☣ sUrViVe! ☣ Last flight out is leaving. Run run run for your life. ☣ Or stay and hide. Games don't last forever~ ☣ First rule of the zombie apocalypse: Don't let the small fry horde overwhelm you. ☣ The special zombies aren't as quick but can pack a punch. What's a special zombie? Well--- you'll know when you see one. ☣ True friends are those that stick with you through thick and thin and death! ☣ Photography is not permitted.
Winning teams will be determined based on the following criteria: ☣ Three teams will win for number of rounds survived (averaged across team) ☣ One individual will win for number of zombies killed (carrying the team) ☣ One team will win for number of zombies killed (averaged across team)
Objective / Win Condition: Winning teams will be determined based on the following criteria: ☣ Three teams will win for number of rounds survived (averaged across team) ☣ One individual will win for number of zombies killed (carrying the team) ☣ One team will win for number of zombies killed (averaged across team)
This game will consist of: ☣ One 30-minute Round 0 ☣ Four 1-hour rounds. Each round will be split up into 45 minutes for player turn-in and 15 minutes for runners to appropriately maneuver their zombie horde. ☣ Total time: 4.5 hours ish
When rolling dice: IMPORTANT! Please use Dice Parser instead of Nadeko, because if you're rolling more than one die Nadeko sorts the results, which messes with gameplay mechanics. How to roll: !(# of dice)d(# of sides on die) (i.e. !2d6 - to roll two six-sided dice)
Round Overview (Cheat sheet): 1) Zombies spawn 2) Idols' turn 3) Zombie idols' turn 4) NPC zombies' turn 5) Move to next location if applicable
General Stats ☣ No powers and no items except for what will be given to you. ☣ Hellphones are stuck in the flashlight app. ☣ All idols have 2 HP and can attack up to two times per round (unless your weapon states otherwise). ☣ All zombies have 1 HP, though some are harder to kill than others. For a normal zombie, 4+ on a 1d6 is a success. For special zombies, 5+ on a 1d6 is a success. ☣ Normal zombies will attack twice per round. Special zombies attack once per round but if they do a crit hit against an idol (6), the idol will immediately die. ☣ When idols die, they may become an idol zombie (depending on if they opted in during sign-up). Rules on idol zombies are below.
The Initial Round (Round 0): In the initial round, idols will have two options: 1) stay where they are and wait for help to arrive or 2) attempt to make it to the helipad they see in the distance. Every idol can make this choice individually (i.e. 2 idols can choose to leave and 3 idols can choose to stay). However, once this choice is made, the idol must stick to it for the entire game.
Choice 1: Bunker in and wait until help arrives The idols that remain have fortified their starting location. The door now has HP equal to the number of idols (i.e. 4 idols means 4 HP). Idols must survive four rounds of zombie attacks to escape.
Choice 2: Make a break to the helipad At the end of each round. idols will get to choose where to go next and, like before, each idol can make this decision individually. Good news: you might be able to meet other idols to help you out. Bad news: they might have a zombie horde on their heels. Idols must make it to the helipad and survive to escape.
Round Breakdown 1) Zombies spawn For every living idol (zombie idols do not count), up to two zombies may spawn. At the beginning of the round, the runners will update the list of zombies in the area.
2) Idols' Turn Every round, idols may attack up to two times. Please determine which zombies idols are attacking before rolling (i.e. don't retrofit to a special zombie if you roll a 5), and then reply to the turn-in with which zombies were targeted and the dice roll. Attacks will be executed based on turn-in order. If the zombie the idol was targeting dies in a previous turn-in and the attack roll is successful, an equivalent zombie will be targeted.
If an idol zombie is targeted, they are allowed to defend. Please see the next section on idol zombies for more details.
An idol may also choose to hold their action until after the zombie idols go. That means an idol can choose to take their action after all zombie idols go.
Example: ☣ There are three zombies: normal zombie A, normal zombie B, normal zombie C, and special zombie D. ☣ D.Va turns in first with a roll of a 6 against normal zombie A and 4 against normal zombie B. ☣ Zhongli turns in second with a roll of 5 against normal zombie A and 1 against special zombie D. ☣ D.Va kills normal zombie A and normal zombie B. ☣ Zhongli kills normal zombie C (even though he was aimed at A) because that is the closest equivalent. If only special zombie D existed, he would kill special zombie D since he rolled a 5 which is strong enough to kill a special zombie.
3) Zombie Idols' Turn A zombie idol may attack up to two times. A zombie idol may attack either an idol or another idol zombie (grudges are allowed to linger in undeath).
Each attack will have an attack and defense component. The zombie idol will roll an 1d6 to attack and the target will defend with 1d6. Higher numbers wins. If there is a tie, reroll. Zombie idols can also do critical hits.
If a special item is thrown against idols or zombie idols, then the player throwing the item will roll a 1d6. Same rules as above apply - each character attacked will need to roll higher than that number to defend. If it's a tie, the attacked character will reroll unless it's a 6. They will successfully defend if they match a 6 with a 6.
3.a) Zombie Idols' Turn [REDACTED] There may be a time when a zombie idol does an action that would cause an ic reaction (i.e. kills their unitmate). In this instance, an idol may choose to retcon their previous action and react to the zombie idol action instead. This is for rule of fun and to allow a little pvp in a turn-based system. If you do this, please ping a runner and we'll record the new action as soon as we're able.
4) NPC Zombies' Turn All normal zombies may attack twice per round and a 4+ on a 1d6 is a success. All special zombie may attack once per round and a 4+ on a 1d6 is a success and a 6 is a critical hit. Any idol who is hit by a critical hit will lose 2 HP.
If a zombie is attacking an idol that will die from an attack (excluding a critical hit), an idol at full health (2 HP) may choose to cover and take that damage. The penalty for the protecting idol is that they will only have one action next turn instead of two. If an idol is at 1 HP or the attack is a critical hit, the idol is too slow to prevent the attack. In other words, an idol cannot die protecting another idol.
