Zombie Adventure - Game 45 - Sign up here

in #gaming4 years ago

@improv asked me if I could create a game where all the players played as Skyler, so after some discussions, this is what I came up with:

The Back-Story:

In our previous game, the team found Skyler's potion and turned it over to the authorities who used it to try and develop a cure for this ailment that made all who were killed by Skyler crave blood. What they came up with was a vaccine that they planned to distribute to the local residents to thwart any further outbreak. However, since there was little time and the situation dire, the authorities tested the vaccine on a few people and kept them under observation to see what would happen. It didn't work out quite like they expected, and all the test subjects became somewhat like Skyler!!!

We need up to 12 volunteers who are willing to play as a modified Skyler, who's goal is to turn the entire town into zombie-like creatures.


ZombiPlayers3.png

New game starting as soon as we have enough players. Please sign up in the replies section below.

This is sort of a board game and can take up to 12 players at a time. It will require daily participation. If you are interested in playing, please sign up as a reply to this post. The first 12 players to sign up get to participate. If there are less than 12 players signed up after 24 hours of this post going up, it will either begin with those players or be postponed if less than 3 sign up.

Rules

Each player will have 2 actions per turn. An action is a move of 1 space, a trade with another player in the same square, an offensive action (fighting), picking up an objective or item, discarding items (except when done during a search), a search or breaking down a door or other barrier.
After players have completed their 2 actions the non-player-characters (NPC's) and zombies will take their turn. Zombies will spawn at locations marked "spawn zone" and any zombies already on the board will move or if in range, attack.

Runners (R) will move 2 squares per action.
Walkers (W) and Hulks (H) will move one square per action.
ALL zombies get just 1 action per turn and will move towards noise made by the players or those in sight. All zombies will inflict 1 damage to players if they make a successful hit and can only fight if they are in the same square as a player.

  • If a player is in the same square as a zombie, they MUST engage in combat and cannot run away.
  • Runners and walkers can be killed with a successful hit using a weapon that does 1 damage (or 2 bare-handed hits).
  • The hulk requires 2 damage points to kill it. One hit with a weapon that does 2 damage or multiple hits with lesser weapons will kill it.

Players can take 3 hits before they die and will re-spawn at the location where they began this adventure. Players can also recover damage points by collecting the life-force from those they kill. 7 kills recovers 1 damage point.

When a player dies, they drop all their inventory at the place of death (including permanent items). Other players can then pick up those dropped items if they have room in their own inventory. Permanent items will be returned to the original owner for the NEXT game.

Ranged weapons should not be used against enemies in your square when there are other players in the same square (hand to hand combat only). If you are the only player in the square with some enemies, it is safe to use a ranged weapon. Shooting into or within a space where other players are will result in the players being hit before zombies are hit. With multiple targets in a space, the order of taking damage from a successful hit with a ranged weapon will be as follows: player, walker, runner, hulk. Note that you may shoot past a space with potential targets in it without hitting anyone/thing by accident. Simply state which space you are targeting and which weapon you are using (of course ONLY a long-range weapon can do this).

Please pay attention to the moves that have transpired before you, so that your choices are based upon facts as they are and not as they were before (the people that played before you, just altered the situation).

Weapons

  • Call on @rollthedice to see if your attack(s) are successful. Rolls of 1-3 fail and 4-6 are successful. HOWEVER, a roll of 6 invokes BLOODLUST, causing the player to crave blood so badly that they will attack the closest target, including and especially (priority) your team-mates!!.
  • Axe (melee only) does 2 damage and can be used to open doors. If swinging at lesser enemies, the axe can chop down one enemy with 1 damage and continue through to injure a 2nd enemy with another damage point.
  • Bare hands/teeth (melee only) can do only half a point of damage (so it takes 2 successful hits to kill a 1-point enemy).
  • Baseball bats, pistols, rifles and crossbows do 1 damage. Bats are melee-only weapons. Pistols and crossbows have a range of 1 square. Rifles can reach 2 squares.
  • Sawed-off shotgun or scattergun: Since buckshot scatters, it would make a big hole shooting in the same square (hence 2 damage); at one space distance it loses momentum and scatters, doing less damage, but can hit 2 targets (dealing 1 damage each). Maximum range is 1 square.
  • CZ 550 is an Elephant Rifle and can do 2 damage at a range of 1 square (or less) and 1 damage at a range of 2 squares.
  • A Molotov Cocktail kills everything in the square it is thrown into and cannot miss. It has a range of 1 square. Combining gasoline and a torch makes a Molotov Cocktail. When a Molotov is thrown, it will burn for the remainder of the current day and the following day, essentially blocking access for the rest of the day and the next day for BOTH enemies and players.
  • Ranged weapons cannot shoot through walls. Out in the street it is possible to shoot straight lines-of-sight a distance of 2 squares, however, inside buildings, you can only shoot what you would be able to see from the doorway (1 square beyond your room). Shooting is only possible at 90 degree angles (no diagonal shots into adjacent spaces).

