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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2008
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    Male

    Default Zombie Rampage 3 - You've got red on you. [Game Started]

    Step right up ladies and gentlemen, and take your chances at the most dangerous game of all!

    Recruiting
    Spoiler
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    The dear, departed Jontom Xire wrote and ran a few games of Zombie Rampage some time ago, and I was lucky enough to play in one of them. While it took us (the players) some time to get organised, eventually we saw off the zombie menace and saved the day(s).

    So, I found myself wanting another game. But then Jontom left, and since I still liked the game I've decided to try to run one myself.

    I'm recruiting five players who will preferably have played an earlier incarnation of this game (so they can point out where I'm going wrong), although it's not necessary. If this a success, then more will follow. If not, then I'll hide in the corner and cry. So, without further ado, the rules!


    Quote Originally Posted by Jontom Xire View Post
    Zombie Rampage
    A game of rampaging zombies and plucky survivors for parties or forums.

    Game play:
    Spoiler
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    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
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    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
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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.

    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 go up 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
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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.

    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
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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 "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 particularly useful 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
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    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
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    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. 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: Size 1 for each 8 or part thereof for each individual type of ammo not loaded in a weapon. .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. 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
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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 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, 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.

    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
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    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
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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 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
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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 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
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    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.
    This is something of a playtest, for me to get my eye in...
    Last edited by Etcetera; 2010-05-21 at 10:45 AM.

  2. - Top - End - #2
    Pixie in the Playground
    Join Date
    Oct 2007

    Default Re: Zombie Rampage 3 - You've got red on you.

    Sign me up, I was in the second one If I remember correctly and saw how that functioned but really enjoyed doing it.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Nov 2008
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    Male

    Default Re: Zombie Rampage 3 - You've got red on you.

    Quote Originally Posted by MasterofMockery View Post
    Sign me up, I was in the second one If I remember correctly and saw how that functioned but really enjoyed doing it.
    Thank you thank you thank you. I thought this was going to die by the roadside. I was in the last one too.

  4. - Top - End - #4
    Pixie in the Playground
    Join Date
    Oct 2007

    Default Re: Zombie Rampage 3 - You've got red on you.

    Quote Originally Posted by Crown of Thorns View Post
    Thank you thank you thank you. I thought this was going to die by the roadside. I was in the last one too.
    I am surprised I was the first, who doesn't like zombies. Besides I would think people would like a change from your standard ww games, or its million variants.

  5. - Top - End - #5
    Bugbear in the Playground
     
    NecromancerGirl

    Join Date
    May 2009
    Location
    Somewhere
    Gender
    Male2Female

    Default Re: Zombie Rampage 3 - You've got red on you.

    I for one love zombies, however if someone (new or old) wants a spot and I am in the way they can have mine...

    (ie in but if someone else needs my spot they can.)
    I am alive!

    It has been a very very long time.

  6. - Top - End - #6
    Pixie in the Playground
     
    Aemoh's Avatar

    Join Date
    Feb 2006
    Location
    Florida, USA
    Gender
    Male

    Default Re: Zombie Rampage 3 - You've got red on you.

    Seeing as I don't read any threads outside of structured, it really only make sense that I see this now...

    Anyways, IN. Like Sanity though, I'll opt out if someone else that hasn't played wants in. I was in the first run of this, while JX was working on the rules.

    Bob the Builder (Making his return once more)
    STR: 5
    AGL: 2
    CON: 4
    INT: 2

    Skill: Barricading

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

  7. - Top - End - #7
    Bugbear in the Playground
     
    NecromancerGirl

    Join Date
    May 2009
    Location
    Somewhere
    Gender
    Male2Female

    Default Re: Zombie Rampage 3 - You've got red on you.

    sarkhan

    Skill - scavenging
    stats -
    STR: 2
    AGL: 5
    CON: 3
    INT: 3
    I am alive!

    It has been a very very long time.

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Nov 2008
    Gender
    Male

    Default Re: [Recruitment Closes Thursday 20th] Zombie Rampage 3 - You've got red on you.

