Zombie Apocalypse - Rules Thread

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Post by Loredoctor »

New rules:

Characters can Move and Investigate or Investigate and Move (or just Investigate or just Move). This does not apply to Attack or Defense.
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Post by balon! »

Loremaster wrote:New rules:

Characters can Move and Investigate or Investigate and Move (or just Investigate or just Move). This does not apply to Attack or Defense.
Sweet! Like keeping your eyes out, while on the move! Cool!
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Post by Loredoctor »

You have Montressor to thank; it's his idea.
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Post by I'm Murrin »

Does that apply when characters move two zones in a turn, or does moving faster mean you don't have time to investigate?
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Post by Loredoctor »

Murrin wrote:Does that apply when characters move two zones in a turn, or does moving faster mean you don't have time to investigate?
It applies to everyone, no matter how fast they move of if they have a vehicle.
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Post by Loredoctor »

New rules:

Stealth
Characters can also opt to take a stealth action when they move, attack or investigate. There is no roll for stealth, hence it is not technically an action the character undertakes (hence, it is not one of the four actions that can be selected each turn). Instead, it effects an action. For example, a character may decide to move into the CBD normally, or move into the CBD stealthily. The difference between the two is that the stealth action lessens the likelihood of being injured from undead or another character. This is the same for making a stealth attack or investigation (there is no stealth defense). Thus, all stealth actions do is increase a character’s defense.

The downside to taking stealth actions is that whatever action the character takes is hindered by the fact that the character is being more cautious. So if a character stealthily attacks, he or she is less likely to be successful, but more likely not to be injured. The same occurs with investigation. Movement, however, is different; a character can only move one zone while making a stealth move. This applies even if the character is moving and investigating in the same turn.

Note: A character cannot make a stealth move if her or she is in a vehicle.


Survivors/Followers
Every turn all characters have a chance (equal to their level) of recruiting survivors. The higher level you are, the better chance a survivor will join you. This makes sense: people look to the more accomplished. But you can only have two survivors/followers at the most.

For example. Character A is level 4 with 1 follower. Turn 10 she receives another follower (she has a 67% chance of earning another follower), which means that she cannot recruit more. Character B is level 2. He has a 33% chance of recruiting a survivor.

Recruitment is automatic, so characters do not have to spend an action looking for survivors. Characters can also recruit two survivors by spending the point you get when a character gains the next experience level. Instead of raising an ability, a player may now spend that on automatically getting two survivors. However, a character can not ever have more than two.

Having a survivor/follower grants you two benefits. First, they can improve an action by granting a higher chance of success. Second, they automatically defend you, so that they receive injuries from attacks against the character. Having two followers means that two injuries can be absorbed by the two characters. Once a survivor takes an injury he or she will die.

Survivors are so devoted they are willing to be pushed into the narrowest spaces in vehicles, so that they do not count for passenger limitations.

As for their names, I leave the players with creating the followers, and their history. So Johnny Bravo could have one that is a fan of the athlete.
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Post by balon! »

There is only one unique item per game, but for everything else, there are multiple medkits, crowbars, etc...

My question is, once something has been found in an area (say I find a 2 by 4 in the CBD) can I investigate at a later turn in the CBD and still find something? Or have I essentially "searched out" all the possiblities in the CBD?
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Post by Loredoctor »

You can keep finding items as long they aren't unique.

What's amusing is that there are some ultra-powerful items in the game that no one has found yet. :lol:
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Post by balon! »

Loremaster wrote:You can keep finding items as long they aren't unique.

What's amusing is that there are some ultra-powerful items in the game that no one has found yet. :lol:
I was wondering where the "Tank" vehicle was....


Or perhaps the RPG?
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Post by Loredoctor »

There is no Tank - I removed it because it was too powerful. But let's just say the military were experimenting with some very cool items, and the University was up to no good . . .
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Post by balon! »

Hmmm....

*rubs beard*

Dat's very interezting.....
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Post by Loredoctor »

Just repeating clan rules for the benefit of some:

Clans
Players can have their characters form clans or gangs of up to four members. Once a clan is created, characters are able to win the game as a clan rather than as a single surviving character. However, characters cannot attack other clan members unless a majority vote within the clan kicks a character out or a character voluntarily leaves. The ex-clan member can then be attacked. For a clan to exist it must have at least three members.

Characters do not have to move with other clan members, and can form temporary groups with non-clan characters (for the purposes of cooperative play or vehicle transport).

A clan must have a base of operations, which allows characters to store items and weapons in it (up to four). If there are no clan characters in the base, another character (non-clan) can steal one random item.
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Post by Bernard Black »

Thanks.
Oh. Bugger.
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Post by Xar »

Locked since the game is over.
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