L4D OOC, Planning your way around a zombie apocolypse in SR |
L4D OOC, Planning your way around a zombie apocolypse in SR |
Oct 17 2009, 01:26 PM
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#1
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
Welcome to an SR take on zombie apocalypses. There will be blood, there will be guts, there will be massive hoards of semi-mindless things trying to eat you. Lets see how long you can deny them your sweet sweet flesh.
So, bust out your shotgun, fire up your chainsaw, and lets get ready to fight for your survival. Please post your character with your first post, and then wait until all the starting characters have been thrown up before posting any more so we have a nice grouping so that character sheets can be found easily. If you are in the reserve spots, please feel free to throw up a place holder post so that when/if you get in you'll have a spot near the front of the thread like everyone else. We won't be waiting on the reserves to post though, so if you want an easy to find spot, best act quickly. I have mentioned several times that medkits wouldn't work quite like normal for the sake of this game. Here is how things are going to work. You'll have to keep track of 'meds' which will operate very much like ammo for the medkit. Each 'med' is good for healing up to 2 boxes of damage (With appropriate roll of course) so healing 4 boxes will burn up 2 'meds' and healing 7 will burn up 4 'meds'. Meds are also good for fighting the nasty new HMHVV IV that is going around. The power of the disease will be dropped by 1 for each med over six that you take to help fight it. So if you burn 8 meds the power will be reduced by 2. Burning six or less meds on reducing power will not net you any kind of benefit except that using other infection fighting agents will be more effective. Proper use of these meds takes time, you'll need to burn a combat turn per med that you use on reducing power (Including the initial 6) but you need not do them all at once. Finally, savor medkits will use 'nano meds' instead of regular meds to operate. Each nano med will heal up to 5 boxes of damage (With appropriate roll) and will have the added advantage of only taking a single combat round to apply instead of the normal combat round per box healed, however it will still take the normal number of combat rounds for the meds to take full affect (You'll be healing a box each combat round until the full affects are reached). Nano meds can be used like normal meds to fight off the infection as well. Here they are once again far more effective than regular meds in that they only take one combat turn to apply reguardless of how many nano meds you use. They knock down the power by 3 per nano med used after the first two, so four nano meds will drop the power by 6. Please note that you can combine nano meds and regular meds for fighting the infection, with the first 6 combined power going towards overcoming the virus' resistance, and then additional power getting used to reduce the power of the virus itself. Or an example of using the two together, you pop five meds and get no noticeable benefit against the infection. You then find some nano meds, and pop them as well, using 1 nano med. The power of 5 from the earlier does combines with the power of 3 from the new one, which breaks past the 6 barrier, and overall reduces the power of the infection by 2. I hope these rules aren't too complicated, and hope that they will provide for an extra 'survivor' element to the game as you have to manage your meds along with ammo, food, and water consumption. This will generally force you to keep on the move to keep finding more supplies, though if you find a large and secure enough stash of supplies, you could always try riding out the storm there. Remember, the main objective for you guys is to not feed the zombies (IMG:style_emoticons/default/wink.gif) Hope everyone has fun. |
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Oct 17 2009, 02:42 PM
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#2
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Target Group: Members Posts: 50 Joined: 25-May 09 Member No.: 17,198 |
Placing a holder here.
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Oct 17 2009, 03:09 PM
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#3
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Target Group: Members Posts: 72 Joined: 9-August 09 From: MD Member No.: 17,486 |
Character Sheet for Richard Sivs
[ Spoiler ] Moved some things around so he can buy his composure test now for Combat Monster if he needs to;took Str down to 2 to get Will 3->4 and got rid of a rank in survival and perception and didn't get Reaction Enhancers as betaware to buy up Will 4->5. Oh, and I caught myself having not paid for the first rank in Data Search, so that's down a level to pay for the first rank with Karma. Hope that's oqay; if not I'll go with the first sheet. |
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Oct 17 2009, 06:26 PM
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#4
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Moving Target Group: Members Posts: 514 Joined: 31-July 08 From: Midwest, USA ~50mi NW of B.F.E. Member No.: 16,184 |
[ Spoiler ] Background [ Spoiler ]
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Oct 18 2009, 06:21 AM
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#5
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Runner Group: Members Posts: 2,666 Joined: 29-February 08 From: Scotland Member No.: 15,722 |
The Brute
[ Spoiler ] Vignette [ Spoiler ]
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Oct 18 2009, 06:38 AM
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#6
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
"Brox"
Intro [ Spoiler ] Character Sheet [ Spoiler ] Street Magic Tradition [ Spoiler ]
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Oct 18 2009, 05:42 PM
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#7
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
Excellent, looks like everyone has their character sheet up, or at least a placeholder. Feel free to talk on this thread now for planning what your first move will be.