Searching

  • Searches might uncover a hiding zombie! A dice roll of 1 or 2 finds a zombie (then another roll determines what type of zombie; see spawning). A dice roll of 3-6 is a successful search and items found will be drawn randomly from a deck of cards.
  • Searches can only be done in rooms, vehicles or dumpsters and only 1 search per player per turn, except if a player has a torch, in which case that player gets to draw 2 search cards per action and turn (each additional torch carried will allow for only 1 more item card per torch). There is no limit to the number of times any particular area can be searched.
  • Players need not take everything they find and are free to swap items found for inventory items without using another action to do so. For instance, if I find a rifle and everyone in my team already has a ranged weapon, I would drop my x-bow or pistol and take the rifle in its place.
  • Players can carry up to 5 items each.
  • Picking up an objective is NOT a search; it is a guaranteed action.

Spawning

  • Spawning of zombies will begin with only those found during a search. As people are killed and turned, they will spawn as zombies at the closest spawn point to where they were killed. (The game should increase in difficulty as it progresses.)
  • Living adults will inflict 2 damage to Skyler, while children inflict one damage to Skyler on a successful attack. Skyler gets to attack first but if the occupant of the house is not killed, they will attack in defense, so the player controlling Skyler at the time will roll for the occupant's attack.
    All occupants get just 1 action per turn and can only fight immediately after being attacked. Men take 2 damage while women and children take just one damage to be killed.
  • Men will become hulks, women will become walkers and children will become runners.
  • To determine what zombie was found at a failed search, roll the D6. Rolls of 6 spawn a Hulk, 5 spawns a runner, 4 or 3 spawns a walker and 2 or 1 spawns nothing.

Player actions

Movement will be at 90 degrees only (no angled moves, just as for shooting).
Each player will announce their intended actions in the replies to each daily post.
Tell me your player number and what you intend to do. If you are unsuccessful, you may suggest an alternate action rather than attempting a 2nd time.

For example: Player 3; shoot at zombie in next square to the east; if miss, move west.
Alternatively: Player 3; shoot at zombie in next square to the east; if miss, shoot again.
In both cases, player 3 made 2 actions and their turn is over.

Trading between a pair of players (both must be in the same square) may include any number of items in 1 transaction but still only counts as 1 action by 1 player (the player initiating the trade).
Players are free to collaborate and plan their strategies; this is a cooperative game.

Additional twist: Before each player takes their daily turn, roll a D20 to see if you get any bonus. Please note that the bonus must be used during the CURRENT TURN. If you do not specify to which action you wish to apply the bonus, it will be applied to your first action where applicable.



I will update the board with new player positions and zombie positions for the next day's play.

The object of the game is to turn everyone in town into a zombie.


AllSkylerG45Start.jpg

Tagging players @halemaster, @adnanibrahim, @pbock, @agr8buzz, @erikaflynn, @aussieninja, @pandorasbox, @goose20, @paulag, @hasnain06, @foodforfun, @rayne122, @dksart, @knightofzero, @shifat, @justatouchfey, @adenijiadeshina, @andre-verbrick, @mariita52, @bashadow, @nextgen622, @zacherybinx, @cyber.explorer, @hhayweaver, @improv, @okean123, @mannaman, @secret-art, to let you know that a new game is about to begin. Let me know if you want to be taken off the list.


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I want to play.

Fantastic!

I would like to try again. One question, with Bloodlust are we limited to just hand/teeth attacks, or do we have have enough brain cells to use the ax or shotgun, or other ranged weapons?

I was thinking that when bloodlust stikes, there would be mayhem, especially if the player rolling the 6 has a shotgun or Cz 550! Those could be deadly at close range. YES, you have enough brain cells to be really dangerous!

On the one hand, you are a team, but when bloodlust strikes, you could be an enemy to others. It will be kind of like having @improv turn against us at random, only with ANY and ALL players being affected this time. Hopefully we don't roll too many 6's because @improv did make it very tough the last game. With anyone suddenly turning against us, it could be quite the challenge. Not only that, but the number of zombies increases as NPC's are killed off, so just charging out and killing people randomly could be deadly! I strongly suggest looking at the map and forming a strategy for the order of kills.

The Zombies will also attack the regular humans, right?

I'm playing too, obv.

Of course! That's why I included your player marker.

The regular humans are locked in their houses and they are keeping quiet, so they don't attract the zombies. Once the regular humans are killed, they don't return as human, but as zombies.

If we make it so that the zombies attack the humans, then all you need to do is open all the doors and let the zombies take care of the rest! That might be too easy, don't you think?

Than again, there won't really be many zombies until the team finds some in searches or creates some, so if that's how players want to play it, I'm fine with that too.

'aye.... me and me mighty shotgun are back to play !!!!

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