Skill: Scavenging or Healing depending on other players
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2009-11-08, 02:49 PM (ISO 8601)
- Join Date
- May 2007
- Location
- *Not* stalking Xykon...no
- Gender
Re: Zombie Rampage II: Recruiting
Ah, I see. Alright, I'm in. Thanks, Jontom!
It's good to be back in the playground.
Character: Oog, the temporally displaced barbarian.
STR: 4
AGI: 2
CON: 4
INT: 3
Skill: Melee CombatXF: Operating on 95% insanity since 1337 B.C. Because every event needs an insane werewolf noble.
Blissfully proud owner of a Ceikatar!
Undead Wannabee and Poster-Boy for the Fanclub
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2009-11-09, 01:27 AM (ISO 8601)
- Join Date
- Aug 2006
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2009-11-09, 02:03 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Finland, most of the time
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2009-11-09, 03:18 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Southampton, UK
- Gender
Re: Zombie Rampage II: Recruiting
I'm allowing at most one more player as that will (unless I miscounted) then make 15.
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2009-11-09, 03:28 AM (ISO 8601)
- Join Date
- Apr 2007
Re: Zombie Rampage II: Recruiting
Mandy, the Generic Medic
STR 2
AGI 4
CON 3
INT 4
Healing
I suck when it comes to names. Sue me
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2009-11-09, 05:35 AM (ISO 8601)
- Join Date
- Jun 2009
- Gender
Re: Zombie Rampage II: Recruiting
Here's my dude:
Zachary Portmouth, Achitect
STR: 4
AGI: 3
CON: 4
INT: 2
Skill: BarricadingAwesome Iron Chef avatars by Neoseph7! Murkrow avatar of coolness by Introbulus!Spoiler
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2009-11-09, 11:52 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Sin City
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2009-11-09, 01:52 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Somewhere
- Gender
Re: Zombie Rampage II: Recruiting
If DS7 wants to take my position he can. Or he can play so whoever you want as your co narrator Jontom
Tod the tank.
STR:5
AGI:2
CON:4
INT:2I am alive!
It has been a very very long time.
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2009-11-09, 02:33 PM (ISO 8601)
- Join Date
- Oct 2009
Re: Zombie Rampage II: Recruiting
SO IN
character:
constitution 3
agility 4
strength 3
inteligence 3
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2009-11-09, 04:27 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
Re: Zombie Rampage II: Recruiting
A question re the above rules:
What ammunition do air rifles use? Do they have infinite ammo?
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2009-11-10, 03:12 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Southampton, UK
- Gender
Re: Zombie Rampage II: Recruiting
Oh, yeah. I forgot airgun ammo. I think that basically given it's an airgun that if you run out of airgun pellets you could always use wads of paper like in a pea shooter.
As Sanity prefers to play, I'll take DS7 as my co-narrator, and thanks.
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Ok, we now have 15 players so recruitment is over. Can you all please finalise your stats and skills if you haven't already. Thanks.
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DS7, can you please PM me your email address. I have a Google spreadsheet for the game all set up. Be careful on the "Scavenging" tab - most of the cells are formulas to automate calculating scavenging results that took me a long time to write.Last edited by Jontom Xire; 2009-11-10 at 04:41 AM.
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2009-11-10, 10:55 AM (ISO 8601)
- Join Date
- Nov 2008
- Gender
Re: Zombie Rampage II: Recruitment over
Right. I'll stick with scavenging then.