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Zombie Holocaust Manual

 
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Jason Tandro
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PostJason Tandro Posted: Tue Jul 20, 2010 11:37 pm   Post subject: Zombie Holocaust Manual Reply with quote

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TerraEarth: Zombie Holocaust 2
Character Stats
Health- Physical Status Represented Numerically
Stamina- Nourishment Status Represented By Number of Rounds That Can Pass W/O eating before damage is taken.
Infection- Infection Status Represented In Percentile.
Max Health Range: 10-250, Improvable
Max Stamina Range: 5-10, Improvable
Infection: 0%-100%
> 20% Infection - Outward sign of infection begins to show.
> 40% Infection - Max Stamina Reduced to 3.
> 60% Infection - Max Health Reduced to 10.
> 80% Infection - Attain Wanted. Player Will Be Quarantined.
> 100% Infection- Player turns into a zombie.
Character Races
Human- They are the standard race. They seek a way to remove the undead horrors from their world.
When Zombie: Zombies are the reanimated corpses of humans. They move slow and feed on human flesh.
--
Vampire- Vampires have twice the health and stamina as humans. However they can only feed on blood and cannot be outdoors during daylight. For every round they are exposed to the sun, they lose 5 HP.
When Zombie: Zampires lose their natural strength and agility, but are no longer hindered by the sun.
--
Werewolf- Werewolves are humans who turn into a ferocious wolf during the full moon. During the full moon their HP and stamina double, but they will drop their weapon, favoring claws instead.
When Zombie: Skullwolves remain transformed at all times and must constantly feed. Their stamina drops to 2, meaning that they must always be on the hunt for fresh meat.

Player Skills
1. Assassin- 50% more likely to get the headshot on zombies.
2. Black Belt- Attacks with any non-gun weapon or bare hands are twice as effective.
3. Cook- Able to cook food, making its Stamina restoration worth 2 points instead of 1.
4. Doctor- An understanding of medicine. (Healing 2x effective)
5. Electrician- An understanding of electrical components. (Electrical Work 2x effective)
6. Geek- An understanding of computers and cyberspace. (Hacking 2x effective)
7. Here We Go Again…- HP and Stamina are doubled at the beginning. Exlcusive to people who played version 1.
8. Keen Senses- Can sense enemies from further away. Can avoid easier.
9. Medium- Can see and communicate with Ghosts.
10. Psychokinesis- Under certain circumstances, you can move things without touching them. (Based on HP, Stamina and Infection. The better they are, the more likely this is to work. Maximum of 50% chance.)
11. Religious- It’s always good to have God on your side…
12. Steel Nerve- Combat effectiveness is not affected by facing new enemies or surprise attacks.
13. Technician- An understanding of machines. (Mechanical work 2x effective)
.





Death and Conditions:
1. If a player’s HP is reduced to zero:
a. If the player was murdered by another player, NPC or died in battle, the player will turn into a Ju-On.
b. If the player died of starvation, by an accident, or through some other “natural cause”, the player will turn into a Ghost.
c. If the player died with an Infection Percentage of 80% or higher, the player will be reanimated and become a zombie.
2. If a player’s Infection Percentage reaches 100%:
a. The player will lose 10 HP per round until dead or the infection percentage is lowered.
b. If the player dies from the HP loss, the player will turn into a zombie.
c. If the player commits suicide, the player will turn into a Ghost.
3. If a player’s Stamina reaches zero:
a. The player will lose 5 HP per round until dead or the player feeds.
b. If the player dies from starvation, the player will turn into a Ghost.



