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Author Topic: ASCIIzom  (Read 22988 times)

dwarfguy2

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Re: ASCIIzom
« Reply #15 on: December 10, 2010, 12:35:37 pm »

Okay then.

Spoiler (click to show/hide)
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SHAD0Wdump

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Re: ASCIIzom
« Reply #16 on: December 10, 2010, 12:37:53 pm »

Okay then.

Spoiler (click to show/hide)
Yeeeaaah, good luck with picking traits that don't exist.
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dwarfguy2

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Re: ASCIIzom
« Reply #17 on: December 10, 2010, 12:39:11 pm »

Oh. I'm a moron.
Disregard my posts entirely.
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Rolan7

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Re: ASCIIzom
« Reply #18 on: December 10, 2010, 12:48:17 pm »

Okay then.

Spoiler (click to show/hide)
Yeeeaaah, good luck with picking traits that don't exist.

The party is approached by an insane LARPer!
Run or shoot?
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

mission0

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Re: ASCIIzom
« Reply #19 on: December 10, 2010, 05:24:23 pm »

Shoot! Shoot!

*bang, bang, bang*

"Woo, that was a close ones partners?"

*starts pillaging the corpse*
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SHAD0Wdump

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Re: ASCIIzom
« Reply #20 on: December 10, 2010, 07:40:08 pm »

Turn 0


Welcome to the unimaginatively designed town center! Your sightlines are limited at the moment, and I didn't take a picture of the whole ASCIIdraw screen, so there's more.
Players are in green, doors are that boring tan/light brown color, windows are cyan/light blue, finally, those brown things are cars, yes they count as furniture.

No zombies yet, wouldn't want to sic them on you before you can adequately fight them off, but better get cracking, I'll be flooding them in soon enough.

Spoiler: sector map (click to show/hide)

Spoiler: Orb (click to show/hide)
Spoiler: USEC_OFFICER (click to show/hide)
Spoiler: mission0 (click to show/hide)
Spoiler: Phantom (click to show/hide)
Spoiler: Rolan7 (click to show/hide)

Finally, I discovered that ASCIIdraw does not provide a good shade of orange, so barricades at fair strength will now be yellow, strong(for non-furniture) will go brown as well.
« Last Edit: December 10, 2010, 07:46:55 pm by SHAD0Wdump »
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Phantom

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Re: ASCIIzom
« Reply #21 on: December 10, 2010, 08:01:34 pm »

"Ah, so this where the teleporter sent me. My cohorts, I do not know where they are.

Don't be afraid, be afraid, of the DOCTOR!"

Richtofen goes off towards the door at the southern street with furniture and opens it.
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Orb

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Re: ASCIIzom
« Reply #22 on: December 10, 2010, 08:22:23 pm »

Few clarifications if I may ask...

Spoiler (click to show/hide)

Through the windows, my friends! Surprise will be our element!(Go through window to the NE(Eastern one))


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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

USEC_OFFICER

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Re: ASCIIzom
« Reply #23 on: December 10, 2010, 08:30:58 pm »

Explore the top right building.
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SHAD0Wdump

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Re: ASCIIzom
« Reply #24 on: December 10, 2010, 08:36:29 pm »

How does attacking work? Do we attack once per turn, or does it count as a full turn and you can't move? Or can we move and attack, ect?
Ah, I failed to elaborate on that, I'll write into the rules...

Movement/action:
 Each turn a player can move their number of spaces and then attack/pick something up/other action, or perform an action first then move.

Should I assume typical zombies have 10 HP? Also, will we know when we encounter a special zombie how much HP they have? Perhaps MP(movement points) also?
You could say basics have 10 HP, for all intents and purposes that works. Special zombies though vary alot, and you will never know what they can do beyond observation of their actions, and how many bullets it takes to finally put them down. They are meant to be unpredictable.

What makes a window different from a door, besides aesthetics?
There pretty much is no difference. However I'd imagine crashing through a unbroken window would be rather loud...

To go with attacking, how does pushing furniture work into turns?
Moving furniture counts as an action.
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Orb

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Re: ASCIIzom
« Reply #25 on: December 10, 2010, 09:44:47 pm »

Hm, alright.

Tell me if this is allowed.

Peer through the NE window(east side) and see if there are any zombies in there. If not, enter through the door next to it, otherwise wait at the window

If not....

Go through NE doorway(east side)

« Last Edit: December 10, 2010, 10:11:34 pm by Orb »
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

SHAD0Wdump

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Re: ASCIIzom
« Reply #26 on: December 10, 2010, 10:04:01 pm »

Hm, alright.

Tell me if this is allowed.

Peer through the NE window(east side) and see if there are any zombies in there. If not, enter through the door next to it, otherwise wait at the window
Allowed. If it wasn't it would be kinda strange. It is a window after all.

The only cases where you couldn't see through it is if it was barricaded to very or extremely strong.
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Rolan7

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Re: ASCIIzom
« Reply #27 on: December 11, 2010, 09:30:21 am »

Rotate that car to the north clockwise so its blocking the windows, or at least the doors.
If I can't move the car, search the southeast building.  It looks defensible.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

SHAD0Wdump

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Re: ASCIIzom
« Reply #28 on: December 11, 2010, 05:54:49 pm »

Will not be getting a turn up until at least several hours, more likely not until tomorrow.
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mission0

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Re: ASCIIzom
« Reply #29 on: December 11, 2010, 09:07:02 pm »

I'll enter the northeast building with the others.
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Crap, can't think of an alternative.
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