Scenario #1: City of the Damned
Intro to Oblivion:
A strange meteorite has struck the Earth carrying a strange and virulent alien pestilence. Now a deadly plague is swiftly sweeping over the globe, transforming the humans it infects into bloodlusted fiends devoid of conscience or thought. There are different strains of this terrible disease which manifest in differently powered mutations among the undead. Small pockets of brave survivors have been left to fend for themselves as governments collapse and communities are torn apart by the ravages of the rampaging hordes. Bandits and marauders move from place to place preying on the weak and scavenging for weapons and gear.The streets of a once proud metropolis have no descended into a chaotic hellscape. Do you have what it takes to survive the apocalypse?
How it works:
1. We will accept the first 16 people to express interest in the thread. Any additional Viners to express interest will be placed on a waiting list in the chronological order in which they expressed interest. If someone decides to drop out the next person on the list will be asked if they want to take the open spot. If they say yes the spot is theirs, if they decline it will continue in this manner down the line.
2. Next we will fill the leadership positions. Leadership positions will be filled by the votes of all 16 competitors. Competitors all get 1 vote and may not vote for themselves. The 4 competitors with the highest amount of votes will be given leadership positions. If a leader drops out from the thread the competitor with the next greatest number of votes will take their place. Ties will be broken by post count. Higher post count means higher position.
3. Each leader will be in charge of a Clan. There will be 4 Clans overall obviously, and for those of you who can do math this means yes, there are 4 members per team. It is at this point that the leaders will select their Clan members. Selection will start with the leader who received the fewest votes and progress from low to high in the reverse order they were selected. Once the first round of selection is finished the leaders will reverse order and select again starting of course with the one who chose last the previous round. This will continue until all 16 competitors are placed in clans.
4. This is where the fun begins. Each competitor will build a character given the template and rules provided. The rules will be explained thoroughly below in the next section. You will also need to vote as a clan on a color and animal to symbolize your clan, as well as a name. It would be beneficial for your team to set up a PM to discuss matters to do with the scenario. Colors, animals and names will be approved on a first come first serve basis.
5. Once all characters have been built and teams are completed with all of their details filled out they will be subject to approval by the thread master and/or judges. After all builds are approved each clan will receive their randomly generated location in a generic ruined cityscape. Examples would be Supermarket, Library, Post Office, School, etc. Each location will have pros and cons that are denoted in their description. The location you are assigned is where you will begin our scenario. At any point after you may relocate to a new location. You may only relocate once per round. If you try to relocate to an occupied location you will have to fight the clan already there. If you do choose to fight you will have 2 posts (Opening, Rebuttal/Closing) as a team to explain why you would win in that situation. Posts must be made within 48 hours from your opponents post or you will forfeit the fight. This should be reasonable since there are multiple people on each team who can make the post. However remember there are only 2 posts for the entire clan. The attacking team will post first. The judges will vote on who they believe provided the better argument and would win the fight. The team that wins the fight gets to claim the location, whereas the team that loses must find a new location and vote as a clan to eliminate one of their team members from the scenario. You do not have automatic knowledge of what areas are empty and what ones are occupied in the scenario so it will be necessary for your team to scout the area if they wish to know if it is occupied or not. A map will be provided to show the location of each different area/structure, and a description of each location will be provided.
6. Each round will approximately be 2 (real life) days long and begin with a loud horn bellowing over the city and waves of unique powered zombies rushing into the streets. You will be required as a team to accomplish a specific task that will be dictated by the thread master whilst surviving the legion of monsters. This task could be anything, so be prepared. Each team will make ONE post explaining how they handle the situation and why they would be successful. The panel of judges will then deliberate over whom they believe had the weakest argument of the 4 clans. Whoever they decide was weakest will face judgment.
7. Judgment involves a special round of tasks the Clan must complete, while being harassed by one or more members of the 4 Horsemen. The Four Horsemen are the hand of judgment, and will try to slaughter the clan if they can. Horsemen will be created following the same build rules as the competitors but each have a special bonus corresponding to their title (War, Famine, Pestilence, Death) These matches will be judged by the public (anyone not participating in the thread) and will be 2 posts each (Opening, Closing). The Horsemen will always post first as the attackers. If the Horsemen win the team is wiped out and fully eliminated from the scenario. If the Clan is able to successfully complete their task they must vote off one member, but also get a randomly generated buff to their team. This buff could be anything from extra weapons to their enemies coming down with the flu.