How to Kill Them/ How They Can Kill You:
Zombies:
1. Zombies are the main threat of the game.
2. How They Can Kill You: If a zombie gets within attack range, it will instantly try to bite you. Low-level zombies rarely bite vital areas, but the higher they get, the more deadly they become.
a. IF YOU GET BITTEN: You must remove the affected area and cauterize the wound immediately using a Surgery Kit.
b. If left untreated, your Infection percentage will spread by 10% a round, not counting the initial percentage of the bite.
3. How To Kill Them: There are only two sure ways to kill a zombie. Either by shooting it in the head or burning it. Either way, the zombie is not dead until its brain has been destroyed.
a. With the proper force, any other weapon that can penetrate the skull can kill a zombie.
Vampires:
1. Vampires have been known to appear in the past and are notorious at night and in dark places.
2. How They Can Kill You: Vampires are not only strong, they are intelligent. It is often the Vampire’s pleasure in seducing their victim before killing them. Once it strikes at you it will usually try to disable you before going in for its bite.
a. If the Vampire bites you, it’s already too late. The vampire’s code of honor dictates that it give you the option to turn into one of them. You can refuse and become a Ju-On or agree and become a Vampire.
3. How To Kill Them: Sunlight and garlic will repel a vampire. However the three recommended ways to destroy them are to burn them with Holy Water, the touch of a Cross, or by ramming a stake through their heart.
a. Destroying a vampire’s coffin will severely weaken them until they can find another coffin and treat it properly. The strain may kill them

Werewolves:
1. Werewolves are strong, fast, and vicious when transformed. When they are not, however, they can act as any ordinary human, and do not usually attack.
2. How They Can Kill You: Werewolves don’t bother with biting. Their muscles and massive claws can rip anything to shreds, although their fangs can as well if they wanted to. Every part of a werewolf is a lethal weapon. If you survive a werewolf attack you must be treated with a Purification Ritual before the next full moon or you will become one.
3. How To Kill Them: Whether they are transformed or not, the only sure way to kill a werewolf is with a silver bullet to the heart.
a. If you wish to subdue a werewolf without killing it, having Wolfsbane in your possession will repel an ordinarily gentle werewolf. If the Wolfsbane has no effect, you must kill it or flee.
Ghosts:
1. Ghosts cannot do any real harm on their own, as the only people who can see them or communicate with them are Mediums. However they can cause damage by affecting the world around us.
2. How They Can Kill You: Ghosts can manipulate real world things to cause damage, such as dropping a chandelier, moving heavy objects, etc. Their primary tactic is fear, however.
3. How to Kill Them: Ghosts are already dead, and therefore cannot die. They can be put at peace by a Medium or expelled by the prayer of a religious person.


Ju-Ons:
1. Ju-Ons are extremely vengeful ghosts that can be seen and felt by anybody who enters their area of death. Once somebody has seen a Ju-On, the Ju-On will not stop haunting that person until they are dead. To the rest of the world though, the Ju-On remains unseen, except by Mediums.
2. How They Can Kill You: Ju-Ons kill with extreme prejudice. They love causing their victims fear, suffering, despair and anger before they finish them off, so often they haunt them multiple times, tormenting them before the final kill. However due to the nature of their being it is unsure how Ju-On kill their victims as the bodies leave little sign of scarring, except a look of absolute horror.
3. How to Kill Them: Ju-Ons are so dangerous because it is not sure how they can be stopped. Only the most talented Mediums have been able to put the spirits of these Ju-On at peace. There are a few ways to repel them, however.
a. Party Up- It used to be believed that the Ju-On haunting could be spread like a virus. Recent research shows, however, that Ju-Ons will almost never attack a person who is surrounded by people who have not been tainted by the Ju-On.
b. Stare Down- If you find yourself caught in the midst of a Ju-On attack, it has been found that sometimes, if you show no sign of fear or despair, you can actually stare down a Ju-On into disappearing. The key is that you must look into their eyes. Ju-Ons eyes are their most terrifying feature, so it takes true nerve.



Items:
Survival Kit
Name Value Weight Description
Flashlight - 10 Gems - 1 - Lightens a dark area (5 feet).
Lantern - 20 Gems - 1 - Lightens a larger dark area (10 feet).
Spotlight - 40 Gems - 2 - Lightens a very large dark area (30 feet).
Rope - 5 Gems - 0 - Can be used for a variety of purposes.
Army Knife - 10 Gem - 1 - Used to cut, or as a 1d6 weapon.

