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Zombie Holocaust 2012
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Mantaray
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PostMantaray Posted: Thu Oct 18, 2012 4:51 am   Post subject: Reply with quote

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"There's an excuse to test this thing."

B) Attack (Close)
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inferiare
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Postinferiare Posted: Sat Oct 20, 2012 1:11 am   Post subject: Reply with quote

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"Well, hopefully this guy didn't drown and he won't send any weirdos in masks after us...!"

inferiare wielded her bat! Swiiiiing batter batter! (Hoping for a SMAAAAASH! here)
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Jason Tandro
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PostJason Tandro Posted: Mon Oct 22, 2012 3:05 pm   Post subject: Reply with quote

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===BATTLE===

Battle BGM



GATE GUARDIAN
HP: 65

VS.


inferiare

==STATUS==
HP: 15 / 15

STR: 15
INT: 15
SPD: 10

Calm: 13
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), Strange Disk


==BATTLE OPTIONS==

Exclamation Range To Enemy: MID Exclamation

A) Move
B) Attack (Close [Black Belt!], Mid [Black Belt!])
C) Raise Minion
Trigger Command. Raising a Minion will summon a zombie to fight for one turn. You can currently only raise one minion per battle. Minion will have a 1d12 attack power and attack at Close range.

EverPhoenix

==STATS==
HP: 15 / 15

STR: 15
INT: 15
SPD: 10

Calm: 13
Luck: 9

Perks: Medium, Religious, Keen Senses

==EQUIPMENT==

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

Items: Flashlight, Rope, Med Kit (2)

==BATTLE OPTIONS==

Exclamation Range To Enemy: LONG Exclamation

A) Move
B) Attack (Close, Long)
C) Guard


sora-mage

==STATS==

HP: 20/ 20

STR: 15
INT: 20
SPD: 15

Calm: 7
Luck: 11

Perks: Electrician, Technician, Assassin

==EQUIPMENT==

Close: Knife (1d4)
Mid: None
Long: Revolver (1d12) [ammo: 12]

Items: Flashlight, Rope, Med Kit (2)

==BATTLE OPTIONS==

Exclamation Range To Enemy: CLOSE Exclamation

A) Move
B) Attack (Close, Long)
C) Short- Circuit [Electrician!]
Trigger Command. You see some old wires near the door. With your electrical skill, you can rush in and short the wires out dealing 1d20 electrical damage to the enemy.


Blade

==STATS==
HP: 30/ 30

STR: 20
INT: 10
SPD: 20

Calm: 8
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)


==BATTLE OPTIONS==

Exclamation Range To Enemy: CLOSE Exclamation

A) Move
B) Attack (Close, Mid)
C) Transform
Trigger Command. Transforming at will gives you one turn with double attack power and defense. However, since it is not the full moon, you can only sustain this for one turn.



Psychokind


==STATS==
HP: 20 / 20

STR: 10
INT: 10
SPD: 10

Calm: 10
Luck: 11

Perks: Religious, Assassin, Steel Nerve

==EQUIPMENT==

Close: None
Mid: Fireman's Axe (1d12)
Long: Pistol (1d12) [ammo: 7]

Talisman: Makeshift Cross- wards vampires temporarily, but easily broken.


Items: Flashlight, Rope, Paper (5 sheets)


==BATTLE OPTIONS==

Exclamation Range To Enemy: MID Exclamation

A) Move
B) Attack (Mid, Long)
C) Guard




-psychokind uses Judgment!
-Attack Roll: 13
-Attack connects!
-Damage Roll: 9
-Blessing Roll: 5
-Damage 2x by initiative!
-psychokind deals 28 damage!

-EverPhoenix uses Summon Minion!
-Minion moves to close range!
-Minion attacks!
-Attack Roll: 14
-Attack connects!
-Damage Roll: 4
-Minion deals 4 damage.
-The Minion Cover's the others.

-Blade Transforms!
-Attack power and health doubled!
-Blade uses Howl!
-Attack Roll: 9
-Attack barely connects!
-Damage Roll: 2
-Doubled by Werewolf Transformation!
-Blade uses Feral Strike!
-Attack Roll: 19!
-Critical Hit!
-Damage Roll: 12!
-Doubled by Werewolf Transformation!
-Blade deals 40 damage!

-inferiare Attacks with her Bat!
-Attack Roll: 5
-Attack misses!
-"Ugh! Come on!"
-Black Belt doubles roll!
-Attack Roll: 10
-Attack barely connects!
-Damage Roll: 10
-inferiare deals 10 damage!