    Right, I'm going to wait two more days just to see if anyone else signs up and then start the game regardless. I would have liked more, people, but we'll just have to do with 3.

  9. - Top - End - #9
    Dwarf in the Playground
     
    Nehh's Avatar

    Join Date
    Jun 2009
    Location
    Finland, most of the time

    Default Re: [Recruitment Closes Thursday 20th] Zombie Rampage 3 - You've got red on you.

    Alric Ashbone

    Skill - Stealth

    Stats:
    STR: 2
    AGL: 4
    CON: 2
    INT: 5
    There is no spoon.



    Avatar made by Rae Artemi

  10. - Top - End - #10
    Ogre in the Playground
    Join Date
    Nov 2008
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    Male

    Default Re: [Recruitment Closes Thursday 20th] Zombie Rampage 3 - You've got red on you.

    Just waiting for Master of Mockery to submit his character and then we'll begin.

  11. - Top - End - #11
    Ogre in the Playground
     
    DruidGirl

    Join Date
    May 2007
    Location
    Sin City

    Default Re: Zombie Rampage 3 - You've got red on you. [Recruitment Closes Thursday 20th]

    i can join if you need another person
    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.

  12. - Top - End - #12
    Ogre in the Playground
    Join Date
    Nov 2008
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    Male

    Default Re: Zombie Rampage 3 - You've got red on you. [Recruitment Closes Thursday 20th]

    Quote Originally Posted by Deathslayer7 View Post
    i can join if you need another person
    That would be good. Even with MoM we'd only have four, and he hasn't been online since his last post.

  13. - Top - End - #13
    Ogre in the Playground
     
    DruidGirl

    Join Date
    May 2007
    Location
    Sin City

    Default Re: Zombie Rampage 3 - You've got red on you. [Recruitment Closes Thursday 20th]

    John's Son the Amateur Zombie Hunter

    Stats:
    STR: 4
    AGL: 4
    CON: 3
    INT: 2

    Skill: Stealth
    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.

  14. - Top - End - #14
    Ogre in the Playground
     
    DruidGirl

    Join Date
    May 2007
    Location
    Sin City

    Default Re: Zombie Rampage 3 - You've got red on you. [Recruitment Closes Thursday 20th]

    the only thing i never liked was the 3 round combat thing. you are not going to sit there and let the zombie hack away at you especially if you have no weapon.
    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.

  15. - Top - End - #15
    Ogre in the Playground
    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Zombie Rampage 3 - You've got red on you. [Recruitment Closes Thursday 20th]

    Quote Originally Posted by Deathslayer7 View Post
    the only thing i never liked was the 3 round combat thing. you are not going to sit there and let the zombie hack away at you especially if you have no weapon.
    Well, this is another playtest, and the rules do still need refinement, but for now we'll use these rules and see what comes out of the game.

    I'll start the game tomorrow just to give MoM time to submit a character. ANd me time to write an opening scene.

  16. - Top - End - #16
    Ogre in the Playground
    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Zombie Rampage 3 - You've got red on you. [Recruitment Closes Thursday 20th]

    This day, ten years ago, a virulent infection spread across the world, killing all those who felt it's deadly touch, and reanimating them as mindless yet unstoppable automatons that felt no pain, and would stop at nothing to attack all animals and humans in an area, and pass on the virus.

    Though it cost humanity greatly, small pockets of survivors were able to fight off the zombie menace, barricading themselves within buildings and fortifications, gathering weapons and supplies, and beating the unholy crap out of any of the infected who reared their ugly heads. The worlds was ravaged by destruction, but humanity saw through. The infection was contained, and united by a common goal, all the people of the world set about taking back and rebuilding what was once theirs. Through this common good, society and civilization was re-established.

    Though it took many humans lives, the conflict was seen, in the big picture, as a good thing. It brought the people of the earth together. It was romanticized.

