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Zombie Holocaust 2012
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Jason Tandro
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PostJason Tandro Posted: Wed Oct 03, 2012 5:48 am   Post subject: Zombie Holocaust 2012 Reply with quote

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Okay guys, this Zombie Holocaust is gonna be real simple. Parody Mode never panned out because we made things too complicated, my time issues notwithstanding.

So we're going back to basic strategy with this.

Step 1. Choose Your Race

I. Human

Starting Stats
HP: 20 / 20

STR: 10
INT: 10
SPD: 10

Calm: 10
Luck: 10

Humans have baseline stats, but have no weaknesses.

II. Vampire

Starting Stats
HP: 20/ 20

STR: 15
INT: 20
SPD: 15

Calm: 10
Luck: 10

Vampires have slightly elevated stats, but are weak against talismans of faith, garlic, and sunlight.

III. Werewolf

Starting Stats
HP: 30/ 30

STR: 20
INT: 10
SPD: 20

Calm: 10
Luck: 5

Werewolves are very strong, tough and fast, and this double when the moon is full. However they are very weak to silver and are traditionally unlucky creatures.


IV. Zombie Elite

Starting Stats
HP: 15 / 15

STR: 15
INT: 15
SPD: 10

Calm: 15
Luck: 10

Zombie Elites have less vitality than other races, being dead. They do, however, have the ability to spread infection to their targets and can sometimes control other zombies in the area to bolster their strength.



Step 2. Choose Your Starting Package

Package A- Speed Fighter

Close: Knife (1d4)
Mid: None
Long: Revolver (1d12) [ammo: 6]

Items: Flashlight, Rope, Med Kit (2)

Pros: Lightweight equipment and you start with some medicine.
Cons: Fairly weak weaponry and limited ammo.


Package B- Tank

Close: None
Mid: Fireman's Axe (1d12)
Long: Pistol (1d12) [ammo: 8]

Items: Flashlight, Rope

Pros: Strong starting weaponry.
Cons: No healing equipment.


Package C- Survivalist

Close: Knife (1d4)
Mid: Baseball Bat (1d8)
Long: None

Items: Flashlight, Rope, Med Kit (2), Booster Shot (2)

Pros: Great stock of medicine.
Cons: Weak weaponry.



Step 3. Choose Three Perks

Assassin- 50% more likely to get headshots.

Black Belt- Do more damage with your bare hands.

Doctor- Better with medicines, medical-healing items heal more.

Electrician- Knowledge of electrical systems, wiring, etc.

Geek- Knowledge of computers and cyberspace.

Hippie- Love the trees and animals, man.

Keen Senses- Better reaction time and awareness of surroundings.

Medium- The uncanny ability to speak with the dead�

Outdoorsman- Knowledge of the wilderness.

Psychokinesis- The ability to occasionally move things with your mind or read others thoughts.

Religious- God favors you.

Steel Nerve- Nothing startles you. Ever.

Technician- Knowledge of how things work and how to put stuff together.


Post Below With Your Characters and we'll begin once we get some contestants.
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Last edited by Jason Tandro on Wed Mar 06, 2013 9:41 pm; edited 1 time in total
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EverPhoenix
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PostEverPhoenix Posted: Wed Oct 03, 2012 7:28 am   Post subject: Reply with quote

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Let's see what the strangest character I can come up with is.

1. Zombie Elite
2. Speed Fighter
3. a) Medium
b) Religious
c) Keen Senses

...yeah, that'll do.
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psychokind
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Postpsychokind Posted: Wed Oct 03, 2012 9:58 pm   Post subject: Reply with quote

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1. Human
2. Tank
3. a) Religious
b) Steel Nerve
c) Assassin

I feel like playing a intolerant "humans above all creatures" priest Very Happy
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inferiare
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Postinferiare Posted: Sat Oct 06, 2012 2:23 am   Post subject: Reply with quote

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ZOMBIE. but you probably already knew that.

I'll even be a Survivalist Zombie Elite!

Wait... but there's more!

My entire title shall be:

Survivalist Zombie Elite who has a Black Belt in karate, can totally tell when you're going to sneak up on her with her Keen Senses so she can karate chop the shit out of someone, but was also a Doctor before she turned Undead.

Yep. Very Happy
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Jason Tandro
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PostJason Tandro Posted: Sat Oct 06, 2012 3:23 pm   Post subject: Reply with quote

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Your quote inspired me, Raini...



Uploaded with ImageShack.us

Okay guys, we'll be starting up shortly. Just gotta get my ducks in a row, so to speak. It'll be Monday, so any last minute players get your act together!
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inferiare
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Postinferiare Posted: Sun Oct 07, 2012 12:04 am   Post subject: Reply with quote

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LMAO that's awesome Laughing I just wanted to be different ok!!
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PostBlade Posted: Sun Oct 07, 2012 3:54 pm   Post subject: Reply with quote

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I'm not pickig Keen Senses, Black Belt & Assassin/Doctor to get a super player.

