☣ 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
[ 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. ]
Special Zombies: Charger A Charger B Hunter A Smoker A 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.
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.
Each idol may attack up to two times per round unless you have the Molotov. Please follow the instructions on the Molotov to use.
Please choose the zombie(s) you are attacking before you roll, and roll !1d6 to determine the attack. Normal zombies are defeated on 4+. Special zombies are defeated on 5+.
Example turn-in: Hunter C - 3 Zombie A - 6
[ Plus include any flavor text that you would like ]
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.
[ 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. ]
Special Zombies: Charger A Charger B Hunter A Hunter B Smoker A Smoker B 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.
Each idol may attack up to two times per round unless you have the Molotov. Please follow the instructions on the Molotov to use.
Please choose the zombie(s) you are attacking before you roll, and roll !1d6 to determine the attack. Normal zombies are defeated on 4+. Special zombies are defeated on 5+.
Example turn-in: Hunter C - 3 Zombie A - 6
[ Plus include any flavor text that you would like ]
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.
[ 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? ]
Each idol may attack up to two times per round unless you have the Molotov. Please follow the instructions on the Molotov to use.
Please choose the zombie(s) you are attacking before you roll, and roll !1d6 to determine the attack. Normal zombies are defeated on 4+. Special zombies are defeated on 5+.
Example turn-in: Hunter C - 3 Zombie A - 6
[ Plus include any flavor text that you would like ]
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.
[ 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!!! ]
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
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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
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GOT ITEM
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Alley (for real this time)
[ 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 AZombie B
Special Zombies:
Charger A
Charger B
Hunter A
Smoker A
Spitter A
Turn in: Defend Yourself
Please choose the zombie(s) you are attacking before you roll, and roll !1d6 to determine the attack. Normal zombies are defeated on 4+. Special zombies are defeated on 5+.
Example turn-in:
Hunter C - 3
Zombie A - 6
[ Plus include any flavor text that you would like ]
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.
Re: Turn in: Defend Yourself
Charger - injury
Re: Charger - injury
GOT ITEM
Re: Turn in: Defend Yourself
GOT ITEM
Re: Turn in: Defend Yourself
spitter - injury
Re: spitter - injury
Re: spitter - injury
Re: Turn in: Defend Yourself
Choose your path
Re: Choose your path
Discussion/Mingle
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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
Special Zombies:
Charger A
Charger B
Hunter A
Hunter B
Smoker A
Smoker B
Spitter A
Spitter B
Turn in: Defend Yourself
Please choose the zombie(s) you are attacking before you roll, and roll !1d6 to determine the attack. Normal zombies are defeated on 4+. Special zombies are defeated on 5+.
Example turn-in:
Hunter C - 3
Zombie A - 6
[ Plus include any flavor text that you would like ]
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.
Re: Turn in: Defend Yourself
GOT ITEM
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
GOT ITEM
Re: Turn in: Defend Yourself
kill, cw; mutilation, mauling, getting eaten - BLOCKABLE by idols with 2HP
Re: kill, cw; mutilation, mauling, getting eaten - BLOCKABLE by idols with 2HP
hunter - injure, cw; mauling & blood
Re: kill, cw; mutilation, mauling, getting eaten - BLOCKABLE by idols with 2HP
Re: kill, cw; mutilation, mauling, getting eaten - BLOCKABLE by idols with 2HP
Re: kill, cw; mutilation, mauling, getting eaten - BLOCKABLE by idols with 2HP
Re: kill, cw; mutilation, mauling, getting eaten - BLOCKABLE by idols with 2HP
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Choose your path
2) To the right, is the onsen.
Re: Choose your path
Re: Choose your path
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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 A
Zombie B
Special Zombies:
Hunter A
Hunter B
Smoker A
Smoker B
Spitter A
Spitter B
Turn in: Defend Yourself
Please choose the zombie(s) you are attacking before you roll, and roll !1d6 to determine the attack. Normal zombies are defeated on 4+. Special zombies are defeated on 5+.
Example turn-in:
Hunter C - 3
Zombie A - 6
[ Plus include any flavor text that you would like ]
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.
Re: Turn in: Defend Yourself
kill; cw: neck injury, blood, broken bones
Re: kill; cw: neck injury, blood, broken bones
Re: Turn in: Defend Yourself
GOT ITEM
Re: Turn in: Defend Yourself
injure; cw: zombie bite
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
GOT ITEM
Choose your path
Re: Choose your path
Re: Choose your path
Discussion/Mingle
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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
Special Zombies:
Hunter B
Smoker A
Smoker B
Smoker C
Idol Zombies:
Childe
Turn in: Defend Yourself
2/2
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Discussion/Mingle
Re: Discussion/Mingle
1/2
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1/2
2/3 i lied
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Ending Credits
Team Run for It
Congratulations. You have survived.
POWERTHIRST as Vergil
Zalera as Alexander
☆ ‧͙⁺˚*・༓☾ If U Seek Amy ☽༓・*˚⁺‧͙ ☆ as Quetzal
In Memory of:
If you're havin' consultant problems I feel bad for you, son, I got 99 problems, but Mora ain't one as Caeli
22 zombies and 1 zombie idol were killed in the making of this production.