5) Move to next location if applicable If the idol is going toward the helipad, choose the next location the idol is going to. As before, each idol makes this choice individually. If the idols have not killed all of the zombies in the area, they will follow.
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering through the streets just outside this cramped space. ]
[ The wall across from you is littered with messages of past occupants: ]
[ You could stay here. Given some time, the door looks reinforceable with bits of the available broken lumber and heavy objects that can be used as barricades. The snap ċ̶̟̻̓̄͌r̴̮͙̭̪̚a̵̼̳͚̔͝ͅc̷̢̻̯͗̏̄̅k̵͉̤̓̕ͅĺ̴̡͎͘ȇ̷̱̥̯͌͛̕ pop of a radio on the nightstand indicates that it's usable and might just reach ther life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the high windows, you glimpse a structure in the distance. A large tall building with twinkling red LED lights and the outline of a large military vehicle. A helipad and a helicopter. In fact, just as you look out the window you see one of the helicopters take off, heading away from the city. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that you may cosmetically customize however you like. Keep in mind that no matter what you imagination cooks up it's still only ever going to be capable of hitting a single target, performing a single shot, and dealing a single point of damage.
A non-magical melee weapon of your choice ( e.g. a frying pan, a spiked bat, an ornate sword, a bass guitar, a chainsaw, etc ). Like with the ranged weapon this decision just affects your character's IC style & aesthetic - cool/silly depending on personal preference - and the weapon, itself, is only ever going to be capable of hitting a single target, performing a single strike, and dealing a single point of damage.
Each idol should reply here with one of the following choices: ☣) Barricade here and try to use the radio to call for help ☣) Make your way down the left alley, leading towards the mall ☣) Make your way down the right alley, leading towards the conbini
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering through the streets just outside this cramped space. ]
[ The wall across from you is littered with messages of past occupants: ]
[ You could stay here. Given some time, the door looks reinforceable with bits of the available broken lumber and heavy objects that can be used as barricades. The snap ċ̶̟̻̓̄͌r̴̮͙̭̪̚a̵̼̳͚̔͝ͅc̷̢̻̯͗̏̄̅k̵͉̤̓̕ͅĺ̴̡͎͘ȇ̷̱̥̯͌͛̕ pop of a radio on the nightstand indicates that it's usable and might just reach ther life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the high windows, you glimpse a structure in the distance. A large tall building with twinkling red LED lights and the outline of a large military vehicle. A helipad and a helicopter. In fact, just as you look out the window you see one of the helicopters take off, heading away from the city. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that you may cosmetically customize however you like. Keep in mind that no matter what you imagination cooks up it's still only ever going to be capable of hitting a single target, performing a single shot, and dealing a single point of damage.
A non-magical melee weapon of your choice ( e.g. a frying pan, a spiked bat, an ornate sword, a bass guitar, a chainsaw, etc ). Like with the ranged weapon this decision just affects your character's IC style & aesthetic - cool/silly depending on personal preference - and the weapon, itself, is only ever going to be capable of hitting a single target, performing a single strike, and dealing a single point of damage.
Each idol should reply here with one of the following choices: ☣) Barricade here and try to use the radio to call for help ☣) Make your way down the left alley, leading towards the conbini ☣) Make your way down the right alley, leading towards the teahouse
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering through the streets just outside this cramped space. ]
[ The wall across from you is littered with messages of past occupants: ]
[ You could stay here. Given some time, the door looks reinforceable with bits of the available broken lumber and heavy objects that can be used as barricades. The snap ċ̶̟̻̓̄͌r̴̮͙̭̪̚a̵̼̳͚̔͝ͅc̷̢̻̯͗̏̄̅k̵͉̤̓̕ͅĺ̴̡͎͘ȇ̷̱̥̯͌͛̕ pop of a radio on the nightstand indicates that it's usable and might just reach ther life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the high windows, you glimpse a structure in the distance. A large tall building with twinkling red LED lights and the outline of a large military vehicle. A helipad and a helicopter. In fact, just as you look out the window you see one of the helicopters take off, heading away from the city. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that you may cosmetically customize however you like. Keep in mind that no matter what you imagination cooks up it's still only ever going to be capable of hitting a single target, performing a single shot, and dealing a single point of damage.
A non-magical melee weapon of your choice ( e.g. a frying pan, a spiked bat, an ornate sword, a bass guitar, a chainsaw, etc ). Like with the ranged weapon this decision just affects your character's IC style & aesthetic - cool/silly depending on personal preference - and the weapon, itself, is only ever going to be capable of hitting a single target, performing a single strike, and dealing a single point of damage.
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering through the streets just outside this cramped space. ]
[ The wall across from you is littered with messages of past occupants: ]
[ You could stay here. Given some time, the door looks reinforceable with bits of the available broken lumber and heavy objects that can be used as barricades. The snap ċ̶̟̻̓̄͌r̴̮͙̭̪̚a̵̼̳͚̔͝ͅc̷̢̻̯͗̏̄̅k̵͉̤̓̕ͅĺ̴̡͎͘ȇ̷̱̥̯͌͛̕ pop of a radio on the nightstand indicates that it's usable and might just reach ther life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the high windows, you glimpse a structure in the distance. A large tall building with twinkling red LED lights and the outline of a large military vehicle. A helipad and a helicopter. In fact, just as you look out the window you see one of the helicopters take off, heading away from the city. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that you may cosmetically customize however you like. Keep in mind that no matter what you imagination cooks up it's still only ever going to be capable of hitting a single target, performing a single shot, and dealing a single point of damage.
A non-magical melee weapon of your choice ( e.g. a frying pan, a spiked bat, an ornate sword, a bass guitar, a chainsaw, etc ). Like with the ranged weapon this decision just affects your character's IC style & aesthetic - cool/silly depending on personal preference - and the weapon, itself, is only ever going to be capable of hitting a single target, performing a single strike, and dealing a single point of damage.
