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
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 ☣ All idols have 2 HP and can attack up to two times per round. ☣ 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. ☣ If a special zombie rolls a 6 against an idol, they 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 and no damage in a tie. If the zombie idol rolls a 6, that is a critical hit and the target will die if they not also roll a 6.
3.a) Zombie Idols' Turn [REDACTED] It may be the the zombie idol does an action that would cause an IC reaction from an idol (i.e. kills their unitmate). In this instance, an idol may choose to retcon their previous action and react to the zombie idol action. 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 zombies may attack once per round and a 4+ on a 1d6 is a success. If a special zombie lands a critical hit (6), then the targeted idol is killed.
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 act 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Each idol should turn in one of the following: 1) Stay here and defend the bunker 2) Head toward the helipad down the alley to the left towards the mall 3) Head toward the helipad down the alley to the right towards the combini
[ 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
[ 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
[ 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
[ 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
[ 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
For the duration of this game, you will have one (1) melee weapon and one (1) ranged weapon with the following constraints:
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
[ Better the devil you know is 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 steams of light streams in as triple-stacked plywood stands between you and whatever that 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 this 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 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 extroidinarily 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Description Normal Zombies ( 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. )
Charger ( 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. it’s 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. )
[ 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 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 extroidinarily 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
[ 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 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 extroidinarily 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
[ 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 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 extroidinarily 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
[ 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 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 extroidinarily 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Description Normal Zombie ( 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. )
[ 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 is 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. ]
[ 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. 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 and 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 in the place. Somewhere above speakers crackle with the distorted hints of a festive holiday song that should have been banished from the 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. ]
Zombie Description Normal Zombies ( 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. )
[ 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! 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 the 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. ]
[ 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: Hello? Hel- Hey! you made it!! [ he sounds delighted for about half a second, because then... then comes the not so good news. ] I- I'm real sorry, but I'm still about ten minutes out, so you're going to need to sit tight until I get there. You got this, I know you do, so give em hell. I'll see you soon.
[ a news chopper ( and your ticket out of this zombie infested hell hole ) is only a few minutes away, making this... your last stand. ]
Rules
IC Rules
OOC Rules
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
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
☣ All idols have 2 HP and can attack up to two times per round.
☣ 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.
☣ If a special zombie rolls a 6 against an idol, they 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 and no damage in a tie. If the zombie idol rolls a 6, that is a critical hit and the target will die if they not also roll a 6.
3.a) Zombie Idols' Turn [REDACTED]
It may be the the zombie idol does an action that would cause an IC reaction from an idol (i.e. kills their unitmate). In this instance, an idol may choose to retcon their previous action and react to the zombie idol action. 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 zombies may attack once per round and a 4+ on a 1d6 is a success. If a special zombie lands a critical hit (6), then the targeted idol is killed.
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 act 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Turn in 2: Survival Plan
1) Stay here and defend the bunker
2) Head toward the helipad down the alley to the left towards the mall
3) Head toward the helipad down the alley to the right towards the combini
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Discussion
Starting 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Discussion
Starting Zone 3
[ 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Discussion
Starting Zone 4
[ 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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Turn in 2: Survival Plan
Discussion
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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Turn in 2: Survival Plan
Discussion
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 making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ 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. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Melee: A non-magical melee weapon of your choice ( e.g. a frying pan, a bat, a sword, a guitar, a chainsaw, or a life-size statue of intensity ) that allows for a little more creative freedom. Just remember that, like with the ranged weapon, the melee weapon is only ever going to be capable of hitting a single target, performing a single strike, and incurring a single point of damage.
Ranged: A non-magical ranged weapon of your choice ( e.g. like a pistol or a bow ) that's only defining feature is going to be its cosmetic modifications. No matter what you choose it's only ever going to be capable of hitting a single target, performing a single shot, and incurring a single point of damage.
Please reply here with your character's weapon choices.
Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Discussion
Bunker 6
Round 1
[ 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 this moment. ]
Current Door Health: 5 HP
Zombie Encounter
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
Zombie v. Door
Discussion/Mingle
Round 2
Zombie Encounter
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
GOT ITEM
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Event: The Door Fails
Discussion/Mingle
Round 3
Zombie Encounter
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
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Discussion/Mingle
Round 4
Zombie Encounter
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
Discussion/Mingle
Alley 1
[ 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 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 extroidinarily 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Normal Zombie A
Special Zombies
Charger A
Hunter A
Zombie Description
Normal Zombies
( 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. )
Charger
( 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. it’s 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. )
Hunter
( clad in a ripped hoodie and looking like high school hooligan, the hunter lurks in the shadows. it’s not like its infected brethren and is, instead, an opportunistic huntsman, letting other zombies draw first blood and leaving them to distract idols as it creeps and crawls among the hordes. however, it’ll eventually making predatory leaps at breakneck speeds, ensuring it gets to its unfortunate ( and unsuspecting ) target – you!!! - to RIP and TEAR© before you can realize and retaliate. )
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Zombie Attack
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
Alley 3
[ 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Re: Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
Alley 4
[ 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Re: Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
Alley 5
[ 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Hunter A
Hunter B
Zombie Description
( clad in a ripped hoodie and looking like high school hooligan, the hunter lurks in the shadows. it’s not like its infected brethren and is, instead, an opportunistic huntsman, letting other zombies draw first blood and leaving them to distract idols as it creeps and crawls among the hordes. however, it’ll eventually making predatory leaps at breakneck speeds, ensuring it gets to its unfortunate ( and unsuspecting ) target – you!!! - to RIP and TEAR© before you can realize and retaliate. )
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
u a zombie
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
Alley 6
[ 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, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Zombie A
Special Zombies
Smoker A
Zombie Description
Normal Zombie
( 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. )
Smoker
tbd
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
The Mall
Zombie Encounter
Normal Zombie A
Special Zombies
Charger A
Charger B
Charger C
Hunter A
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
The Combini
[ 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 is 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
Re: Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
hunter injure.
hunter kill.
(no subject)
SCARAMOUCHE WILL REMEMBER THIS
Re: Turn in 1: Defend Yourself
hunter injure.
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
The Tea House
[ 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. 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 and 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 in the place. Somewhere above speakers crackle with the distorted hints of a festive holiday song that should have been banished from the 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. ]
Zombie Encounter
Zombie A
Zombie B
Special Zombies
Hunter A
Hunter B
Hunter C
Idol Zombies
Xiao
Zombie Description
Normal Zombies
( 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. )
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Hunter Injure.
Re: Turn in 1: Defend Yourself
Hunter Injure.
Hunter Kill + zombify.
Re: Hunter Kill + zombify.
Re: Hunter Kill + zombify.
Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
The Park
Zombie Encounter
Re: Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Discussion/Mingle
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! 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 the 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!Zhongli
Zombie A
Zombie B
Hunter A
Hunter B
Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
The 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: Hello? Hel- Hey! you made it!! [ he sounds delighted for about half a second, because then... then comes the not so good news. ] I- I'm real sorry, but I'm still about ten minutes out, so you're going to need to sit tight until I get there. You got this, I know you do, so give em hell. I'll see you soon.
[ a news chopper ( and your ticket out of this zombie infested hell hole ) is only a few minutes away, making this... your last stand. ]
Zombie Encounter
Turn in 1: Defend Yourself
Turn in 2: Final Destination
Discussion/Mingle