Medical Supplies
Name Value Weight Description
Med Shot A - 25 Gems - 0 - Cure 30 HP.
Med Shot B - 50 Gems - 0 - Cure 60 HP.
Med Shot C - 100 Gems - 0 - Cure 120 HP.
Surgery Kit - 50 Gems - 0 - Cauterize and sever a bitten area.
Booster Shot - 25 Gems - 0 - Reduce infection by 25%.
Phalanx - 300 Gems - 0 - Vaccine. If infection reaches 100% it is
reduced to 0 one time. Can only use one at a time.




Vehicles
Name Value Weight Description
Gasoline - 5 Gem/gal - 3/gal - Used to run vehicles.
Sedan
Value: 150 Gems
Storage Space: 100
Miles per gallon: 30
Armor: 10
Passengers: 4
Truck
Value: 300 Gems
Storage Space: 250
Miles per gallon: 20
Armor: 50
Passengers: 5 (3 in bed)
APC(Armored Personnel Carrier)
Value: 750 Gems
Storage Space: 150
Miles per gallon: 15
Armor: 200
Passengers: 12

Food
Name Value Weight Description
Power Bar - 5 Gem - 1 - A simple energy bar. Restores 1 Stamina.
TV Dinner - 10 Gem - 2 - Instant meal. Restores 2 Stamina.
Porta-Burger - 15 Gem - 2 - Portable, self-heating. Restores 3 Stamina.
P Veg. Burger - 15 Gem - 2 - Portable, self-heating. Restores 3 Stamina.
MRE - 25 Gem - 4 - Military-grade ration. Restores 5 Stamina.
All other food is worth 1 stamina.

Weapons
Name Value Weight Description
Knife - 10 Gem - 0 - Attack power 1
Baseball Bat - 20 Gem - 1 - Attack power 2
Fireman’s Axe- 45 Gem - 1 - Attack power 5
(P)Pistol - 90 Gem - 1 - Attack power 10
(R)Rifle - 120 Gem - 2 - Attack power 15
(S)Shotgun - 180 Gem - 3 - Attack power 24
(C)Carbine - 280 Gem - 3 - Attack power 30
(SR)Sniper - 400 Gem - 5 - Attack power 45, useless in close range.
(P) Ammo - 5 Gem - 0 - 10 rounds of pistol ammo.
(R) Ammo - 10 Gem - 0 - 8 rounds of rifle ammo.
(S) Ammo - 20 Gem - 0 - 6 rounds of shotgun ammo.
(C) Ammo - 30 Gem - 0 - 20 rounds of carbine ammo.
(SR) Ammo - 45 Gem - 0 - 12 rounds of sniper ammo.

NOTE:
All weapons are 1d6.
Each value of weight = 1d6.
Attack power > than no of d6 = +atk
i.e. Pistol = (2d6 + 10)


Blessing Items

Name Value Weight Description

Silver Dust - 15 Gems - 0 - Treats 30 rounds. (vs Werewolf)

Garlic Powder - 15 Gems - 0 - Treats 30 rounds. (vs Vampires)

Holy Water - 45 Gems - 0 - Treats 30 rounds (vs Vampires/Werewolves/Ghosts)

Seal - 90 Gems - 1 - Place on weapon, keeps Ju-On at bay. Change daily.
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Last edited by Jason Tandro on Tue Aug 03, 2010 3:20 am; edited 2 times in total
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PostFreedan Posted: Wed Jul 21, 2010 12:53 am   Post subject: Reply with quote

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Holy shit, things have gotten complicated. Eek!
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Jason Tandro
The Undying TE Fanatic

Level 20: Guardian of Pandora
Rank: Moderator

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Joined: 04 Dec 2004
Posts: 6383
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Location: Tiptoeing the line between confidence and arrogance.

PostJason Tandro Posted: Wed Jul 21, 2010 1:30 am   Post subject: Reply with quote

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Freedan wrote:
Holy shit, things have gotten complicated. Eek!


It's only complicated on my end. Trust me, I'm keeping this thing as USER FRIENDLY as possible. Very Happy
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