[ Better the devil you know than the devil you don't - or something like that - runs through your head as you hastily start boarding up the doors and windows for the impending attack. The nails (while rusty) should do, and it isn't too long before only the thinnest beams of light stream in as triple-stacked plywood stands between you and whatever goes bump in the night outside. ]
[ Which leaves the next item on the list: the radio. You press the various buttons, give it a nice solid thwack on the side before it blinks green signaling an open transmission. Hurriedly before its cut off, you send out your SOS. For the next few tense moments, nothing but broken static is the grim reply. Did your message make it through? Was someone there to receive it? ]
[ Only time will tell. ]
[ And with the first thump on the barricaded door, you have something else pressing to deal with at the moment. ]
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god only knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extraordinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly!!! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward. ready your weapons, because there's only one way out of this. ]
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god only knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extraordinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly!!! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward. ready your weapons, because there's only one way out of this. ]
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
C H A R G E R
Here comes the zombeef, and at ~20mph you better get the hell out of the way, unless, of course, you’re interested in becoming a painted smear on the wall. The ‘Charger’ is one of the special infected, having mutated into what’s essentially a brick shithouse on legs. Its bulky appearance can be a bit misleading… but this infected neither stumbles nor bumbles, instead spearheading the charge into unsuspecting groups of survivors to lay down a smackdown.
S P I T T E R
The Spitter is a gangly young lady whose proportions have been stretched out and stretched thin, leaving her body literally split at its seams. Bloody sinews of discolored flesh actively drip and drop off of her as she dawdles around, dead-eyed and slack-jawed. The Spitter might look brain-dead, but looks can be deceiving, and like a sharpshooter she can easily hauk the infection festering in her gut in your direction to burn away any hope you still have.
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god only knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extraordinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly!!! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward. ready your weapons, because there's only one way out of this. ]
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
S P I T T E R
The Spitter is a gangly young lady whose proportions have been stretched out and stretched thin, leaving her body literally split at its seams. Bloody sinews of discolored flesh actively drip and drop off of her as she dawdles around, dead-eyed and slack-jawed. The Spitter might look brain-dead, but looks can be deceiving, and like a sharpshooter she can easily hauk the infection festering in her gut in your direction to burn away any hope you still have.
[ it's not hard to tell from afar that the convenience store has been ransacked left, right, and center. all of its windows have been broken, meaning there's an abundance of glass shards sprinkled all over the pavement like confetti, so watch your step. on closer inspection, it looks like an attempt was made to barricade the front door shut, but it wasn't nearly enough to stop the hungry hungry zombies™ from breaking, entering, & feasting. ]
[ inside, it looks like the bull from the china shop metaphor dropped by... blindfolded. most of the other shelves are in pieces, but there are a couple that are just fallen or crushed. not that it really matters, because the merchandise is all over the floor. each step causes an ungodly amount of noise... the crunch of a can, the crinkle of a bag, or the crack of a container. it's a good thing you're not trying to be quie- oh! oh shit!!! ]
[ to the back of the conbini is a door that's been torn off its hinges, a couple of damaged planks hastily boarded to the doorway in an attempt to prevent anyone and anything from getting through. they tried, they failed, and they died. blood streaks the floor in a storage room turned office space, a mutilated corpse slumped at a desk with a cracked monitor broadcasting the EMERGENCY ALERT SYSTEM on repeat. though the colorful flashing IS annoying it eventually catches the partially hidden exit sign tucked behind a mountain of cardboard boxes. it does also reveal a figure ( or two or three ) in the hall, so you better get moving. ]
Normal Zombies: Zombie A Zombie B Zombie C Zombie D
Special Zombies:
Z O M B I E S
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
[ The neon lights sputter and flicker on the outside of the tea house - the bright pink letters outside now dimmed to an ominous Alfred's Tea Room. Quaint, really - if you're in to that kind of ambiance. Unfortunately, the thick copper-scented smell in the air doesn't make this place any more hospitable. ]
[ You make your way inside, careful to avoid the bits of broken ceramic and discarded paper cups across a slick and sticky floor. Everyone left here in a hurry, it seems. The quiet interior is nothing short of haunting with the front counter somehow clean enough to still be accepting orders if there were any customers or staff left in the place. Somewhere above speakers crackle with the distorted hints of a festive holiday song that should have been banished from the Imeeji airwaves forever. ]
[ This place is not defensible, and you can still glimpse the flickering lights of the helipad farther into the city. You shouldn't tarry here long. Out the employee entrance is probably your best bet. ]
[ You just might have to deal with the shuffling and moaning from the tea house's last remaining inhabitants to get there. Odds are low that they believe that the customer is always right. ]
Special Zombies: Hunter A Hunter B Smoker A Smoker B Smoker C Spitter A
Z O M B I E S
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
Something lingers at the corner of your vision. Watching. Waiting. Its heavy raspy breathing giving its position away more than anything else. Through the unnatural hazy smoke, you glimpse a tall lanky figure with four writhing tentacles in place of a mouth. Though just as you squint to get a closer look -- it's gone again. ... Or is it?
S P I T T E R
The Spitter is a gangly young lady whose proportions have been stretched out and stretched thin, leaving her body literally split at its seams. Bloody sinews of discolored flesh actively drip and drop off of her as she dawdles around, dead-eyed and slack-jawed. The Spitter might look brain-dead, but looks can be deceiving, and like a sharpshooter she can easily hauk the infection festering in her gut in your direction to burn away any hope you still have.
