Night of the slightly unpleasant and smelly dead people.

classic Classic list List threaded Threaded
172 messages Options
1 ... 56789
Reply | Threaded
Open this post in threaded view
|

Re: Night of the slightly unpleasant and smelly dead people.

mcvoyle
Yea i know but u would only get one or two in whole game
Reply | Threaded
Open this post in threaded view
|

Re: Night of the slightly unpleasant and smelly dead people.

messyart
Administrator
Extreme mutations would be something more and more unlikely and uncommon the further afield you'd be, though.
And many of the "things" within the cordoned stadium are more or less.. Trapped.
I'm not trying to ruin dreams and ideas, moreso.. Trying to uphold a sense of reality to an unlikely event.

Creatures will feature, and the mutated freaks like that will, too, but animals on their own would be far more suited to the tabletop.

Manpigeons most likely wouldn't even be able to fly, for starters. They'd just look like retarded KFC escapees.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Night of the slightly unpleasant and smelly dead people.

mcvoyle
In reply to this post by messyart
Wat bout a crazy zombie cook
Reply | Threaded
Open this post in threaded view
|

Re: Night of the slightly unpleasant and smelly dead people.

messyart
Administrator
Zombie cooks would just be zombies, still. We could make cooks, but they'd hardly have any rules worth considering.


I'd not even want to include any kind of special loot, because frankly.. I'd not want anything to do with the meat they used to chop up.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

More random ideas;

messyart
Administrator
In reply to this post by Apocalypsedreamer
Firstly;
Level-up bonuses;
As a player kills, they will grow tougher and more capable in combat.
For every 100 exp, they can raise a single stat of their choice [Except their armour save], by one.
No stat can be raised more that twice.

To do so, they mujst "trade in" those 100 experience points, thus slowing down their progression through Tiers.


Remote controlled cars/ robots;
An odd occurance, some survivors have come across remote controlled cars in stores they were looting, and after tinkering with it at home, have come out on looting trips with remote bombs.
& Sometimes, lucky survivors will come across military robots that are still intact.
They wield powerful machine guns, and save survivors some ammo as they fend off the undead.

R/C toys;
Found only in looting games where the GM has expressely told survivors they are dealing with "toy shops".
Any survivor entering the toy shop may walk out with one.
In order to loot one, they must simply roll a 4+ during any turn inside the shop. This takes up their action.
It weighs 2 and is added to their inventory. If they do not have the room to carry it, they can leave it in the shop, and any other survivor can take it without rolling for it.

In their next game, if they survive, they are able to use the R/C toy with the following rules;
Acts like a placed grenade. But every turn, it can move 10".
If the toy was declared by the GM as a car, it suffers normal terrain penalties and cannot climb objects. If it was declared an R/c Helicopter/ Plane, it must roll an Initiative test, using the survivors Initiative stat, to pass over terrain and zombies, or it crashes.
A plane or helicopter that crashes is now immobile, but can still be detonated.
An R/c toy is counted as a frag grenade when it explodes.

R/c robot;
Rarely found, and usually near the corpses of soldiers. It is often a tracked drone with a remote control with built-in camera.
It moves 5" a turn and is unaffected by terrain, but cannot climb vertically.
It counts as carrying a Military Assault rifle. If it fails an ammo roll, the player must relinquish their toy and move on. No one else can use it.

All R/c models are instantly distroyed by successful ranged attacks.
Only special zombies can attack them in close combat, and they are always hit on 4+, and wounded on a 2+.
If the model wounds the R/c model on a 6, it explodes like a frag grenade, regardless of whether it is a toy or a robot.
Otherwise, regardless of type of R/c model, it will not explode on destruction.