-sora-mage Attacks with her Knife!
-Attack Roll: 8
-Attack barely connects!
-Damage Roll: 3
-sora-mage deals 3 damage!

-Gate Guardian uses Smash!
-Attack Roll: 17!
-Great Attack!
-Zombie Minion covers the other!
-Zombie Minion is destroyed.
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psychokind
fuck yeah!

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Postpsychokind Posted: Mon Oct 22, 2012 6:05 pm   Post subject: Reply with quote

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B) Attack (Mid)
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EverPhoenix
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PostEverPhoenix Posted: Tue Oct 23, 2012 1:24 am   Post subject: Reply with quote

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Aim and FIRE! [Long Range]
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inferiare
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Postinferiare Posted: Tue Oct 23, 2012 4:27 am   Post subject: Reply with quote

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RAISE A MINION D<
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Mantaray
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PostMantaray Posted: Tue Oct 23, 2012 4:48 am   Post subject: Reply with quote

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owwww :I
C) Short-Circuit!
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Blade
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PostBlade Posted: Wed Oct 24, 2012 2:18 pm   Post subject: Reply with quote

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("-Blade deals 40 damage! " - yeah, that's the way you do it Cool )

B) Attack Close
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Jason Tandro
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PostJason Tandro Posted: Wed Oct 31, 2012 7:47 pm   Post subject: Reply with quote

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BGM


inferiare

==STATUS==
HP: 17 / 17

STR: 16
INT: 15
SPD: 10

Calm: 14
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), Strange Disk



EverPhoenix

==STATS==
HP: 17 / 17

STR: 16
INT: 15
SPD: 10

Calm: 14
Luck: 9

Perks: Medium, Religious, Keen Senses

==EQUIPMENT==

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

Items: Flashlight, Rope, Med Kit (2)



sora-mage

==STATS==

HP: 22/ 22

STR: 16
INT: 21
SPD: 15

Calm: 8
Luck: 11

Perks: Electrician, Technician, Assassin

==EQUIPMENT==

Close: Knife (1d4)
Mid: None
Long: Revolver (1d12) [ammo: 12]

Items: Flashlight, Rope, Med Kit (2)



Blade

==STATS==
HP: 32/ 32

STR: 21
INT: 10
SPD: 20

Calm: 9
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)



Psychokind


==STATS==
HP: 22 / 22

STR: 11
INT: 10
SPD: 10

Calm: 11
Luck: 11

Perks: Religious, Assassin, Steel Nerve

==EQUIPMENT==

Close: None
Mid: Fireman's Axe (1d12)
Long: Pistol (1d12) [ammo: 7]

Talisman: Makeshift Cross- wards vampires temporarily, but easily broken.


Items: Flashlight, Rope, Paper (5 sheets)





Flamez

==STATS==
HP: 20 / 20

STR: 10
INT: 10
SPD: 10

Calm: 10
Luck: 10

Perks: Assassin, Keen Senses, Psychokinesis


==EQUIPMENT==

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

Items: Flashlight, Rope, Med Kit (2)



===STORY===

-Gate Guardian is defeated!
-All combatants recieve +2 HP, +1 STR, +1 Calm.
-sora-mage dealt the final blow, gains +1 INT.

The Gate Guardian falls in a deafening crack as sora-mage's quick work with the wiring near him sends off a massive electric charge.

"Good work!" inferiare smiles appreciatively.

"Definitely some quick thinking on your part. Not bad kid," EverPhoenix smiles.

sora-mage blushes. "Well I just saw him near the wiring and I figured I could use it to our advantage, you know?"

psychokind sneers. "You're all undead monsters and the best you can come up with is that little light show of yours?"

Blade sighs. "Well it did work after all. Aren't you being a tad harsh, sir?"

"This is getting us nowhere but stuck in a dingy hallway," psychokind retorts moving towards the door.

"Perhaps the food is right," inferiare sighs. "Let's head outside and see what's going on."

"Uh," sora-mage sighs. "I, um. I'm not so good with sunlight. You know. Vampire and all."

"Well you're in luck. Looks like the sun is going down anyways," EverPhoenix says, looking out the window.

psychokind opens the door and steps out. The last few rays of sunlight drain away behind the mountains in the distance and the lights all around the massive city slowly turn on.

"Whoa," EverPhoenix gasps stepping outside next to psychokind. "You guys might want to see this."

The others rush outside and see several miles down the hill from them a massive facility with searchlights all around it. The distant sounds of gunfire and helicopters ring through the night.

