Night of the slightly unpleasant and smelly dead people.

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Re: Character creator; Full.

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Re: Character creator; Full.

Apocalypsedreamer
In reply to this post by messyart
Awseome stuff going on here and Horray for our own fofum section.  I've been oterring around with exel and have made a character sheet.

Zombie_Character_Sheet.xls



Enjoy and comment.



A.D
You think your lag is bad! It took 3 days for Jesus to re-spawn!

http://tomechaotica.blogspot.com/

http://smalllasers.blogspot.com/
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Re: Character creator; Full.

messyart
Administrator
Didn't quite come out right.
Might be easier to use a word doc' D:
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Character creator; Full.

messyart
Administrator
In reply to this post by Removed
No, not yet.
There's still a lot to be done in organising. And it needs a nice new, neat thread before then, anyway.

For now, people can look at the character creator and get a feel for what will be open to them.

I'm pleased by the last game, it reassures me that zombies won't die too quickly now, so people won't be wasting more than a "fair" amount and getting lots of cash for it!

Sure, it's only fair if one guy seems more awesome than the rest, thus gets better guns, but GM don't wanna see it.
Wants yall to die D:<
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Character creator; Full.

Apocalypsedreamer
In reply to this post by messyart
When you open it press Print-view and see if it works then.


A.D
You think your lag is bad! It took 3 days for Jesus to re-spawn!

http://tomechaotica.blogspot.com/

http://smalllasers.blogspot.com/
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Re: Character creator; Full.

messyart
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That's alright if you know how to find it! D:
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Character creator; Full.

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Re: Character creator; Full.

messyart
Administrator
and we nearly have a new model to try out the rules for..
Mankinds first mistake; Questioning why those around him, are dying.
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Herp - derp

messyart
Administrator
In reply to this post by messyart
Short post is short, as Messy is in the mood to turn people inside out.

New ideas;
Aggro
All zombies on-board are passive unless the following criteria are met;
Survivors within 12"
Aggro reaches 6
Aggro will go up through the following;
Basic gunfire - 1
Cumbersome gunfire - 2
Grenades - 4
Alarms - 5
Unborn - 1/turn


Special infected shall be divided into two categories;
Special Infected
Boss infected

The Boss category shall contain Witches and Tanks, as they are both beyond capable of killing a whole team without a huge amount of effort.
It might contain the following, soon;

New special infected;
Cleaver
M - 4
Ws - 5
Bs - -
S - 4
T - 4
W - 2
I - 3
A - 2D6
Ld - 10
Save - 5+
-2 Armour save modifier
It is not placed as a Cleaver figure, it is instead left "In reserve" so to speak. The GM may replace any single zombie with the Cleaver. To do so, he must roll a D6 every turn. Once he has rolled a 6, the Cleaver is "Available" and he may place it in any following turn.
Only one may be placed per game. Unless the GM is in an evil mood. :3

The Cleaver is a hideously mutated creature, similar in formation to a Tangler, only the tentacle-like muscle whips are instead; giant, boney, cleaving blades.
Survivors wishing to get close to a Cleaver are either stupid, or utterly brainless.
It drags the heavy blades along behind it while moving, but once it's gained the scent of prey, it begins hoisting them forward in preparation.
The few reports from survivors who have ESCAPED the Cleaver suggest it is a very cunning creature, hiding amongst hordes of zombies where its relatively normal appearance renders it inseperable by mere appearance.
To this end, survivors often brace themselves for a horde, only to find two long sword-like blades being elegantly swinging through their necks.
Thankfully, the mutation is incredibly rare, and most of the reported Cleavers have been hunted down.
Needless to say, more may still exist in the massive ruined cities and towns of London, and extreme caution should be used to ensure it doesn't take any more survivors by suprise.



Basically, you'll never be safe if it's going to be in-game.
However! You needn't worry too much. Boss zombies will be very rare if any player on-board is still stuck on Tier 1
Mankinds first mistake; Questioning why those around him, are dying.
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Silly things

messyart
Administrator
In reply to this post by messyart
And here are some examples of the things I have contemplated.
Special ammo types [only available either via – work shop, or via traders inventory]
Ammo types would have the following type of affect;
Hollow point rounds; ÂŁ100
Do a ghastly amount of damage to soft, fleshy targets. Like your average zombie.
Against the undead without armour saves, it grants a 2+ modifier to wound.
Can be used for any bullet-firing weapon.

