7 Days Remaining
Use This Thread to discuss and vote.
Dr. Frederick Heisenburger was a scientist during the cold war era who was working on a formula to improve soldiers for the Allies. He had created a beta formula which allowed soldiers to continue fighting despite nearly mortal wounds, but it resulted in incredible loss of brain function and slowed movement; before he could perfect the formula, war broke out, and a missile hit an area near his laboratory. A cabinet with vials of the beta formula was knocked loose from the blast, and several of the vials shattered. The agent became airborne, and infected a small town nearby. You are one of a group of survivors making your way out of the town. You have heard over the radio that the military has set up a checkpoint, and you begin to traverse the now barren town...
This tournament will begin on the 25th at noon. There will be 200 starting BA and no BA cap.
Rules
How players are randomly selected:
Players are not chosen 100% randomly. Each day, at 5PM, I will determine the average MPR. Players above the average MPR are assigned one number each. Players below the average are assigned a range of numbers, the size of which depends on how far below the average MPR they are. I will then use a random number generator to determined who has been selected to become an infected, and to choose who dies, if the survivors lose a player for any reason.
Each day I will post an update around 5PM. Actions must be decided and voted on or posted by 4PM. Infected and zombies must chatmail me their actions by this time as well. Should the number of zombies ever grow past 5, the zombies will have to choose a spokesperson to chatmail me decisions.
The Survivors
The survivors have a limited amount of time to reach the checkpoint, the amount of time needed is dependent on the amount of players.
Each action the survivors can take has a time duration, and a risk of losing a player. Any player who dies because of this has an 80% chance of becoming a zombie.
Possible actions:
[Move in any direction, one space]
This action takes one day, and has a 10% risk of losing one player to zombies.
[Move in any direction, two spaces]
This action takes one day, but because the survivors opt to travel at night, the risk of losing a player is greatly increased to 60%. In addition, all moves on the subsequent day have a 5% increased chance of losing a player.
[Take cover]
This action takes a day, and makes you impervious to any loss of players the next day. You will not advance in any direction. If a survivor has turned into a zombie, this action will kill the player zombie, and have a 25% chance of losing one survivor.
[Search Area]
This action takes half a day, and gives a 75% chance that you will unlock a new tier of equipment for characters.
[Rest]
This action takes half a day, and reduces the chance of losing a survivor by 5% for the next day.
In addition to these, there are several actions that take no turns, and have no risk.
Players may at any time initiate one of these abilities, once per day.
[Elect Leader]
Elects a group leader who will make all decisions involving movement, and how to proceed. All survivors will be forced to follow these decisions. A majority vote is needed to become leader. The leader is immune to becoming infected, but may be killed by an infected player.
[Elect Council]
Elects a council of three players to make decisions, similar to a leader. Any member of the council may become infected.
[Vote to kill survivor]
Any player may initiate this vote. To kill a survivor a majority of 2/3 must vote to kill the survivor.
[Sacrifice]
This may only be initiated when a player becomes a full zombie after being infected for two days. By sacrificing two survivors, the group may advance two spaces as all zombies in the area are attracted to the free meal. Players may volunteer to be sacrificed, or may be chosen by a leader or council.
Only one action and one ability may be enacted each day.
If no leader or council members are elected, the players will continue in a straight line towards the checkpoint until a turn must be made, in this case, the players vote on a direction.
The Infected
Every day, one player will become infected. I will chatmail this player and inform them of their imminent doom. After two full days of being infected, the agent will take full control and the infected will become a full blown zombie. When you are informed that you are infected, you have two options available to you.
You can:
[Take your own life]
This option will maintain your classification as a survivor when prizes are handed out.
[Remain hidden]
You may make it to zombie-hood, at this point, the survivors can either kill you, taking one day and risking one players life, or they can leave two survivors behind to distract you as they continue onward. As a full blown zombie, you have a few options open to you.
The Zombies
A zombie must fight at least 160 BA per day, or there will be a 30% chance of death. Dead zombies will not continue to collect prize money.
[Set up an ambush]
You, and every other zombie, may collaborate and set up an ambush on a certain spot on the map. This spot must be at least 2 spaces away from the survivors current position. For each zombie in the ambush, the chance of killing a survivor increases by 10%. A survivor killed in this manner becomes a zombie. Each survivor present at the ambush gives a 5% chance that one zombie will be killed. This ability may only be used twice.
[Gather zombies]
Every time zombies are gathered, the chance of the survivors losing a member increases by 2%. This is cumulative.
[Invasion]
If at any point two thirds of the active players (those who have not been killed off) are zombies, the zombies may choose to attack the checkpoint itself. For every zombie, there is a 5% chance of success. If the zombies succeed, the scenario is over, and the survivors lose. If they fail an attack, half of the zombies will die.
Equipment Tiers:
You may not equip items outside of your highest equipment tier. Everyone starts on Tier 1.
[Tier 1] -5% ability to kill zombies, +5% chance to lose a survivor.
Pistol - Ranged weapons below and including base 3.
Crowbar - One handed weapons below and including base 36.
T-Shirt -
Steel Breastplate
Banded Mail
Chain Mail
Ring Mail
Leather Scale Mail
Leather Armor
All non-rare non-body armors.
[Tier 2] +10% ability to kill zombies.
Hunting rifle - Ranged weapons below and including base 5.
Riot shield and nightstick - All one handed weapons. All Shields.
Combat Experience - All skills.
[Tier 3] +10% ability to kill zombies. -5% chance to lose survivors.
Shotgun - All ranged weapons
Baseball bat - All melee weapons
Body armor - All armors [Tattoos included]
[Tier 4] +15% ability to kill zombies. -10% chance to lose survivors.
Plasma Rifle - All DD spells.
Titanium Battle Suit - All ED spells.
Psychic Dominator - All EO spells.
The Map:

On certain spaces, there will be boss zombies that must be defeated in order to continue forward. When the survivors reach these spaces, they will have a few options.
[Fight the boss]
Everyone who defeats the boss character proceeds. Anyone who fails to defeat the boss is killed, with a 10% chance of becoming a zombie.
[Flee]
Run as fast as you can, as far as you can. Ten members of the survivors will be chosen to die at random. Advance one space past the boss.
[Sneak By]
There is a 30% chance you can sneak by the boss unharmed, with no casualties. However, if you should fail, each player will have a 25% chance to die. For every 100k MPR you have, this percentage is reduced by 4%.
Prizes:
Survivors -
If the survivors make it to the checkpoint, every surviving player makes 4m. Every player who died as a survivor makes 2m.
Zombies -
For every player the zombies kill, or infect, all surviving zombies make 400k.
Please post if you are interested in playing so I can determine a general timeframe.