"So... this is Site Sigma," Blade observes.

"Technically we're already in site Sigma," comes a voice.

A man walks out wearing a combat jacket and jeans. He has a black bandana over his hair.

"Thank God, another human in this dung heap," psychokind sighs.

"This dung heap is my home, buddy," the man says. "Name's Flamez."

"Flamez?" sora-mage asks.

"Can we eat him?" inferiare asks.

"No. Look at his hand," EverPhoenix replies.

On the back of his left hand was the same marking for Sigma.

"Damn. Another test subject," inferiare sighs. "I suppose you got a letter too huh?"

"We're not supposed to be talking about the letters. I fully plan on keeping my letter secret. Hope nobody else here gets any ideas. Test subjects who break the rules keep seeming to die," Flamez says casually. "Incidentally, I've introduced myself. Who are all of you?"

The group gives their introductions.

"Huh. Nice bunch of folks. If you're planning on getting into the Aegis Facility, I've got bad news. The gate's been sealed for ages. There are a couple possible ways to get in though," Flamez says.

"Really? Such as?" inferiare asks.

"Well, we could hit the Power Plant and try to open it up manually, but that place is heavily guarded by soldiers. Could try to go through the sewers but all kinds of monsters hang out there. Could hit the VanPelt Manor which supposedly has a secret entrance to it. Or you can try to fly over the gate by sneaking on one of the choppers at the Helipad."

"That seems like a lot of options," sora-mage said, rubbing her head.

Flamez sighed. "Okay. I'll go over them again."


==CHOOSE YOUR ADVENTURE==

Power Plant

Pros: The Power Plant controls all the power in the city, which means by getting it under your control, you'll be able to unlock more than just one area of the town.

Cons: The facility is heavily guarded.

Tip: You'll need at least a party of two people to stand a chance breaking in to this place, however there is a military base nearby. You could potentially steal an APC to help with the assault.


Sewers

Pros: Following the Sewer Line will get you under any building in town including the Aegis Facility. It will also protect you from sunlight if you are weakened by it. Also it is the stealthiest option.

Cons: Several undead monsters roam through the Sewers.

Tip: If you're a vampire this is a good option, however being in the sewers means you won't be near the town proper.


VanPelt Manor

Pros: The VanPelt Manor holds many secrets and treasures. Item Seekers will find their wishes rewarded here.

Cons: The VanPelt Manor is on the other side of town. Not only will it take a while to get there, but who knows what might happen on the way?

Tip: The trip to the VanPelt Manor is the longest, but on the way you will pass through a good chunk of the town, allowing you to fight more battles and get stronger, as well as go item hunting.


Helipad

Pros: The Helipad will give you access to a helicopter if you can win one, without destroying it.

Cons: The Helipad is also heavily guarded and it is possible to accidentally destroy the helicopters there.

Tip: Even if you destroy the helicopters there by accident, the Helipad is near the Power Plant, so you'll have time to change your destination without falling too far behind.


===
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PostBlade Posted: Wed Oct 31, 2012 8:55 pm   Post subject: Reply with quote

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"I'll go for the VanPelt Manor, seems like a long outsidish trip Smile"
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inferiare
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Postinferiare Posted: Thu Nov 01, 2012 3:04 am   Post subject: Reply with quote

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/attempt at just... giving a couple noms on someone's head goes here. I'M HUNGRY OK


"...well, anyone else game for trying the power plant? What we have under control means more opportunities for us."
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EverPhoenix
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PostEverPhoenix Posted: Fri Nov 02, 2012 7:47 am   Post subject: Reply with quote

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"Sewers sound like my kind of place. Might be able to talk some of the critters in there into helping. Power plant could also work, we sneak up on enough guards and build an army that way too."

(VOTE: Sewers)
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psychokind
fuck yeah!

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Postpsychokind Posted: Fri Nov 02, 2012 8:19 am   Post subject: Reply with quote

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"I cant let an animal roam around human property. Who knows if there are still people out there? I'll watch over the half-dog and take the trip to VanPelt Manor."
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PostMantaray Posted: Sun Nov 04, 2012 6:54 pm   Post subject: Reply with quote

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"As nice as the helipad sounds, might have to take the sewers to play it safe. 12 hours can pass unexpectedly."
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Flamez
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PostFlamez Posted: Mon Nov 12, 2012 1:49 pm   Post subject: Reply with quote

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"The power plant, a bit of stealth and those guards wont know what hit them, and its the most direct way anyhow."
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