    So, 5 years ago you all joined a historical recreation society. There were many of the infected still left, and by fighting them in a controlled manner, more skills and techniques for their defeat could be learned.

    And, you know, it made for excellent ratings.

    It was like reality TV, only cheaper. You didn't even need a studio. Just drop a couple of people, along with weapons and supplies, into one of the still infested white zones. Set up a few cameras, and sit back to watch the profit roll in.

    So here you are. You signed up, you got in, and now you're out to make your profit. Working together will get you through this easier, but conflict makes better television.

    Let the games begin!

    Day actions please.

    Players:
    {table=head]Player|Character|Str|Agl|Con|Int|Skill
    DS7|Jon's Son|4|4|3|2|Stealth
    Nehh|Alric|2|4|2|5|Stealth
    Sanity|Sarkhan|2|5|3|3|Scavenging
    Aemoh|Bob|5|3|3|2|Barricading
    MoM|Stan|4|2|3|4|Scavenging
    [/table]

    RP is encouraged but not necessary.
    Last edited by Etcetera; 2010-05-26 at 01:52 AM.

  17. - Top - End - #17
    Pixie in the Playground
    Join Date
    Oct 2007

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    Sorry for not replying, wound up going on vacation and forgot I expressed interest. Here is my character.

    Luckless or Straight-Flush Stan

    Stats
    Intelligence 4
    Strength 4
    Agility 2
    Contsitution 3

    Skill: Scavenging

    (This should be a dozy, got some spare time on my hands)
    Bio:He came to America as the son of an immigrant, and grew up surrounded by violence and crime, and began to observe how it worked. He would then join the local mob and through a mixture of charm, luck, and brutality he rose to the top. This was helped by his appearance, as a thick neckless man, with a neanderthal forehead and two lifeless eye. But he spoke elegantly and held an intelligence behind his forehead that carried him to the top. As he reached the top of his life, he would soon go down hill.

    With his limitless supply of fast money he developed multiple addictions. Gambling, Alcohol, Women, and many more. Soon his empire was revolting, with three of his left hand men jockeying for the top spot when he was removed. He escaped into exile on to the streets of new york city as just another bum and is trying to kick his habits. His nick-name comes from the famous poker game in his last casino he owned. He ran out of everything but the deed to the place, and rather than cut his losses, he went all in. He had a straight-flush on the flop and confidently pressed ahead. His opponent, however, had a royal flush, and he was kicked by the man who had beaten him out of the casino he had built

  18. - Top - End - #18
    Dwarf in the Playground
     
    Nehh's Avatar

    Join Date
    Jun 2009
    Location
    Finland, most of the time

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    "Okay. Zombie war. You know it's possible. People have done it before. I vote the two best scavengers - me and Stan - get to work on what we do, while the rest of you start building those barricades. Feel free to disagree, but have you got that?"
    There is no spoon.



    Avatar made by Rae Artemi

  19. - Top - End - #19
    Bugbear in the Playground
     
    NecromancerGirl

    Join Date
    May 2009
    Location
    Somewhere
    Gender
    Male2Female

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    Sarkhan stepped forward he was not necessarily big, but he held a presence about him it was as if he knew many things the players did not. As in fact he did, This is an interesting plane he thought to himself, I will play their game by their rules for it seems fun. he looked around and wondered what others would do he knew it would be best to get supplies quickly. He was very interested in the onjects that made loud noises and had a tendency to make those they were pointed at drop dead, or redead as was the case.

    ((Scavenging for weapons of the ranged variety and yes I am going to rp as Sarkhan the planeswaker!))
    I am alive!

    It has been a very very long time.

  20. - Top - End - #20
    Ogre in the Playground
     
    DruidGirl

    Join Date
    May 2007
    Location
    Sin City

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    John's Son looked at the survivors. He learned quite a bit from his old man about hunting and other such stuff, and for once he was happy he taught him all that. It actually did come out useful.

    He turned to Bob. How about we go get some wood planks and barricade a building.
    Last edited by Deathslayer7; 2010-05-26 at 08:53 AM.
    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.