[ as you run, or perhaps limp, your way toward the dilapidated little green cottage you'll notice the gnarled roots and overgrown shrubbery of a nursery that's long since been abandoned. the bloody stepping stones, smashed flower planters, and overturned display tables tell half a story, leaving your imagination to fill in the blanks of the rest. ]
[ heading carefully through a cramped sty of disheveled gardening supplies lands you straight into the start of a maze... of olives. it's an incomprehensible mess of twists and turns around a dozens of crooked, malformed, and warped olive trees, and unfortunately for you it's the only way to progress forward. ]
[ it's no surprise that it's a little too easy to get lost here, and one wrong turn can potentially send you straight into the mouths of the zombies hot on your trail, but if you listen closely, then you may be able to hear the subtle buzzing of chonky bumbles trying to lead you away from the moans and groans of your pursuers and to relative safety. ]
[ through your own gumption ( or perhaps with the help of your newfound friends ) the hatch to the real olive garden® has been found. all of the warmth has been completely sucked out of the grandiose brick dining hall, however; and its eerie silence broken by a ruckus coming from the ( formerly ) barricaded kitchen. ]
[ here they come. ]
[ this is the next hurdle you must overcome, so you can move on. ]
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
[ Well, there's nothing relaxing about this grotesque scene in front of you. What little water remains in the pool is murky enough it looks closer to an oil slick than a bath. And the dark trails of drag marks and uneven footprints tells you everything you didn't want to know about this place. ]
[ Peering farther in, you see someone floating in the water face down slowly drifting slowly away from you. Looks like the zombies missed one. And unless you want to join them for a swim, you best be on your way. ]
[ Carefully you pick your way around the pool and head for the entrance that leads farther into the city. ]
[ While your back is turned, the body in the water twitches. ]
[ Overlaid across the scene for the viewers at home, the JAWS theme plays. ...Does the production have the copyright for that? ]
Zombie A Zombie B Zombie C Zombie D Zombie E Zombie F Zombie G
Special Zombies:
Spitter A Hunter A Smoker A Smoker B Smoker C
Z O M B I E S
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
Something lingers at the corner of your vision. Watching. Waiting. Its heavy raspy breathing giving its position away more than anything else. Through the unnatural hazy smoke, you glimpse a tall lanky figure with four writhing tentacles in place of a mouth. Though just as you squint to get a closer look -- it's gone again. ... Or is it?
S P I T T E R
The Spitter is a gangly young lady whose proportions have been stretched out and stretched thin, leaving her body literally split at its seams. Bloody sinews of discolored flesh actively drip and drop off of her as she dawdles around, dead-eyed and slack-jawed. The Spitter might look brain-dead, but looks can be deceiving, and like a sharpshooter she can easily hauk the infection festering in her gut in your direction to burn away any hope you still have.
[ graffiti smearing the production paints the chipped tiled walls of the dark tunnel leading down into the eerie depths of the train station. there’s an abundance of grass growing out of the cracks, the occasional crater completely obscured by the overgrowth, so be very careful, because a sprained ankle will do you absolutely no favors in this zombie infested nightmare. ]
[ the ticket and security booths are at the bottom, an explosion of baggage having sent personal effects of all kinds around the blood ridden terminal. there are also a few bodies horribly mangled in the turnstiles, making it that much harder to get onto the platform, proper. ]
[ when you do finally make it through you're immediately blinded, beams of an intense bright white light shining down the passage as a violent shudder sends dust, dirt, and debris raining down onto your head. a horn sounds, its deafening echo drowning out anything and everything else for a couple of seconds. ]
"████! █a██es ██d ██nt██m██ o█ p██tf███ ██ ma█ █ █av█ █ou█ ██ten█i█n p█ea██." [ a snap, crackle, and pop! sound as the pa system crackles to life, the buzzing dying down enough to hear the announcement properly. ] "We are sorry to announce that the < Game Start Time > service to < Helipad > has been cancelled. This is due to < Zombie Outbreak >. On behalf of < Imeeji Idol Productions > we apologize for the inconvenience this may cau-"
[ the obnoxious screech of metal on metal interrupts, the so-called cancelled train still en-route to the station, so minding the gap and then some will keep you from getting caught up in the trainsplosion that's about to- KABOOM. it happens fast ( too fast ) but one minute you're on the platform and then the next minute you're on the tracks, staring down ( probably ) train. the dead have risen, summoned by the noise, but the fiery inferno has illuminated the path ahead, so get ready to fight your way forward. ]
Normal Zombies: Zombie A Zombie B Zombie C Zombie D
Special Zombies: Spitter A
Z O M B I E S
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
S P I T T E R
The Spitter is a gangly young lady whose proportions have been stretched out and stretched thin, leaving her body literally split at its seams. Bloody sinews of discolored flesh actively drip and drop off of her as she dawdles around, dead-eyed and slack-jawed. The Spitter might look brain-dead, but looks can be deceiving, and like a sharpshooter she can easily hauk the infection festering in her gut in your direction to burn away any hope you still have.
[ at long freaking last you have finally made it to the helipad, which sits on the site of the ruined game tower. it's a shell of its former imposing self, with tens of hundreds of mangled fragments of debris strewn haphazardly around the area and spattered in a suspicious red paint that marks the site with its trademark "🅗". ]
[ the corpses of the idols that came before you - those who tried and failed - are littered among the rubble, but unfortunately they're not the only ones, which is exactly why you can't stop to mourn. ]
[ that said, the crackling of a battered and beaten ham radio does fill you with DETERMINATION, ]
Pilot: I█ an██o█y t██r█? I█ y█u c██ he██ █e, t██n p██ase r██po█d. I ██ed █o kn█w y██'r█ ou█ th██e. H█l██? A██bo█y? Hell█? Hello? Hel- Hey! you made it!! [ he sounds delighted to have found more survivors. ] Sit tight, alright, I'm on █y ██y. I'm on my way. Ugh, sorry, the signal's crap. [ but that's not the only bit of bad news. ] I'm still about ten minutes out, but... you've got this, I know you do. Give them he██. ██ve t██m ██ll. Give them hell. I'll see you soon.
[ a news chopper ( and your ticket out of this zombie infested hell hole ) is not too far away, so this is your last stand - go! fight!! win!!! ]
Charger A Hunter A Hunter B Smoker A Smoker B Smoker C Spitter A Spitter B
Z O M B I E S
This cookie cutter Zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you.
C H A R G E R
Here comes the zombeef, and at ~20mph you better get the hell out of the way, unless, of course, you’re interested in becoming a painted smear on the wall. The ‘Charger’ is one of the special infected, having mutated into what’s essentially a brick shithouse on legs. Its bulky appearance can be a bit misleading… but this infected neither stumbles nor bumbles, instead spearheading the charge into unsuspecting groups of survivors to lay down a smackdown.