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Oct 18 2009, 06:04 PM
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#8
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Target Group: Members Posts: 19 Joined: 18-October 09 Member No.: 17,764 |
Hope you guys have fun!
edit... |
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Oct 18 2009, 06:20 PM
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#9
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
It is PbP.
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Oct 18 2009, 08:46 PM
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#10
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Moving Target Group: Members Posts: 514 Joined: 31-July 08 From: Midwest, USA ~50mi NW of B.F.E. Member No.: 16,184 |
Probably stating the obvious, but it looks like we're a group of heavy hitters so far. I am not sure about Marwynn since he hasn't posted his character. A strong mage will help to round us out a bit. Although I think Brute will be able to handle his share in that department. I only wished I would have realized that the drone rigger wasn't joining us. The Matrix support he could have provided would have been an assest as well. I guess we'll have to rely on my pocket hacker [shudders]. If I would have realized we'd be week in that department I would have taken away the Alpha on my Muscle Augmentation and bought a much better Agent and software suite. [Big Puppy Dog Eyes at Karoline] but oh well it will just make the game more interesting.
I am thinking Jacob would have already told the group of his plan to head for the hills when they hit the safehouse. I just didn't want to start a conversation on the first post and ruin what anybody else wanted to post as their first. Anyways, I am thinking of finding a way out of Seattle is priority number one. We can pick up food and medical supplies along the way but don't think we should endanger our chances of getting out of such a high concentration of zombies. So far we have stealth in double digits all around so I am thinking we avoid a confrontation as much as possible and ghost our way through Seattle. I do have a question for Karoline. Will infiltration include taking measures to make sure our auras are incognito as well? I know we can't get rid of them but what I am meaning is taking extra steps to make sure that barriers are between us and open ground and the like. |
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Oct 18 2009, 09:01 PM
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#11
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Target Group: Members Posts: 72 Joined: 9-August 09 From: MD Member No.: 17,486 |
Aren't auras only a few centimeters from the skin anyway? I figured enough clothing and we'd be fine so long as we weren't casting any huge spells. If not, we should definitely take the back streets.
I agree that we'll need to get out quick, but I have no idea where; I'm not too well versed in the not-hugely-populated areas of SR lore (Not too many causes for runs out there!). I honestly figured with everyone having pretty decent stealthy stuff, we might want to go a bit out of the way to hit a gun shop or CVS-equivalent (or even a hospital? It sounds like they were the ground zero of ground zeros, so probably not) before we get out; there won't be too many places to get ammo and meds in the boonies. Something I am kinda worried about is our lack of scouting equipment... I was kinda hoping for someone with tiny bug-drones or shapechange and extended masking or something, but yeah, with everyone having stealth, as long as we're smart about how we go, I figure we should be fine. Any chance we get a map of the area? |
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Oct 18 2009, 10:04 PM
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#12
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Moving Target Group: Members Posts: 514 Joined: 31-July 08 From: Midwest, USA ~50mi NW of B.F.E. Member No.: 16,184 |
IRL I live in the boonies, trust me you can find ammo and a well stocked pharmacy in many small towns on the way. In fact with the lower populations areas are more likely to have supplies IMO because of less people being there to raid. Of course, we could always find the distribtution warehouse for the drugs and hit that. I mean it shouldn't be a hard to find the location of a major drug stores regional warehouse. I think my agent can get us a map easily enough.
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Oct 18 2009, 10:51 PM
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#13
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Target Group: Members Posts: 72 Joined: 9-August 09 From: MD Member No.: 17,486 |
I thought the boonies of SR were more like uninhabited land (populated by ghouls and other creatures) with slim-to-no metas actually living there? I guess I was wrong. :O
Getting out quick sounds like a decent plan, then, with no need to risk our butts with ammo and meds in the city. |
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Oct 19 2009, 12:59 AM
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#14
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Yep, I'll be your Magical Support for this "run" (as in we're running for our lives). I brought a fair complement of support spells.
