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childeishly) wrote in
imeeji_backstage2022-06-29 12:27 am
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game announcement + sign ups!
Greetings Imeeji~!
Suzu and I will be running a zombie trauma game between Friday July 22nd - Sunday July 24th. Details are below and sign-ups are HERE.
RULES are HERE!
Game Premise:
Inspired heavily by multiple zombie survival games, the premise of this game is to survive while taking out as many zombies as you can. Idols will have a choice at start to either barricade themselves in their starting location or make a break for a designated pick up point.
Things Of Note:
• This is a zombie horror game. Content warnings include undead, death, blood, injury, violence, and dystopian themes. Idols can optionally choose to become zombies upon death so there is also a content warning for mind control/hive mind. During sign-up, please indicate if you wish for this to happen to your character.
• A major part of the game is going to be dependent on dice rolls and luck, so please bear that in mind, but we did also make sure to include preventative measures against TPKs ( aka total party kill ).
• The game is expected to run 4.5 hours with one quick 30-minute round and 4 subsequent 1-hour rounds. Each idol will be acting individually so will have their own turn-ins. Late turn-ins may not be counted.
• Idols of different units may begin in the same starting zone and encounter other idols along the way. If you choose to play two or more idols at once, there is a small chance that your characters may meet.
• Arriving late and leaving early from the game is fine, but depending on the timing and scoring math, that idol may not be included in the scoring.
Win Conditions:
• Survive the most rounds (averaged across the unit)
• Kill the most zombies (individual carrying their unit)
• Kill the most zombies (averaged across the unit)
If you have any questions, leave them here. Thanks!
Suzu and I will be running a zombie trauma game between Friday July 22nd - Sunday July 24th. Details are below and sign-ups are HERE.
RULES are HERE!
Game Premise:
Inspired heavily by multiple zombie survival games, the premise of this game is to survive while taking out as many zombies as you can. Idols will have a choice at start to either barricade themselves in their starting location or make a break for a designated pick up point.
Things Of Note:
• This is a zombie horror game. Content warnings include undead, death, blood, injury, violence, and dystopian themes. Idols can optionally choose to become zombies upon death so there is also a content warning for mind control/hive mind. During sign-up, please indicate if you wish for this to happen to your character.
• A major part of the game is going to be dependent on dice rolls and luck, so please bear that in mind, but we did also make sure to include preventative measures against TPKs ( aka total party kill ).
• The game is expected to run 4.5 hours with one quick 30-minute round and 4 subsequent 1-hour rounds. Each idol will be acting individually so will have their own turn-ins. Late turn-ins may not be counted.
• Idols of different units may begin in the same starting zone and encounter other idols along the way. If you choose to play two or more idols at once, there is a small chance that your characters may meet.
• Arriving late and leaving early from the game is fine, but depending on the timing and scoring math, that idol may not be included in the scoring.
Win Conditions:
• Survive the most rounds (averaged across the unit)
• Kill the most zombies (individual carrying their unit)
• Kill the most zombies (averaged across the unit)
If you have any questions, leave them here. Thanks!
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
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.