  21. - Top - End - #21
    Pixie in the Playground
     
    Aemoh's Avatar

    Join Date
    Feb 2006
    Location
    Florida, USA
    Gender
    Male

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    "Why do these things keep happening to me?" Bob the Builder thinks aloud, as he once again gets back to building his little fort.

    ((@DS7 & Nehh: Last time we found I made a pretty good distraction, as a base barricade strength of 6 meant the zombies rarely made it past me. I don't particularly mind joining with DS7 for it, if you want, as the barricade will only drop one point. Any more and it'll drop even further. Seems like it'd be best if everyone tried to scavenge(for weapons, to start with) and then hide out during the night.))

    Barricade the building for one(or more, if the others still wish to)

    Also, Crown of Thorns, I seemed to have gained a point of AGL in your stat block. I should have only 2 AGL(the rest are fine).

    EDIT: Looking over the stat block, it seems to have changed again. My stats, just to be certain: 5 STR, 2 AGL, 4 CON, 2 INT, Skill: Barricading.
    Last edited by Aemoh; 2010-05-26 at 04:05 PM.

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

  22. - Top - End - #22
    Ogre in the Playground
     
    DruidGirl

    Join Date
    May 2007
    Location
    Sin City

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    i have a int of 2. not really meant to scavenge. could help someone though.
    Last edited by Deathslayer7; 2010-05-25 at 06:08 PM.
    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.

  23. - Top - End - #23
    Dwarf in the Playground
     
    Nehh's Avatar

    Join Date
    Jun 2009
    Location
    Finland, most of the time

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    I'll be quite happy to scavenge with Deathslayer7.
    There is no spoon.



    Avatar made by Rae Artemi

  24. - Top - End - #24
    Ogre in the Playground
     
    DruidGirl

    Join Date
    May 2007
    Location
    Sin City

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    Or not. feeling dejected by Bob, he goes off with Nehh to help him scavenge.
    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.

  25. - Top - End - #25
    Ogre in the Playground
    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    Ok, we're just waiting on Mockery now.

  26. - Top - End - #26
    Pixie in the Playground
    Join Date
    Oct 2007

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    (OOC Sorry, my vacation is nearly over, and if I run in to delays, feel free to do whatever you want with my character.)

    Y'know there really isn't much you won't do to get ahead in this world, He thought to himself, with a bit of disgust at him getting himself into another mess, but also a bit of pride at having the guts to stick with it. He looked at the group of survivors in front of him. But first he needed something to defend himself with, he quickly broke off and began to search for melee weapons.

  27. - Top - End - #27
    Ogre in the Playground
    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    And now I'm going to be away for four days with intermittent internet.

    Day 1 Ends
    Sarkhan found a .22 Rifle
    Alric and Jon found a Beretta
    Stan found Bandages
    Bob builds a barricade. It looks sturdy and resilient.

    I'll write it up properly when I have more time.
    Night action pleas.

  28. - Top - End - #28
    Pixie in the Playground
     
    Aemoh's Avatar

    Join Date
    Feb 2006
    Location
    Florida, USA
    Gender
    Male

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    Bob, naturally, shall kick back and relax in his little fort.

    For the record, I plan to repeat these actions for the rest of the game, heh.

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

  29. - Top - End - #29
    Ogre in the Playground
     
    DruidGirl

    Join Date
    May 2007
    Location
    Sin City

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    so whats our plan for the night?


    edit: and is the beretta/.22 rifle a one time use thing?
    Last edited by Deathslayer7; 2010-05-28 at 10:11 AM.
    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.

  30. - Top - End - #30
    Dwarf in the Playground
     
    Nehh's Avatar

    Join Date
    Jun 2009
    Location
    Finland, most of the time

    Default Re: Zombie Rampage 3 - You've got red on you. [Game Started]

    I have a high stealthiness skill, I shall hide.
    There is no spoon.



    Avatar made by Rae Artemi

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