Now I lack any micro or mini drones but I do have a pet Doberman... that has Chameleon Coating and Gecko Tips with Covert Ops 3, so it can go and have a look see. Plus it'll shoot things up. |
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Oct 19 2009, 02:17 AM
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#15
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
You won't be able to hide your aura with clothing (short of going super eskimo style), and infiltration won't cover anything aura specific, but for the most part, things that make it hard to see you, make it hard to see your aura, so it will function similarly against astral perception tests, however some things will obviously be less efficient (Hiding in shadows won't help you much, nor will cham suits or anything like that.)
And no, you can't change your loadout to get a better pocket hacker. Lacking things is a very large part of the game, and you happen to lack a techy. |
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Oct 19 2009, 02:39 AM
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#16
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
I'll be leaving IC posting up to you guys until you come up with a plan (Unless you decide to take too long, in which case something might find you) I'll keep up with OOC posting to answer any questions you have. I may occasionally do a 'flavor' posting if I'm in the mood.
Oh, and yes Hobo, Hospitals were basically ground zero, medical supply shops (Basically anything with a pharmacy attached) were also generally hit hard. |
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Oct 19 2009, 02:46 AM
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#17
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
I suggest DocWagon ambulances and the like. We may be able to find stuff there.
So where to first? Food and water is a priority, second is ammo for us all. By the way Karoline, how will you handle ammo? Like SR4A with its "class-based ammo"? Like all Assault Rifles use the same rounds, or will it be weapon specific? |
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Oct 19 2009, 02:49 AM
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#18
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
Well, I really don't know much about ammo, but to my knowledge there are a reasonably limited number of types of ammo. So yeah, we'll go with the class based ammo unless you have a really exotic type weapon (Like the sniper rifles would each require their own ammo)
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Oct 19 2009, 02:53 AM
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#19
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
If there is a bench of players, can I join? I wanted to get a character in but got side tracked by more pressing concerns (i.e. job apps)
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Oct 19 2009, 02:57 AM
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#20
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
If there is a bench of players, can I join? I wanted to get a character in but got side tracked by more pressing concerns (i.e. job apps) Since when is a job more important than a game? (IMG:style_emoticons/default/nyahnyah.gif) Certainly you can join. http://forums.dumpshock.com/index.php?showtopic=28422 is the recruitment thread, so feel free to look over there for character creation rules and such. At the moment there is currently one active player on the bench, and two others on the bench who have temporarily bowed out due to being too busy. So please, feel free to make a character and submit it, and if a survivor falls, you'll be on the list of replacement survivors to be found locked in closets (Or whatever (IMG:style_emoticons/default/biggrin.gif) ) |
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Oct 19 2009, 03:07 AM
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#21
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
Hah! Shame the sequel is on the banned list here.
Will do, I have a half done character. Point of intrest: 500 BP + 100 Karma makes for tough characters. |
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Oct 19 2009, 03:30 AM
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#22
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
Point of intrest: 500 BP + 100 Karma makes for tough characters. So do modified Ghouls, especially when they are available in the hundreds of thousands. I have mentioned these aren't your garden verity ghouls. May the mage help you when a cybered up troll IV Ghoul shows up. |
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Oct 19 2009, 08:31 AM
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#23
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
The toughest thing is making sustainable characters. SR4's two shot health mechanics really limit your character options in terms of 'carving it up' through legions of undead. Most SR character concepts can easily 'go nova' but doing it again with no reloads is much harder.
Anything with essence drain would be better. The 'optimal' character for dealing with zombie hordes is actually a vampire as far as I can see, because he can use essence drain to reload. |
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Oct 19 2009, 08:31 AM
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#24
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
The toughest thing is making sustainable characters. SR4's two shot health mechanics really limit your character options in terms of 'carving it up' through legions of undead. Most SR character concepts can easily 'go nova' but doing it again with no reloads is much harder.
Anything with essence drain would be better. The 'optimal' character for dealing with zombie hordes is actually a vampire as far as I can see, because he can use essence drain to reload. |
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Oct 19 2009, 01:23 PM
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#25
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
I don't think healing is all that limited. First aid can easily pull 2-3 boxes, and magic healing can also pull several boxes. This means a good healing skill, good medkit, and of course the limited healing supplies are all going to be very important, and it also means that taking damage actually means something. Any time damage is taken, the reaction is 'Oh drek, I'm closer to dying now.' as opposed to standard SR reaction of 'Darn, I have -1 for the rest of the run.'
This 'run' is purposefully designed to be dangerous and deadly with a high lethality rate. Also, essence damage does ensue, and 1 point worth means you're a zombie. |
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