Something lingers at the corner of your vision. Watching. Waiting. Its heavy raspy breathing giving its position away more than anything else. Through the unnatural hazy smoke, you glimpse a tall lanky figure with four writhing tentacles in place of a mouth. Though just as you squint to get a closer look -- it's gone again. ... Or is it?
S P I T T E R
The Spitter is a gangly young lady whose proportions have been stretched out and stretched thin, leaving her body literally split at its seams. Bloody sinews of discolored flesh actively drip and drop off of her as she dawdles around, dead-eyed and slack-jawed. The Spitter might look brain-dead, but looks can be deceiving, and like a sharpshooter she can easily hauk the infection festering in her gut in your direction to burn away any hope you still have.
Rules
IC
☣ Last flight out is leaving. Run run run for your life.
☣ Or stay and hide. Games don't last forever~
☣ First rule of the zombie apocalypse: Don't let the small fry horde overwhelm you.
☣ The special zombies aren't as quick but can pack a punch. What's a special zombie? Well--- you'll know when you see one.
☣ True friends are those that stick with you through thick and thin and death!
☣ Photography is not permitted.
Winning teams will be determined based on the following criteria:
☣ Three teams will win for number of rounds survived (averaged across team)
☣ One individual will win for number of zombies killed (carrying the team)
☣ One team will win for number of zombies killed (averaged across team)
OOC
Winning teams will be determined based on the following criteria:
☣ Three teams will win for number of rounds survived (averaged across team)
☣ One individual will win for number of zombies killed (carrying the team)
☣ One team will win for number of zombies killed (averaged across team)
This game will consist of:
☣ One 30-minute Round 0
☣ Four 1-hour rounds. Each round will be split up into 45 minutes for player turn-in and 15 minutes for runners to appropriately maneuver their zombie horde.
☣ Total time: 4.5 hours ish
When rolling dice:
IMPORTANT! Please use Dice Parser instead of Nadeko, because if you're rolling more than one die Nadeko sorts the results, which messes with gameplay mechanics.
How to roll: !(# of dice)d(# of sides on die) (i.e. !2d6 - to roll two six-sided dice)
Round Overview (Cheat sheet):
1) Zombies spawn
2) Idols' turn
3) Zombie idols' turn
4) NPC zombies' turn
5) Move to next location if applicable
General Stats
☣ No powers and no items except for what will be given to you.
☣ Hellphones are stuck in the flashlight app.
☣ All idols have 2 HP and can attack up to two times per round (unless your weapon states otherwise).
☣ All zombies have 1 HP, though some are harder to kill than others. For a normal zombie, 4+ on a 1d6 is a success. For special zombies, 5+ on a 1d6 is a success.
☣ Normal zombies will attack twice per round. Special zombies attack once per round but if they do a crit hit against an idol (6), the idol will immediately die.
☣ When idols die, they may become an idol zombie (depending on if they opted in during sign-up). Rules on idol zombies are below.
The Initial Round (Round 0):
In the initial round, idols will have two options: 1) stay where they are and wait for help to arrive or 2) attempt to make it to the helipad they see in the distance. Every idol can make this choice individually (i.e. 2 idols can choose to leave and 3 idols can choose to stay). However, once this choice is made, the idol must stick to it for the entire game.
Choice 1: Bunker in and wait until help arrives
The idols that remain have fortified their starting location. The door now has HP equal to the number of idols (i.e. 4 idols means 4 HP). Idols must survive four rounds of zombie attacks to escape.
Choice 2: Make a break to the helipad
At the end of each round. idols will get to choose where to go next and, like before, each idol can make this decision individually. Good news: you might be able to meet other idols to help you out. Bad news: they might have a zombie horde on their heels. Idols must make it to the helipad and survive to escape.
Round Breakdown
1) Zombies spawn
For every living idol (zombie idols do not count), up to two zombies may spawn. At the beginning of the round, the runners will update the list of zombies in the area.
2) Idols' Turn
Every round, idols may attack up to two times. Please determine which zombies idols are attacking before rolling (i.e. don't retrofit to a special zombie if you roll a 5), and then reply to the turn-in with which zombies were targeted and the dice roll. Attacks will be executed based on turn-in order. If the zombie the idol was targeting dies in a previous turn-in and the attack roll is successful, an equivalent zombie will be targeted.
If an idol zombie is targeted, they are allowed to defend. Please see the next section on idol zombies for more details.
An idol may also choose to hold their action until after the zombie idols go. That means an idol can choose to take their action after all zombie idols go.
Example:
☣ There are three zombies: normal zombie A, normal zombie B, normal zombie C, and special zombie D.
☣ D.Va turns in first with a roll of a 6 against normal zombie A and 4 against normal zombie B.
☣ Zhongli turns in second with a roll of 5 against normal zombie A and 1 against special zombie D.
☣ D.Va kills normal zombie A and normal zombie B.
☣ Zhongli kills normal zombie C (even though he was aimed at A) because that is the closest equivalent. If only special zombie D existed, he would kill special zombie D since he rolled a 5 which is strong enough to kill a special zombie.
3) Zombie Idols' Turn
A zombie idol may attack up to two times. A zombie idol may attack either an idol or another idol zombie (grudges are allowed to linger in undeath).
Each attack will have an attack and defense component. The zombie idol will roll an 1d6 to attack and the target will defend with 1d6. Higher numbers wins. If there is a tie, reroll. Zombie idols can also do critical hits.
If a special item is thrown against idols or zombie idols, then the player throwing the item will roll a 1d6. Same rules as above apply - each character attacked will need to roll higher than that number to defend. If it's a tie, the attacked character will reroll unless it's a 6. They will successfully defend if they match a 6 with a 6.
3.a) Zombie Idols' Turn [REDACTED]
There may be a time when a zombie idol does an action that would cause an ic reaction (i.e. kills their unitmate). In this instance, an idol may choose to retcon their previous action and react to the zombie idol action instead. This is for rule of fun and to allow a little pvp in a turn-based system. If you do this, please ping a runner and we'll record the new action as soon as we're able.