In fact, I'm picking none of them. I'll go for a sensitive, animals and nature-loving, yet determined Survivalist Werewolf. Medium, Outdoor-Man and Hippie it is, so please Jase, play this right ^^

Before his transformation, his name was John McCartney. Now he's known throughout the Werewolfcommunity a FenrizFang_bash0r2000.

jk

His name is still John McCartney.

Oh and Jase, thanks for taking your time to do this, I know everyone's life is full of other stuff since we're in the mid's of our 20ies, but it's always nice to get back together with all of you, so let's have a blast on this one Smile
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psychokind
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Postpsychokind Posted: Sun Oct 07, 2012 9:19 pm   Post subject: Reply with quote

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Blade wrote:


Oh and Jase, thanks for taking your time to do this, I know everyone's life is full of other stuff since we're in the mid's of our 20ies, but it's always nice to get back together with all of you, so let's have a blast on this one Smile


haha so true Very Happy
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Jason Tandro
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PostJason Tandro Posted: Mon Oct 08, 2012 3:49 am   Post subject: Reply with quote

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Click on these to see the full images.






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PostMantaray Posted: Mon Oct 08, 2012 11:03 am   Post subject: Reply with quote

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will participate since.. i don't think i have before O_o

1- Vampire
2- Speed Fighter
3- a) Electrician
b) Technician
c) Assassin

with long life comes boredom, and with boredom comes building things.
stealth is important during the day when noontime munchies wake you, which doubles for great target practice.
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Jason Tandro
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PostJason Tandro Posted: Mon Oct 08, 2012 3:40 pm   Post subject: Reply with quote

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@sora-mage: Oh you're gonna love it. It's basically DnD. But hilarious and forum based.

Okay everybody, I posted your character sig plates (should you want them) on this website. I made one for your sora-mage, and Raini I made you a more dignified one. Kept your awesome quote though.

Here they are for you.










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Jason Tandro
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PostJason Tandro Posted: Tue Oct 09, 2012 6:02 am   Post subject: Reply with quote

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inferiare

==STATUS==
HP: 15 / 15

STR: 15
INT: 15
SPD: 10

Calm: 15
Luck: 10

Perks: Doctor, Black Belt, Keen Senses


==EQUIPMENT==

Close: Knife (1d4)
Mid: Baseball Bat (1d8)
Long: None

Items: Flashlight, Rope, Med Kit (2), Booster Shot (2)


==QUEST==
[ ] Discover more about where you are


==GAME==

You awake in a small glass cell in what appears to be in a basement of a research facility of some kind. You are wearing only undergarments and a medical robe. In the cell with you is a chest which has some items of yours.

<<inferiare gains Starting Equipment>>

<<Spot Check: Rolled an 8>>

You see a table next to your bed. On it are some traveling clothes and a letter addressed to you.

<<inferiare reads the letter>>

The cell door opens and a small corridor appears before you, with stairs leading up.

Question What do you want to do? Question



EverPhoenix

==STATS==
HP: 15 / 15

STR: 15
INT: 15
SPD: 10

Calm: 15
Luck: 10

Perks: Medium, Religious, Keen Senses

==EQUIPMENT==

Close: Knife (1d4)
Mid: None
Long: Revolver (1d12) [ammo: 6]

Items: Flashlight, Rope, Med Kit (2)




==QUEST==
[ ] Discover more about where you are


==GAME==

You awake in a small glass cell in what appears to be in a basement of a research facility of some kind. You are wearing only undergarments and a medical robe. In the cell with you is a chest which has some items of yours.

<<EverPhoenix gains Starting Equipment>>

<<Spot Check: Rolled an 15>>

You see a table next to your bed. On it are some traveling clothes and a letter addressed to you. You see several other cells around you, all of which appear to be empty. At the end of this row of cells is a stairwell leading up, but the glass door to your cell is locked.

<<EverPhoenix reads the letter>>

The cell door opens.

Question What do you want to do? Question




sora-mage

==STATS==

HP: 20/ 20

STR: 15
INT: 20
SPD: 15

Calm: 10
Luck: 11

Perks: Electrician, Technician, Assassin

==EQUIPMENT==

Close: Knife (1d4)
Mid: None
Long: Revolver (1d12) [ammo: 6]

Items: Flashlight, Rope, Med Kit (2)

==QUEST==
[ ] Discover more about where you are


==GAME==

You awake in a small glass cell in what appears to be in a basement of a research facility of some kind. You are wearing only undergarments and a medical robe. In the cell with you is a chest which has some items of yours.