Armour piercing rounds; ÂŁ100
Capable of sheering through armour and tough skin without difficulty, the armour piercing rounds can help pummel through the tough structure of special infected, like Brutes and Tanglers.
It gives a -2 modifier to the save negating ability of the weapon armed with them. [Thus allowing a basic – save mod pistol to ignore saves of 5+, or allowing a -6 saving assault rifle to ignore saves of 4+, doing a reliable amount of damage to Tanglers, especially.
Can be used for any bullet-firing weapon

Explosive rounds; ÂŁ200
Rare, and used generally only by heavy machine guns, the explosive round can annihilate small swarms of zombies in small bursts.
It allows one shot per turn to use the small blast dice. Roll to hit as per the usual blast rules.
Can be used for any bullet-firing weapon [Despite the description]

Solid slug shells; ÂŁ75
The solid slug can almost turn a shotgun into a hunting rifle in terms of accuracy and power. It forgoes the stopping power of a spread-shot, but makes up for it with sheer force.
It grants a -1 save modifier [on top of whatever may be granted by the weapon firing it] and is a +1 S. In addition, it suffers no loss of accuracy at range.
Can only be used for shotguns.
They use the same stats as the shotgun using them, except their range is 0-12 for short, and 12-36 for long. Short range gains a +1 to hit, long range has no modifier.

Heavy buckshot; ÂŁ100
A heavier buckshot replaces the pellets of the shotgun shell, turning zombies inside out.
All partial hits under the template are hit on a 3+

Incendiary rounds; ÂŁ200
Able to set targets on fire for short periods of time, causing lasting fire damage.
The incendiary round is very hard to come by, and costs a great deal when found on roaming traders, but can turn the tide when fighting special zombies.
If a model is successfully hit by an incendiary round, it is set on fire for D6 turns. It suffers a single wound in its movement phase every turn until either the fire is out, or the infected dies.
The model may make whatever armour save roll it has to prevent the wound, and rolls on its’ own injury table every time it is brought down to 0 wounds.
But the infected gains an extra attack dice while alight.
Can only be used for bullet-firing weapons.

All special ammo types are very difficult to keep in supply.
If a player fails an ammo roll while using special rounds, they may pick either to lose the weapon, but keep the rounds, or lose the rounds but keep the weapon.
The rounds may not be used for any gun in a different category.

Other gear/ equipment;
Silencer; ÂŁ300
Allows any sidearm or basic bullet-firing weapon to be used without any aggro increase.
Running shoes; ÂŁ15 - +1 M
Awesome coat; ÂŁ10 - +1 Ld
Badass hat; ÂŁ10 - +1 Ld
Trendy Jacket; ÂŁ10 - +1 Ld
Adventurers pack; ÂŁ20 - +1 Wl
Rucksack; ÂŁ20 - +1 Wl
The idea of having a few of each is that they are difficult to come by, and thus not all players will have access to the full listy of random clothing.

But I'm not entirely happy with it right now, so only the rucksack, ammo types and silencers will be a definate.
Mankinds first mistake; Questioning why those around him, are dying.
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Random NPC ideas

messyart
Administrator
In reply to this post by messyart
Well, it just came to me that it might be fun to ocassionally meet eccentric bloody headcases during campaigns.

Take, for example;
"Gamblin' Richard"
Most often refered to only as "Dick", and not for his own name. Richard is a well known street urchin.
A child, actually.
Nimble as he is brave, he scouts the streets for fresh kills, and loots everything he can find before hiding back in the shadows.
He barters off the "crap" he finds for extra cheap prices (If you ever find a medikit that lacks any plasters, he's to blame)
and keeps special finds for himself.
This is where his unpleasant reputation comes from. See, Little Dick is a gamblin' manboy.
He loves little more than to tempt and tease with fancy guns and armours, for "just one more game" of cards.
Many unfortunate survivors have been left utterly out of pocket, and Little Richard only gets away with it, because of his sweet, childish demeanour.
In reality, he's a cheating, lying little tyke with a heartless mean-streak three miles wide.
But it's made him rich beyond his wildest dreams, and has bought him one of the best safe-zones he could hope for.
See, Richard found himself a playcentre. And not any old playcentre.
He got one with a ball pit, and a big slide.
And a jungle gym the size of a house.

He holds a thousand stories of times he nearly died while out looting, and has tales of monstrous zombies, unseen by most survivors (For the simple reason that they tend to kill everyone they find).
And for every story, he keeps a tooth in his safe-zone office. Supposedly the teeth of those looted, and of those undead he had killed himself.

Of course, most adult survivors don't dare pay him any mind. He's rarely ever NOT seen in the open, so most guesses are that he's always lying about it all, anyway. But none can deny that his survival skills are impressive.
But keep an eye of caution about you. If he finds something on your person that he wants, he will make an offer no one could easily refuse.

Little Dick will never be seen by survivors, until he wants to be seen. Often startling them with a cheeky grin.
He always carries only two weapons. A close combat weapon, and any single "rare" weapon of the GMs choice. This is his bartering tool.
Be it a finely converted and crafted missile launcher, or a golden desert eagle, it's often very difficult for a survivor to turn down the chance to win the prize.
Sadly, his games are not so easy.