Bits & Bobs;
Every street is filled with rubble and scattered rubbish, be it bricks or poles.
The smartest survivor knows to use these when their ammo runs dry.
They are a ranged weapon, with a range of 8". They hit at Str 1 and cause a single wound.
They are found on markers, placed by the GM, and must look like obvious piles of throwable trash.
Any model getting Bits and Bobs picks up D6 items, and throws them all in the same turn. This counts as two uses of a Sidearm, thus the model cannot sprint or charge in the same turn.
They cannot be kept after a game.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Didn't know where or what you wanted done with sketches

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: Didn't know where or what you wanted done with sketches

messyart
Administrator
As I just posted on FB, it gives me an idea for the layout  of the character sheets for zombies.

Now, tell me what you think of the latest random rule additions!
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Didn't know where or what you wanted done with sketches

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: Didn't know where or what you wanted done with sketches

messyart
Administrator
R/c things will be a rarity, anyway.

Poop, I missed a bit, actually.. Using the controll will count as "Two uses of a Sidearm" to stop them using any other weapon >.<

I was going to add rules for vehicles, but.. Yea. Not for now D:
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Didn't know where or what you wanted done with sketches

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: Didn't know where or what you wanted done with sketches

messyart
Administrator
You needn't be limited to one.
In fact you may WANT two, just in case we get lonely days..

Since this thread seems only me nowadays, that feels like it's coming! D:
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Didn't know where or what you wanted done with sketches

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Clarity on the uses of a Medkits & "Drugs"

messyart
Administrator
In reply to this post by messyart
Medkit;
A medkit may be used in any of the following circumstances, for the effect shown.
When out of combat, a medkit may be used. Its use is counted as the use of two Sidearms.
It recovers a single lost wound and removes all "Flesh Wound" penalties.

If a player is Down and not in base contact with zombies, they may use it to get back on their feet. This again, counts as two Sidearm shots, so the player may not sprint afterwards.
In addition, the affects of a single Flesh Wound are negated.

"Drugs";
Used pre-game, they give a bonus to a single stat, as listed in their entry, for the entire game. Once the game is finished, they must purchase a new one if they wish to keep the effect. Otherwise, their statline reverts to basic [Class considered].


I needed to add this, as the idea of someone not healing themselves while in a Downed state was silly, if they were otherwise safe.
It allows for a risk-free method of getting to your feet without worrying about dying.

So remember guys, always pack a kit! ;D
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Clarity on the uses of a Medkits & "Drugs"

messyart
Administrator
Experience gains;

I can see there may be some confusion in time as to when/ how/ why people get experience in killing zombies..

Models with multiple wounds; IE, special infected & Bosses.
Any model that causes at least a single wound on a model with more than one, gets the bonus.
If a player takes off more than one wound, they will still only count that experience and cash gains once.

Or to put it more simply, if you kill a Brute on your own, you won't get £50 for every wound you took off, you'll get £50.

Basic zombies;
The Experience and cash reward will go to the survivor who inflicted the "killing blow".
In other words, if one survivor shoots a zombie down, and another runs in an kills them, the one rewarded is the one who kills them.

Fire damage;
Sometimes, a zombie might get set on fire and run away for a bit. It could well die on its' own.
In such instances, the player who initially set the zombie on fire wins the experience when it eventually dies.
If, however, another player kills it before the fire does, THEY will take the rewards for themselves.

Zombies wounded by fire will not go down. If they are already down, while being wounded by fire, they will roll on their injury table as usual.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Clarity on the uses of a Medkits & "Drugs"

Removed
This post was updated on .
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: Clarity on the uses of a Medkits & "Drugs"

messyart
Administrator
I don't like the idea. To be blunt.

It sounds nice, but you just need to read the fluff. The first case of goo leakage.. Was that poor bastard of a reporter who cracked the rock open. After that, no one could get close.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Clarity on the uses of a Medkits & "Drugs"

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Making the game look like our own thing

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: Making the game look like our own thing

MortiS-the-Lost
Administrator
Those look to be 1:32 scale (too large)
-----------------------------------
~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~
Reply | Threaded
Open this post in threaded view
|

To stop messing up this thread

Removed
This post was updated on .
CONTENTS DELETED
The author has deleted this message.
1 ... 56789