4) NPC Zombies' Turn
All normal zombies may attack twice per round and a 4+ on a 1d6 is a success.
All special zombie may attack once per round and a 4+ on a 1d6 is a success and a 6 is a critical hit. Any idol who is hit by a critical hit will lose 2 HP.
If a zombie is attacking an idol that will die from an attack (excluding a critical hit), an idol at full health (2 HP) may choose to cover and take that damage. The penalty for the protecting idol is that they will only have one action next turn instead of two. If an idol is at 1 HP or the attack is a critical hit, the idol is too slow to prevent the attack. In other words, an idol cannot die protecting another idol.
5) Move to next location if applicable
If the idol is going toward the helipad, choose the next location the idol is going to. As before, each idol makes this choice individually. If the idols have not killed all of the zombies in the area, they will follow.
Starting Zone 1
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering through the streets just outside this cramped space. ]
[ The wall across from you is littered with messages of past occupants: ]
[ You could stay here. Given some time, the door looks reinforceable with bits of the available broken lumber and heavy objects that can be used as barricades. The snap ċ̶̟̻̓̄͌r̴̮͙̭̪̚a̵̼̳͚̔͝ͅc̷̢̻̯͗̏̄̅k̵͉̤̓̕ͅĺ̴̡͎͘ȇ̷̱̥̯͌͛̕ pop of a radio on the nightstand indicates that it's usable and might just reach ther life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the high windows, you glimpse a structure in the distance. A large tall building with twinkling red LED lights and the outline of a large military vehicle. A helipad and a helicopter. In fact, just as you look out the window you see one of the helicopters take off, heading away from the city. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
Weapons - Choose one of each
A non-magical melee weapon of your choice ( e.g. a frying pan, a spiked bat, an ornate sword, a bass guitar, a chainsaw, etc ). Like with the ranged weapon this decision just affects your character's IC style & aesthetic - cool/silly depending on personal preference - and the weapon, itself, is only ever going to be capable of hitting a single target, performing a single strike, and dealing a single point of damage.
Re: Weapons - Choose one of each
Re: Weapons - Choose one of each
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Re: Weapons - Choose one of each
Choose your path
☣) Barricade here and try to use the radio to call for help
☣) Make your way down the left alley, leading towards the mall
☣) Make your way down the right alley, leading towards the conbini
Re: Choose your path
Re: Choose your path
Re: Choose your path
Re: Choose your path
Discussion/Mingle
1/2
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Starter Zone 2
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering through the streets just outside this cramped space. ]
[ The wall across from you is littered with messages of past occupants: ]
[ You could stay here. Given some time, the door looks reinforceable with bits of the available broken lumber and heavy objects that can be used as barricades. The snap ċ̶̟̻̓̄͌r̴̮͙̭̪̚a̵̼̳͚̔͝ͅc̷̢̻̯͗̏̄̅k̵͉̤̓̕ͅĺ̴̡͎͘ȇ̷̱̥̯͌͛̕ pop of a radio on the nightstand indicates that it's usable and might just reach ther life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the high windows, you glimpse a structure in the distance. A large tall building with twinkling red LED lights and the outline of a large military vehicle. A helipad and a helicopter. In fact, just as you look out the window you see one of the helicopters take off, heading away from the city. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
Weapons - Choose one of each
A non-magical melee weapon of your choice ( e.g. a frying pan, a spiked bat, an ornate sword, a bass guitar, a chainsaw, etc ). Like with the ranged weapon this decision just affects your character's IC style & aesthetic - cool/silly depending on personal preference - and the weapon, itself, is only ever going to be capable of hitting a single target, performing a single strike, and dealing a single point of damage.
Re: Weapons - Choose one of each
Re: Weapons - Choose one of each
Choose your path
☣) Barricade here and try to use the radio to call for help
☣) Make your way down the left alley, leading towards the conbini
☣) Make your way down the right alley, leading towards the teahouse
Re: Choose your path
Re: Choose your path
Re: Choose your path
Re: Choose your path
Re: Choose your path
Re: Choose your path
Re: Choose your path
Re: Choose your path
Discussion/Mingle
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Starting Zone 5
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering through the streets just outside this cramped space. ]
[ The wall across from you is littered with messages of past occupants: ]
[ You could stay here. Given some time, the door looks reinforceable with bits of the available broken lumber and heavy objects that can be used as barricades. The snap ċ̶̟̻̓̄͌r̴̮͙̭̪̚a̵̼̳͚̔͝ͅc̷̢̻̯͗̏̄̅k̵͉̤̓̕ͅĺ̴̡͎͘ȇ̷̱̥̯͌͛̕ pop of a radio on the nightstand indicates that it's usable and might just reach ther life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the high windows, you glimpse a structure in the distance. A large tall building with twinkling red LED lights and the outline of a large military vehicle. A helipad and a helicopter. In fact, just as you look out the window you see one of the helicopters take off, heading away from the city. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
Weapons - Choose one of each
A non-magical melee weapon of your choice ( e.g. a frying pan, a spiked bat, an ornate sword, a bass guitar, a chainsaw, etc ). Like with the ranged weapon this decision just affects your character's IC style & aesthetic - cool/silly depending on personal preference - and the weapon, itself, is only ever going to be capable of hitting a single target, performing a single strike, and dealing a single point of damage.