If encountered, the GM can reveal the weapon to the players. If they show the interest, Richard will then express interest in all of their own weaponry.
All nearby players may play (6" from Richard), and take the risk to win. If they choose to do so, the GM will then pick what he deems an "equal" bit amongst the survivors weapons/ cash/ equipment or armour (Or some of each!)
The players cannot back out once they have declared they will play, and all zombie movement/ attacks will pause for the time it takes to gamble. No other players may attack zombies during this time.

Richard rolls 2D20, each players gets to roll a single D20. The player who rolls higher than Richard, wins all of what was bet. He may then choose to re-distrubute players equipment to them, or keep it, if he so wishes.
If Richard wins, all that was bet is lost, and the players must continue their game.

He's a cheating, mean little bastard.
Players MAY opt to use a Determination point to either force Richard to reroll a single dice of the players choosing, OR reroll their own. No dice may be re-rolled more than once.

Regardless of whether he wins or loses, Richard is then removed from play. If he claimed weaponry and equipment from players, it is lost permanently.
Players may grow aware of the presence of Richard, as he often leaves little forgotten clues around his favourite hiding places.
Mankinds first mistake; Questioning why those around him, are dying.
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Props?

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Re: Props?

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Re: Props?

messyart
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I'm basing all mine in London, yes. But that's just because I won't have to worry about offending anyone by claiming to be writing a story from France just because all of the spoken words are just "Hawwheehaww"

but for England, the shattered meteorite piece fell.. Pretty much in the centre of the Emirates stadium.
The fluff I'm doing is early in the time line, hence no spread further afield, yet, because the army is trying to mop it all up.
Hence why it's being relatively "easy" for survivors to create little communities in safe-zones.
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Class adaptation for modern;

MortiS-the-Lost
Administrator
In reply to this post by messyart
Also did you sort out the proposed rules for things catching fire?
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
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Re: Class adaptation for modern;

messyart
Administrator
Yes!
they are in here somewhere, I shall dig them out.
You reminded me that I forgot to make a note in the weapon rules of which ones set things on fire.

I shall look through and edit this post with a link to the fire stuff.

EDIT;

*Place a fire marker beside them, they now have +1 increased strength and attack stats, but suffer D3 Str 3 hits every turn


OR

*it is set on fire for D6 turns. It suffers a single wound in its movement phase every turn until either the fire is out, or the infected dies.
The model may make whatever armour save roll it has to prevent the wound, and rolls on its’ own injury table every time it is brought down to 0 wounds.
But the infected gains an extra attack dice while alight.
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Night of the slightly unpleasant and smelly dead people.

mcvoyle
In reply to this post by messyart
Hey messi it simon can i use chloe as a cheerleader and is so wat type would she b i geussing a kid or ganger
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Re: Night of the slightly unpleasant and smelly dead people.

messyart
Administrator
mcvoyle wrote
Hey messi it simon can i use chloe as a cheerleader and is so wat type would she b i geussing a kid or ganger
Guessed by the name, ;D

If you look on the first page, you'll see a link. It'll take you to the character creator post.

The classes are different now, so you don't really even NEED a class.
And you might not be able to use one from the off, if you want guns AND the dog.
But it's all explained in that post :3
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Night of the slightly unpleasant and smelly dead people.

MortiS-the-Lost
Administrator
In reply to this post by mcvoyle
Welcome aboard Simon

Head on over to The Introductions Page and let us know a little about yourself and your gaming habits so the rest of the Forum can greet you
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
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New zombie class;

messyart
Administrator
In reply to this post by messyart
The Horror [Gimme a better bloody name please]

Among those infected by the pure organic slime that leaked from the meteor, extreme mutations erupted. The constant damaging exposure to the substance caused an endless physiological change.
Some escaped, causing havoc in local areas. Some remained, "prospering"  and even evolving.

The Horror is one of the more disturbing escapees, and is considered for the most part, simply a hoax and a nightmare.
It's said to assimilate the dead, growing steadily in size as it does so.
Sadly, all reports have thus far been vague, panicked calls through radios, and no known survivors have yet come forth to share their own tales.

But if rumours are to be believed, the Horror is currently a bloated, immense form, made up of many straggley limbs and leering faces. Stitched inellegantly into one shuffling, wailing construct. It attacks with a clumsy shunt, and shuffles along at an unremarkable pace.
However, if the various distress calls are indeed true, then this creature is one of the hardiest and most resilient of the creatures created by Qt-4U.


M 3 - may not sprint
Ws - 2
Bs -
S - 3
T - 3
W - 10
I - 1
A - 4
Ld - 10
Sv - 5+

Special rules;
Assimilation of the dead;
All zombies killed within 2" of the Horror are absorbed by the Horror. It gains +1 wound for every zombie taken out of action. This can take the total above the base wound stat.

Clumsy;
All survivors hitting it in close combat may re-roll failed rolls to hit.


Tell me what you think.
Mankinds first mistake; Questioning why those around him, are dying.
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