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  1. - Top - End - #1
    Ogre in the Playground
     
    DruidGirl

    Join Date
    May 2007
    Location
    Sin City

    Default Zombie Rampage- Game starts on Post 72! Night 4!

    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:
    Spoiler
    Show

    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:
    Spoiler
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    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)
    Spoiler
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    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
    Spoiler
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    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:
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
    Show

    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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:
    Spoiler
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    {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]
    Last edited by Deathslayer7; 2009-10-03 at 02:18 PM.
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  2. - Top - End - #2
    Halfling in the Playground
     
    Jontom Xire's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    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.

    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.
    Last edited by Jontom Xire; 2009-09-07 at 03:36 AM.
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    Quote Originally Posted by Shadowcaller View Post
    Damn Jontom and his twisting logic that make sense.
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    Nothing personal JX, I just know how completely devious and brilliant you are at these games when you have the time to devote to them.
    Quote Originally Posted by banjo1985 View Post
    All I'll say is that Jontom is a master at these games ... the blue guy with the spiky teeth can be very persuasive.

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  3. - Top - End - #3
    Pixie in the Playground
     
    Opeth_Freak's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    Mike the Scavenger is here again for playtesting

    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
    Last edited by Opeth_Freak; 2009-09-07 at 04:49 PM.
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  4. - Top - End - #4
    Halfling in the Playground
     
    Jontom Xire's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    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.
    Last edited by Jontom Xire; 2009-09-07 at 04:19 AM.
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    Damn Jontom and his twisting logic that make sense.
    Quote Originally Posted by banjo1985 View Post
    Nothing personal JX, I just know how completely devious and brilliant you are at these games when you have the time to devote to them.
    Quote Originally Posted by banjo1985 View Post
    All I'll say is that Jontom is a master at these games ... the blue guy with the spiky teeth can be very persuasive.

    Evnafet's GitP WW archive is here.

  5. - Top - End - #5
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    Default Re: Zombie Rampage- testing! players needed!

    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. )
    Last edited by Lex-Kat; 2009-09-07 at 03:09 PM.

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    Default Re: Zombie Rampage- testing! players needed!

    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.
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    Quote Originally Posted by Shadowcaller View Post
    Damn Jontom and his twisting logic that make sense.
    Quote Originally Posted by banjo1985 View Post
    Nothing personal JX, I just know how completely devious and brilliant you are at these games when you have the time to devote to them.
    Quote Originally Posted by banjo1985 View Post
    All I'll say is that Jontom is a master at these games ... the blue guy with the spiky teeth can be very persuasive.

    Evnafet's GitP WW archive is here.

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    Halfling in the Playground
     
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    Default Re: Zombie Rampage- testing! players needed!

    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.
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    Quote Originally Posted by Shadowcaller View Post
    Damn Jontom and his twisting logic that make sense.
    Quote Originally Posted by banjo1985 View Post
    Nothing personal JX, I just know how completely devious and brilliant you are at these games when you have the time to devote to them.
    Quote Originally Posted by banjo1985 View Post
    All I'll say is that Jontom is a master at these games ... the blue guy with the spiky teeth can be very persuasive.

    Evnafet's GitP WW archive is here.

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    Default Re: Zombie Rampage- testing! players needed!

    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.
    Halloween Angry Clown William Wallace by Elder Tsofu. Idea inspired by Geesi. Thanks guys!


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  9. - Top - End - #9
    Orc in the Playground
     
    Fin's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    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?
    Waiting for that day, when we all have the time.
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  10. - Top - End - #10
    Halfling in the Playground
     
    Jontom Xire's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    Quote Originally Posted by Opeth_Freak View Post
    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.
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    Quote Originally Posted by Shadowcaller View Post
    Damn Jontom and his twisting logic that make sense.
    Quote Originally Posted by banjo1985 View Post
    Nothing personal JX, I just know how completely devious and brilliant you are at these games when you have the time to devote to them.
    Quote Originally Posted by banjo1985 View Post
    All I'll say is that Jontom is a master at these games ... the blue guy with the spiky teeth can be very persuasive.

    Evnafet's GitP WW archive is here.

  11. - Top - End - #11
    Ogre in the Playground
     
    Dr. Bath's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    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)

  12. - Top - End - #12
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    Default Re: Zombie Rampage- testing! players needed!

    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.
    Last edited by Lamech; 2009-09-07 at 06:12 PM.
    My deaths to wolves (or other evil night killers)
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    Spytrap III, Ultimate Kaos II, Monty Python, Twin Village, Invasion of the Zombies: Outbreak, Vampires III

    Quote Originally Posted by Shadow
    I think Lamech will make a great Sephiroth.
    A new New York IC OOC

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    DruidGirl

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    Default Re: Zombie Rampage- testing! players needed!

    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.
    Not wearing your seat belt? See you soon!
    Thanks to Kwarkpudding for this excellent avatar.

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    This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.

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    Ogre in the Playground
     
    DruidGirl

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    Default Re: Zombie Rampage- testing! players needed!

    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.
    Not wearing your seat belt? See you soon!
    Thanks to Kwarkpudding for this excellent avatar.

    Quote Originally Posted by Lady Tialait View Post
    This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.

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    Default Re: Zombie Rampage- testing! players needed!

