Welcome welcome to the zombie apocalypse! In this game players will control a single survivor on ASCIIdraw maps. Just read the rules to get an idea of how this is played and feel free to ask questions.
Turns:
Forums:
-Turns are done in a simultaneous fashion, everyone makes their chosen moves, collaborating where wished, and the turn is made. Zombies make their moves and then play returns to the players.
Live:
-Turns are done sequentially, with each player making their move and passing it to the next, until the last player makes their move. Zombies make their moves after the last player has taken his/her turn, then play returns to the first player. Before beginning a game it is recommended for the turn order to be decided. However it is also feasible that players can choose turn order each round.
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.
The survivors:
Basics
Base movement: 4 tiles
Base inventory size: 7 slots
Basic melee attack: pushes away dealing 0 damage
Basic melee weapon attack: Deals 1d6*10 damage
Firearm damage: Deals (1d6*10)+30 damage per hit
Health:
Each player has 100 HP total. When HP reaches 0, he/she dies.
In addition, players have a 1/6 chance to take limb damage from any source, if they do, certain negative effects are applied.
-Arms(left,right): weapons being held in that arm are dropped upon injury, attempts to further use the arm in combat results in a 1/2 miss chance
-Legs(left,right): Halves movement speed, having both legs damaged means 1 tile of movement per turn
-Head: 1/2 miss chance, inconsistent movement beyond 1 tile at a time
HP can be recovered by using medical items, limbs can only be repaired by an individual with medical training using a first aid kit.
Food:
Humans still have to eat. And finding food during the zombie apocalypse is a bit demanding. Food has to be scavenged just like everything else.
There are 6 'hunger levels' that gauge how hungry a particular person is.
-Full
-Well fed
-Fed
-Fair
-Hungry
-Starving
Hunger levels drop every few turns, if a person's hunger level drops while he/she is starving, that person dies. Be sure to keep a close eye on your hunger.
Hunger levels are restored by eating rations or twinkies. Rations restore 3 levels, twinkies restore 1.
Traits:
You have three points to spend on traits...
You do not have to purchase traits,or use all points. However you are strongly advised to at least get a tier 3 trait as they carry no disadvantages.
Glutton(1):Eating will heal you 10 HP per hunger level restored,however you get hungrier two turns faster.
Interior decorator(1):Can move furniture twice in a turn.But must move something once every three turns or throw an item in their inventory.(I choose the target,almost always is another survivor)
Perfume addict(1):Other survivors can't target you,however zombies can smell you with ease.
Hyperactive(1):You are capable of an extra 2 tiles of movement per turn, but all attacks have a 1/2 chance of missing.
Arsonist(1):You can use fuel to coat the ground and then light it on fire causing damage to anything on the ignited tiles, however you also seem to be compelled to light random furniture on fire.
Schizophrenic(1):You automatically fire off a shot as soon as something hostile comes into view. However you have 1/2 chance of doing the same to a fellow survivor.
Pack Rat(1):You can throw items into a pile, the pile acts as furniture and can be moved as such, it will block zombies in much the same manner, piles start at weak strength and increase with each item added. Unfortunately you have a 1/2 chance of starting a pile instead of picking something up.
Wonder Boy/Girl(1):You have one random trait that changes each turn. This is not guarenteed to actually have any effect on a given turn, and you will not know what it is before you make your action.
Cautious scavenger(2):Will not get into an accident while searching.
Aggressive scavenger(2):2/3rds chance of finding something,but 1/3rds chance of getting into an accident,also will only take up to 30 hp of damage from accidents.
Pachyderm(2):You can carry an extra two items.
Resistant(2):You have less chance of being infected, but twinkies cannot delay infection.
Kool-Aid Man(2):You can break through walls with an unarmed attack, this tends to hurt you though, you take 1d6*10 damage each time you do this.
Mr./Ms. Fixit(2):You can repair a barricade(including furniture) up a strength level using just 2 nails and no 2x4, although you have a 1/2 chance of hammering your own finger dealing 10 damage to yourself. You can also fabricate pistol ammo by combining 1 fuel + 8 nails.
Structurally sound(3):Can barricade doors and windows using weapons. You do not need nails or a nailgun when you do this.
Long arm of the law(3):Can hit targets up to two spaces away with a melee weapon.
Nailgun Warrior(3):Can use a nailgun as if it were a pistol.
Martial artist(3):Your unarmed attacks are particularly powerful, they work as effectively as a proper melee weapon.
Medical training(3):Can use the first aid kit to heal 80 HP and repair a damaged limb.
Secret Goals:
Every person is different. Although in the zombie apocalypse it pays to stick together, certain people have different ways of doing it, and when they get to do it their way, they can perform much better than otherwise.