Re: Weapons - Choose one of each
Re: Weapons - Choose one of each
Re: Weapons - Choose one of each
Re: Weapons - Choose one of each
Re: Weapons - Choose one of each
Choose your path
HSS
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Discussion/Mingle
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Starting Zone 6
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering through the streets just outside this cramped space. ]
[ The wall across from you is littered with messages of past occupants: ]
[ You could stay here. Given some time, the door looks reinforceable with bits of the available broken lumber and heavy objects that can be used as barricades. The snap ċ̶̟̻̓̄͌r̴̮͙̭̪̚a̵̼̳͚̔͝ͅc̷̢̻̯͗̏̄̅k̵͉̤̓̕ͅĺ̴̡͎͘ȇ̷̱̥̯͌͛̕ pop of a radio on the nightstand indicates that it's usable and might just reach ther life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the high windows, you glimpse a structure in the distance. A large tall building with twinkling red LED lights and the outline of a large military vehicle. A helipad and a helicopter. In fact, just as you look out the window you see one of the helicopters take off, heading away from the city. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
Weapons - Choose one of each
A non-magical melee weapon of your choice ( e.g. a frying pan, a spiked bat, an ornate sword, a bass guitar, a chainsaw, etc ). Like with the ranged weapon this decision just affects your character's IC style & aesthetic - cool/silly depending on personal preference - and the weapon, itself, is only ever going to be capable of hitting a single target, performing a single strike, and dealing a single point of damage.
Choose your path
Discussion/Mingle
Zone 5: Bunker
[ Better the devil you know than the devil you don't - or something like that - runs through your head as you hastily start boarding up the doors and windows for the impending attack. The nails (while rusty) should do, and it isn't too long before only the thinnest beams of light stream in as triple-stacked plywood stands between you and whatever goes bump in the night outside. ]
[ Which leaves the next item on the list: the radio. You press the various buttons, give it a nice solid thwack on the side before it blinks green signaling an open transmission. Hurriedly before its cut off, you send out your SOS. For the next few tense moments, nothing but broken static is the grim reply. Did your message make it through? Was someone there to receive it? ]
[ Only time will tell. ]
[ And with the first thump on the barricaded door, you have something else pressing to deal with at the moment. ]
Round 1
Zombie Encounter
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Discussion/Mingle
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Round 2
Zombie Encounter
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
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Discussion/Mingle
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Round 3
Zombie Encounter
Turn in: Defend Yourself
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EVENT
Discussion/Mingle
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Round 4
Zombie Encounter
Turn in: Defend Yourself
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Discussion/Mingle
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Alley 2
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god only knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extraordinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly!!! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward. ready your weapons, because there's only one way out of this. ]
Zombie Encounter
Zombie A
Zombie B
Special Zombies:
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
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Re: Turn in: Defend Yourself
injure; cw: zombie bite
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Choose your path
Re: Choose your path
Got item
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Re: Choose your path
Re: Choose your path
Re: Choose your path
Discussion/Mingle
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Alley 4
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god only knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extraordinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly!!! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward. ready your weapons, because there's only one way out of this. ]
Zombie Encounter
Zombie A
Zombie B
Special Zombies:
Charger A
Spitter A
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
injure; cw: zombie bite
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Re: Turn in: Defend Yourself
injure; cw: zombie bite
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Got item?
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
GOT ITEM
Choose your path
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Discussion/Mingle
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Alley 9
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god only knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extraordinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly!!! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward. ready your weapons, because there's only one way out of this. ]
Zombie Encounter
Zombie A
Special Zombies:
Spitter A
Turn in: Defend Yourself
Bomb
Choose your path
Re: Choose your path
Re: Choose your path
Discussion/Mingle
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The Conbini
[ it's not hard to tell from afar that the convenience store has been ransacked left, right, and center. all of its windows have been broken, meaning there's an abundance of glass shards sprinkled all over the pavement like confetti, so watch your step. on closer inspection, it looks like an attempt was made to barricade the front door shut, but it wasn't nearly enough to stop the hungry hungry zombies™ from breaking, entering, & feasting. ]
[ inside, it looks like the bull from the china shop metaphor dropped by... blindfolded. most of the other shelves are in pieces, but there are a couple that are just fallen or crushed. not that it really matters, because the merchandise is all over the floor. each step causes an ungodly amount of noise... the crunch of a can, the crinkle of a bag, or the crack of a container. it's a good thing you're not trying to be quie- oh! oh shit!!! ]
[ to the back of the conbini is a door that's been torn off its hinges, a couple of damaged planks hastily boarded to the doorway in an attempt to prevent anyone and anything from getting through. they tried, they failed, and they died. blood streaks the floor in a storage room turned office space, a mutilated corpse slumped at a desk with a cracked monitor broadcasting the EMERGENCY ALERT SYSTEM on repeat. though the colorful flashing IS annoying it eventually catches the partially hidden exit sign tucked behind a mountain of cardboard boxes. it does also reveal a figure ( or two or three ) in the hall, so you better get moving. ]
Zombie Encounter
Zombie A
Zombie B
Zombie C
Zombie D
Special Zombies:
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
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injure; cw: zombie bite
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Re: Turn in: Defend Yourself
Choose your path
Re: Choose your path
Discussion/Mingle
Tea House; cw: food and drink
[ The neon lights sputter and flicker on the outside of the tea house - the bright pink letters outside now dimmed to an ominous Alfred's Tea Room. Quaint, really - if you're in to that kind of ambiance. Unfortunately, the thick copper-scented smell in the air doesn't make this place any more hospitable. ]