<<sora-mage gains Starting Equipment>>

<<Spot Check: Rolled a Natural 20!>>
<<sora-mage Luck increases by 1!>>


You see a table next to your bed. On it are some traveling clothes and a letter addressed to you. Your cell appears to be solitary on this floor, and the bed from which you arose is actually not a bed at all, but a coffin. Just behind the glass door is a small hallway and at the end of it a ladder leading up.

<<sora-mage reads the letter>>

The cell door opens.

Question What do you want to do? Question



Blade

==STATS==
HP: 30/ 30

STR: 20
INT: 10
SPD: 20

Calm: 10
Luck: 5

Perks: Hippie, Outdoorsman, Medium

==EQUIPMENT==
Close: Knife (1d4)
Mid: Baseball Bat (1d8)
Long: None

Items: Flashlight, Rope, Med Kit (2), Booster Shot (2)


==QUEST==
[ ] Discover more about where you are


==GAME==

You awake in a small glass cell in what appears to be in a basement of a research facility of some kind. You are wearing only undergarments and a medical robe. In the cell with you is a chest which has some items of yours.

<<Blade gains Starting Equipment>>

<<Spot Check: Rolled a 4.>>

You see a table next to your bed. On it are some traveling clothes and a letter addressed to you.

<<Blade reads the letter>>

The cell door opens, and you see an elevator at the end of the hallway.

Question What do you want to do? Question



Psychokind


==STATS==
HP: 20 / 20

STR: 10
INT: 10
SPD: 10

Calm: 10
Luck: 10

Perks: Religious, Assassin, Steel Nerve

==EQUIPMENT==

Close: None
Mid: Fireman's Axe (1d12)
Long: Pistol (1d12) [ammo: 8]

Items: Flashlight, Rope

==QUEST==
[ ] Discover more about where you are


==GAME==

You awake in a small glass cell in what appears to be in a basement of a research facility of some kind. You are wearing only undergarments and a medical robe. In the cell with you is a chest which has some items of yours.

<<Psychokind gains Starting Equipment>>

<<Spot Check: Rolled a 14.>>

You see a table next to your bed. On it are some traveling clothes and a letter addressed to you. Around you on the walls are several drawings of symbols of your faith and around your cell are various wards for the undead. It seems like whoever put you in here wanted to make sure you were unharmed. At the end of the cell is a stairwell leading up.

<<Psychokind reads the letter>>

The cell door opens.

Question What do you want to do? Question
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EverPhoenix
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PostEverPhoenix Posted: Tue Oct 09, 2012 7:32 am   Post subject: Reply with quote

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I shall quietly sit there for a few seconds, waiting for who/whatever opened the door to announce themselves. If no one does, I guess I'll walk up to the door to see for myself.
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psychokind
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Postpsychokind Posted: Tue Oct 09, 2012 4:08 pm   Post subject: Reply with quote

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First I take a glimps out of the door.

If there's no danger around, I'll take some time and try to identify the skill level or a personal handwriting in the symbols and wards that were placed after I put on my traveling clothes. furthermore I try to build myself an improvised cross (maybe out of the wooden(?) chest and stripes from the medical robe), for I want to make sure the signs of my lord are spottable on first sight.

I then walk out (with the cross or without) with my head held high.

(Should there be immediate danger, I first react to it)
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Jason Tandro
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PostJason Tandro Posted: Wed Oct 10, 2012 12:51 am   Post subject: Reply with quote

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EverPhoenix

==STATS==
HP: 15 / 15

STR: 15
INT: 15
SPD: 10

Calm: 15
Luck: 9

Perks: Medium, Religious, Keen Senses

==EQUIPMENT==

Close: Knife (1d4)
Mid: None
Long: Revolver (1d12) [ammo: 6]

Items: Flashlight, Rope, Med Kit (2)



==QUEST==
[ ] Discover more about where you are


==GAME==

You wait for a few moments and hear nothing. There is no indication of any person waiting for you. You notice that the door lock was on a timer, and was likely set to be opened automatically.

You step out of your cell and begin to approach the stairs.

<<Spot Check: You rolled a 1!>>
<<Your Luck [color=red]decreases by 1![/red]>>

<<Keen Senses Check: You rolled a 12!>>
<<Keen Senses allow second spot check!>>

<<Spot Check: You rolled a 13!>>

At the top of the stairs you see a small room filled with several old broken cryogenics tubes. A few are still dripping and appear to have only been recently vacated. There is a stairwell leading down to the basement and a doorway leading out to the main corridor.

Your keen senses alert you that there is danger nearby... somewhere on this floor, but not in this room...

<<Item Check: You roll an 8!>>

There are no useful items in this room.


Question What would you like to do? Question
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