Secret goals are given out to each player, these are not to be shared with others. When a secret goal is successfully accomplished, that player gets a number of 'awesome points', which they can spend on any particular action to grant them much better performance at that action. Anything from increased movement, to better search chances, to increased combat efficiency can be obtained.
Most things take just 1 point to enhance, but here are a few that require some elaboration...
1 point=extra tile of movement
1 point=dodge one zombie bite(automatic)
3 points=enhanced search chances
3 points=take an extra turn
Awesome points can also be obtained by performing 'awesome kills', every attack on a zombie has a 1/6 chance of granting an awesome point as well as increasing the observed gore.
The zombies:
Zombies are attracted to 'zombie markers',which are placed on a survivor if:
-A zombie obtains line of sight.
-A zombie is close enough to smell the survivor.(3 spaces,even through walls)
-A survivor fires a weapon.
Do note, zombie markers are imaginary things, the GM might forget them.
Every time a player is bitten, they have a chance of being infected. Not to mention a chance of instant death. Try not to get bitten.
1-2 = die 3-6 = Infected 7-10 = just damage
Infection:
The zombie infection is a devious thing. Transferred through tooth and claw, survivors often do not know a person is infected until it is too late. Most of the time a injured person will be infected, but sometimes the transfer never occurred. A wound in zombie-land never the less usually means instant shun from society unless the individual is treated.
In ASCIIzom, there is a cure for the zombie infection, and a way to hold it off.
-Cure Syringes: Fully removes any traces of the zombie infection from an individual provided they have not 'turned' yet.
-Twinkies: Resets the infection timer. No-one knows why the unassuming twinkie has such a strange effect on the infection, but never the less, it can be the means of survival to those whom may be infected until they can find a cure syringe.
Do note, infection timers are random, and by resetting it with a twinkie, you might actually end up making the timer shorter, still, the minimum time is two turns, so if you think you can get a syringe in you within two turns, it's probably worth it.
Also note that you will never be able to actually tell if a person is infected, the only signs you can tell from are wounds.
Typically, a fully turned zombie is incredibly easy to kill. A whack on the head with something as mundane as a floorboard is enough to kill your typical zombie. However, there are more than just typical zombies out there, who knows what you might encounter.
Searching:
In order to survive in this day and age, survivors need to scavenge for pretty much everything. To scavenge, simply move into buildings, into rooms you havn't been in before. If you find something, just move up to the item and pick it up.
You may also announce you wish to search without moving into a new room, do be aware though that repeated attempts at this will lower your chances of finding anything in the current building, and carries with it a risk of getting into an accident which will do damage equal to a melee weapon attack. Survivors will have to move into new buildings to last for extended periods of time.
When moving into a completely new room you may have a chance of finding a NPC, be wary as these could be anything from a person with goodies, to a person turning into a zombie, to a person who will fire madly at the players with a weapon. The GM determines when to drop these and what conditions they are under.
There are a fine amount of basic items, most can be used as weapons, some are proper firearms, some are medicinal or simply food. There are also other, more unique items, but it would take some awesome luck to find them...
Barricading:
A useful tactic for outlasting the zombie hoards. Through moving furniture in the way of doors and windows, you can block the progress of the undead, if only for a time.
You can also board up doors and windows using 2x4s and a loaded nailgun. 2x4s are rather common, nailguns and nails are less so.
Barricades have color coding to tell you just how long they can hold out.
-Extremely strong (8 zombie 'clump' to break down to very strong)
-Very strong (5 zombie 'clump' to break down to strong)
-Strong (3 zombies to break down to fair)
-Fair (2 zombies to break down to weak)
-Weak (1 zombie to break down)
It costs a 2x4 and four nails to set up or increase a barricade's strength by 1 level. Barricades that are very or extremely strong block attacks, meaning melee weapons cannot be swung past them, nor can bullets be shot through them.
Furniture works a bit differently, they simply block progress until destroyed, there is no way to repair furniture normally although they do have damage levels. Furniture never block attacks.
-Strong (3 zombies to break down to fair)
-Fair (2 zombies to break down to weak)
-Weak (1 zombie to break down)
By default, a survivor can move a particular piece of furniture one tile a turn, in the case of oddly sized furniture like couches(2x1 tiles), it takes a turn to rotate them as well. 1 tile furniture may be moved into other rooms or even outside through doors, but not windows. This may appear to take two tiles of movement, but you can safely ignore that in such a situation.
To sign up, simply state name and your choice of traits. Each player will start with one ration... Yes, that's it, when the game starts, get searching.
The first map will appear when I have my players.
Too crazy for his own good. Got mobbed by zombies from outside a doorway he rushed through blindly.