[ You make your way inside, careful to avoid the bits of broken ceramic and discarded paper cups across a slick and sticky floor. Everyone left here in a hurry, it seems. The quiet interior is nothing short of haunting with the front counter somehow clean enough to still be accepting orders if there were any customers or staff left in the place. Somewhere above speakers crackle with the distorted hints of a festive holiday song that should have been banished from the
Imeejiairwaves forever. ][ This place is not defensible, and you can still glimpse the flickering lights of the helipad farther into the city. You shouldn't tarry here long. Out the employee entrance is probably your best bet. ]
[ You just might have to deal with the shuffling and moaning from the tea house's last remaining inhabitants to get there. Odds are low that they believe that the customer is always right. ]
Zombie Encounter
Zombie A
Zombie B
Special Zombies:
Hunter A
Hunter B
Smoker A
Smoker B
Smoker C
Spitter A
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
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Choose your path
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GOT ITEM
Re: Choose your path
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Discussion/Mingle
Olive Garden
[ as you run, or perhaps limp, your way toward the dilapidated little green cottage you'll notice the gnarled roots and overgrown shrubbery of a nursery that's long since been abandoned. the bloody stepping stones, smashed flower planters, and overturned display tables tell half a story, leaving your imagination to fill in the blanks of the rest. ]
[ heading carefully through a cramped sty of disheveled gardening supplies lands you straight into the start of a maze... of olives. it's an incomprehensible mess of twists and turns around a dozens of crooked, malformed, and warped olive trees, and unfortunately for you it's the only way to progress forward. ]
[ it's no surprise that it's a little too easy to get lost here, and one wrong turn can potentially send you straight into the mouths of the zombies hot on your trail, but if you listen closely, then you may be able to hear the subtle buzzing of chonky bumbles trying to lead you away from the moans and groans of your pursuers and to relative safety. ]
[ through your own gumption ( or perhaps with the help of your newfound friends ) the hatch to the real olive garden® has been found. all of the warmth has been completely sucked out of the grandiose brick dining hall, however; and its eerie silence broken by a ruckus coming from the ( formerly ) barricaded kitchen. ]
[ here they come. ]
[ this is the next hurdle you must overcome, so you can move on. ]
Zombie Encounter
Zombie A
Zombie B
Zombie C
Special Zombies:
Turn in: Defend Yourself
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injure; cw: zombie bite
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Discussion/Mingle
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The onsen; cw: corpses, drowning
[ Well, there's nothing relaxing about this grotesque scene in front of you. What little water remains in the pool is murky enough it looks closer to an oil slick than a bath. And the dark trails of drag marks and uneven footprints tells you everything you didn't want to know about this place. ]
[ Peering farther in, you see someone floating in the water face down slowly drifting slowly away from you. Looks like the zombies missed one. And unless you want to join them for a swim, you best be on your way. ]
[ Carefully you pick your way around the pool and head for the entrance that leads farther into the city. ]
[ While your back is turned, the body in the water twitches. ]
[ Overlaid across the scene for the viewers at home, the JAWS theme plays. ...Does the production have the copyright for that? ]
Zombie Encounter
Zombie AZombie B
Zombie C
Zombie D
Zombie E
Zombie F
Zombie G
Special Zombies:
Spitter A
Hunter A
Smoker A
Smoker B
Smoker C
Turn in: Defend Yourself
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Discussion/Mingle
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The Train Station
[ graffiti smearing the production paints the chipped tiled walls of the dark tunnel leading down into the eerie depths of the train station. there’s an abundance of grass growing out of the cracks, the occasional crater completely obscured by the overgrowth, so be very careful, because a sprained ankle will do you absolutely no favors in this zombie infested nightmare. ]
[ the ticket and security booths are at the bottom, an explosion of baggage having sent personal effects of all kinds around the blood ridden terminal. there are also a few bodies horribly mangled in the turnstiles, making it that much harder to get onto the platform, proper. ]
[ when you do finally make it through you're immediately blinded, beams of an intense bright white light shining down the passage as a violent shudder sends dust, dirt, and debris raining down onto your head. a horn sounds, its deafening echo drowning out anything and everything else for a couple of seconds. ]
"████! █a██es ██d ██nt██m██ o█ p██tf███ ██ ma█ █ █av█ █ou█ ██ten█i█n p█ea██." [ a snap, crackle, and pop! sound as the pa system crackles to life, the buzzing dying down enough to hear the announcement properly. ] "We are sorry to announce that the < Game Start Time > service to < Helipad > has been cancelled. This is due to < Zombie Outbreak >. On behalf of < Imeeji Idol Productions > we apologize for the inconvenience this may cau-"
[ the obnoxious screech of metal on metal interrupts, the so-called cancelled train still en-route to the station, so minding the gap and then some will keep you from getting caught up in the trainsplosion that's about to- KABOOM. it happens fast ( too fast ) but one minute you're on the platform and then the next minute you're on the tracks, staring down ( probably ) train. the dead have risen, summoned by the noise, but the fiery inferno has illuminated the path ahead, so get ready to fight your way forward. ]
Zombie Encounter
Zombie A
Zombie B
Zombie C
Zombie D
Special Zombies:
Spitter A
Turn in: Defend Yourself
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Choose your path
Re: Choose your path
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Discussion/Mingle
Helipad
[ at long freaking last you have finally made it to the helipad, which sits on the site of the ruined game tower. it's a shell of its former imposing self, with tens of hundreds of mangled fragments of debris strewn haphazardly around the area and spattered in a suspicious red paint that marks the site with its trademark "🅗". ]
[ the corpses of the idols that came before you - those who tried and failed - are littered among the rubble, but unfortunately they're not the only ones, which is exactly why you can't stop to mourn. ]
[ that said, the crackling of a battered and beaten ham radio does fill you with DETERMINATION, ]
Pilot: I█ an██o█y t██r█? I█ y█u c██ he██ █e, t██n p██ase r██po█d. I ██ed █o kn█w y██'r█ ou█ th██e. H█l██? A██bo█y? Hell█? Hello? Hel- Hey! you made it!! [ he sounds delighted to have found more survivors. ] Sit tight, alright, I'm on █y ██y. I'm on my way. Ugh, sorry, the signal's crap. [ but that's not the only bit of bad news. ] I'm still about ten minutes out, but... you've got this, I know you do. Give them he██. ██ve t██m ██ll. Give them hell. I'll see you soon.
[ a news chopper ( and your ticket out of this zombie infested hell hole ) is not too far away, so this is your last stand - go! fight!! win!!! ]
Zombie Encounter
Zombie A
Zombie B
Zombie C
Zombie D
Zombie E
Special Zombies:
Charger A
Hunter A
Hunter B
Smoker A
Smoker B
Smoker C
Spitter A
Spitter B
Turn in: Defend Yourself
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Discussion/Mingle
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Ending Credits
Team Bunker
Congratulations. You have survived.
A Hard Pill To Swallow as X
Golden Child as Rufous
In Memory of:
😘 as Pink
11 zombies were killed in the making of this production.
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Team Run for it
Re: Team Run for it