    Character edited.
    Halloween Angry Clown William Wallace by Elder Tsofu. Idea inspired by Geesi. Thanks guys!


    Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!

    My WW roles so far:
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    Mason: 3
    Something weird: 6
    Villager: 11
    Wolf Disguiser: 1

    Games I won: Paranoia III, S.E.U. IV, Invasion of the Zombies: Outbreak, Werewolf Classic IX

  16. - Top - End - #16
    Orc in the Playground
     
    Fin's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    So just so I know, people like me and Opeth with the minimum STR can only carry 1 item?
    Waiting for that day, when we all have the time.
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    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: Zombie Rampage- testing! players needed!

    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!
    I am alive!

    It has been a very very long time.

  18. - Top - End - #18
    Ogre in the Playground
     
    DruidGirl

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    Default Re: Zombie Rampage- testing! players needed!

    Quote Originally Posted by Fin View Post
    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.
    Not wearing your seat belt? See you soon!
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    Quote Originally Posted by Lady Tialait View Post
    This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.

  19. - Top - End - #19
    Ogre in the Playground
     
    DruidGirl

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    Default Re: Zombie Rampage- testing! players needed!

    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!!!!
    Spoiler
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    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?
    Not wearing your seat belt? See you soon!
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    Quote Originally Posted by Lady Tialait View Post
    This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.

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    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: Zombie Rampage- testing! players needed!

    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!!!!
    Spoiler
    Show



    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
    I am alive!

    It has been a very very long time.

  21. - Top - End - #21
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    Jontom Xire's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    Quote Originally Posted by Deathslayer7 View Post
    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.
    Last edited by Jontom Xire; 2009-09-08 at 02:36 AM.
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    Quote Originally Posted by Shadowcaller View Post
    Damn Jontom and his twisting logic that make sense.
    Quote Originally Posted by banjo1985 View Post
    Nothing personal JX, I just know how completely devious and brilliant you are at these games when you have the time to devote to them.
    Quote Originally Posted by banjo1985 View Post
    All I'll say is that Jontom is a master at these games ... the blue guy with the spiky teeth can be very persuasive.

    Evnafet's GitP WW archive is here.

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    billtodamax's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    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?
    Avatar by Me!
    Recaiden made the mime doll.


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    DruidGirl

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    Default Re: Zombie Rampage- testing! players needed!

    Quote Originally Posted by Jontom Xire View Post
    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.
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    Quote Originally Posted by Lady Tialait View Post
    This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.

  24. - Top - End - #24
    Ettin in the Playground
     
    Mordokai's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    STR 6
    AG 6
    CON 6
    INT 1
    ENG 1
    MED 1

    Skill: Scavenging

    Meet Carl the Crusher

    Is this cool or do I need to edit those atributes?
    Adrie, half elven bard. Drawing by Vulion, avatar by CheesePirate. Colored version by Callos_DeTerran. Thanks a lot, you guys.
    This place is not a place of honor…no highly esteemed deed is commemorated here… nothing valued is here.
    "There will come a day so dark you will pray for death. On that day your prayers will be answered."
    Book of shadows, book of night, wake the beast and banish light.

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    Ogre in the Playground
     
    DruidGirl

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    Default Re: Zombie Rampage- testing! players needed!

    at the moment a minimum of 2 in each stat is required Mordokai
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    Quote Originally Posted by Lady Tialait View Post
    This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.

  26. - Top - End - #26
    Ettin in the Playground
     
    Mordokai's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    Nuts Well, lets try it like this then...

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

    Skill: Scavenging

    Better?
    Adrie, half elven bard. Drawing by Vulion, avatar by CheesePirate. Colored version by Callos_DeTerran. Thanks a lot, you guys.
    This place is not a place of honor…no highly esteemed deed is commemorated here… nothing valued is here.
    "There will come a day so dark you will pray for death. On that day your prayers will be answered."
    Book of shadows, book of night, wake the beast and banish light.

  27. - Top - End - #27
    Ogre in the Playground
     
    DruidGirl

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    Default Re: Zombie Rampage- testing! players needed!

    much
    Not wearing your seat belt? See you soon!
    Thanks to Kwarkpudding for this excellent avatar.

    Quote Originally Posted by Lady Tialait View Post
    This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.

  28. - Top - End - #28
    Ettin in the Playground
     
    Mordokai's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    Out of curiosity, how can JX have 6 6 6 1 1 1 and I can't?
    Adrie, half elven bard. Drawing by Vulion, avatar by CheesePirate. Colored version by Callos_DeTerran. Thanks a lot, you guys.
    This place is not a place of honor…no highly esteemed deed is commemorated here… nothing valued is here.
    "There will come a day so dark you will pray for death. On that day your prayers will be answered."
    Book of shadows, book of night, wake the beast and banish light.

  29. - Top - End - #29
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    Dr. Bath's Avatar

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    Default Re: Zombie Rampage- testing! players needed!

    Favouritism.

  30. - Top - End - #30
    Ogre in the Playground
     
    DruidGirl

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    Default Re: Zombie Rampage- testing! players needed!

    *WHACKS*

    stop spreading lies. JX hasn't changed his character yet.
    Not wearing your seat belt? See you soon!
    Thanks to Kwarkpudding for this excellent avatar.

    Quote Originally Posted by Lady Tialait View Post
    This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.

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