It took awhile, but its finally done. The dome has been freed from the siege it came under while the defenders were gone, though who survived is unknown, as it is rather foggy right now standing outside the dome, and they'd needed to split up to clean them all up. You can still see Griph the Armored Veteran walking around though, so his luck still held, at least. All of the non-PC defenses have been ruined though, with no traders in sight yet. The pirates continue to hold the PIRATICALLY COMMANDEERED STATION out in space, which is a nuisance but shouldn't keep traders from coming, hopefully.
Above all else though, the
zombies monsters of horrible doomy doom still can be heard out in the background, along with the occasional natural carnivore succeeding in killing one. It certainly hasn't gotten any easier to defend in the week after the siege. Who shall come and assist Griph with the defense, if anyone?
It is currently Year 1002, Week 6, Day 1.
You are trapped inside your domed town on a formerly peaceful planet. A virus has turned everything into zombies Monsters of horrible doomy doom. Unfortunately, the outside antenna has been torn into tiny pieces of shrapnel and the dome is too protective for normal communications to make it through uncorrupted. Your last report to Home Planet was your happy report of having finally attained self-sufficiency, so the next shuttle that arrives (they did not say when) will most likely only be a simple trader's ship. There are 3 main entrances to the dome, but only 5 soldiers to protect them, so one will have to sacrifice himself (or become a Hero) by defending the last entrance by himself.
Good luck.
So, yeah. I am trying another multiplayer game, but this time less galactic scale and more manageable single planet size. as I wrote in the nice description above, there will be 5 soldiers, and one will have to be the lone guy protecting the south door. the other two doors are Northwestern and Eastern doors.
Each turn will bring a swarm of horrible doomy things of doom, and ya'll have to shoot/stab/shotgun/other them before they get in. (though there won't be much other until later) When the trader comes, he'll bring mostly non-military stuff, but each following arrival will bring more stuff that you the defenders could actually use to defend yourself (and your home, of course).
The tricky thing will be paying him, since theres not much that he'd be interested in buying from soldiers, except the aliens. But We will get to that when we get to him. All bought weapons will be in a group pile, any of you will be able to use them once at least one of you has paid the trader for it (though obviously if two want it at the same time, you will need two of the weapon, not just one).
Ammo is not going to be kept track of, just assume you have enough, unless you get a critical fail and your gun jams or something.
I'll be using random.org, 0-20. normal d20 dice, along with the occasional d6.
Map is in first update.
Like before (since I never actually updated the original game's OP to reflect the change), I'll be using 2d20 as the base, with assorted bonuses. one to roll, and the other to help you guys not do so terribly bad as you did before with only one d20.
Other things will be a d6, mostly. Trader items are just whatever I happen to pick up off the list of assorted weapons.
Character Inventory will be for you guys to keep track of. I'll know what weapon your people are using so I can update, but everything else they may or may not have needs to be kept track of yourself, otherwise I'll probably lose track of it. People that have seen my games before know I either have rather vague inventory or a lack of one after awhile, I'm not the best manager of inventories.
Also, if your character wasn't dead by the end of the original
Trapped, you may use him/her with whatever weapon they had at the time when you're in. If thats after the first group of people, make up an explanation for how they'd gotten lost or something.
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Name:
First Weapon choice: Futuristic Assault Rifle | Adamantium Sword (if you want a specific kind of sword (ex. Katana), make sure you say so) | Futuristic Shotgun
Bio/History:
Previous Job in the colony: (optional, you could smush this into bio if you want)
Be The Lone Gun/Swordsman: Y/N (THis stat is pointless unless Griph dies, for he started as the Lone Swordsman, and hasn't died yet, so...)
Lillipad/Griph (Chainsword)
Furtuka (Pistolsword)
adwarf/Zakroff (Assault Rifle)
Sinpwn/Old Boh (Shotgun)
Exkirby/Alexander Kyrby (SHOTGUN)
Spinal Taper/Adam Orphiates (Laser Claymore)
Doomblade/Tevistal Mustril (Laser Flail)
Bo the Shotgunner Redneck, decapitated by a Heavy Scout
Vads the Religious Gunman, blown up by a double crit fail with his own trap.
Kenwashi Nokami the Asian Swordsman, trampled to death by a Scout swarm.
Zeno Wraith the Depressed Archer, Crushed by a Giant Armorbeast.
John the Amnesiac Rifleman, Crushed by a Giant Armorbeast.
Twil the Epic Sniper, exploded into gore by Raging, Flaming doombeast inside the mines.
George the Dual Swordsman, killed in the mines.
Harlon the Justice Puncher, Obliterated by CRITCOUCH in space.
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