8. Rounds will continue until only one team remains. At this point a devious competition will be created to pit clansmen against each other in a winner take all bout for blood and glory.
Building Rules and Template:
Nerfing may be allowed at the discretion of the thread maker/judges be allowed, but only in 1 or 2 areas. Picking Superman's power set and just nerfing is a no go, and will irritate me so expect a special surprise if you try such a thing. Nerfed areas must be reasonable, you can't pick the Flash and nerf his speed. It must be stressed ultimately all nerfing is at the discretion of the thread maker and judges.
Body:
This is your physical body. It includes any physical aspect that is not a power. For example stats such as speed, strength, agility, reflexes, durability, dexterity, stamina, etc. This also includes the 5 natural senses of taste, touch, smell, hearing, and sight. Physical mutations will generally be included, but are at the discretion of the thread maker/judges. Your body must be humanoid, but can include extra limbs.
You may not have a body with:
- Physical attributes above 616 Spider-Man (10 ton strength, etc) (Pre-Other)
- Super-speed beyond bursts (Can’t outrun any bullet)
- Durability above Hugo Danner (bullet-proof but heavy artillery like a tank shell will cause injury)
- Cybernetic bodies will not have access to devices such as integrated guns, any offensive tech, or self-repair. These things and others like it that were not listed are considered powers.
You may not use cybernetic powers without a cybernetic body.
Examples:
- Wolverine’s bone claws, physical stats, and senses would be included (does not include healing factor)
- Daredevil’s physical stats and enhanced senses (does not include radar sense)
- Spider-Man’s physical stats (no wall-crawling or spider sense)
Power Set:
A power set is a superhuman ability or set of abilities associated with a single individual character. Gambit's kinetic energy charging is an example of a power set. Your power must be compatible with your body. Having a Terminator body will not allow you to have Gambit’s kinetic charging.
You may not use powers that include:
- Reality or Time Manipulation/ Time Travel
- Probability altering (good or bad luck)
- Illusions
- Telepathy
- Technopathy
- Mind control or possession of any kind
- Pheromones
- Tele-dismemberment
- Magic
- Vampirism
- Force fields
- Omnicompetence
- Attacks that are completely unavoidable given the scenario limits
- Summons
- Inventory/Extradimensional gear keeping abilities
- Power draining/negating/copying
- Any powers that can instakill any opponent with a mere touch (Ex. Scar’s deconstruction)
- No granting or amping powers
You may not use restricted powers above limits:
- Energy projection above Classic Cyclops (can pulverize a tank)
- Powers that affect your opponent internally (blood bending, etc.)
- Shapeshifting above Classic Mystique (no mass change)
- Healing Factor above bone claw Wolverine (most fatal injuries put you in critical condition)
- Telekinesis above 2 ton strength. Can only lift/move objects and form melee weaponry and armor.
- Precognition above 616 Spider-Man (Pre-Other)
- Intangibility (may only use for up to 5 seconds and must have 55 second cool down)
Skill Set:
A skill set is naturally learned or trained skill or knowledge or set of skills or knowledge disciplines associated with a single individual character. Black Panther's martial arts and scientific knowledge are an example of an ability set.
You may not use skills that allow you to:
- Somehow exceed the limitations of your physical attributes. For example, a regular human cannot perform Spider-Man's acrobatic feats as he isn't physically agile enough.
- Training with someone of superhuman stats will not allow you to break these limitations. You cannot train at a mystical ninja school for a month and go from human level stats to superhuman.
- Mystical abilities, chi usage, or tapping into the ‘limitless potential’ of your character is considered a power, not an ability.
- Alchemy is allowed, but Izumi Curtis/ Edward Elric are the limit, and you can only create materials that they have shown the ability to make or exist in the world of FMA. (No adamantium, vibranium, etc)
- Using skills and knowledge to craft weapons and other stuff is fine, but it is limited to Pre-Industrial Revolution technology. No using Tony Stark skills to build a suit of armor out of scraps.
Mentor:
A Mentor is anyone from fiction that will educate you in a field you may desire. You will only learn ONE thing from them and it must be within both the trainer’s ability to teach and your ability to learn. You may only learn at the rate your body and/or powers/skills will allow you. Your character is YOU with powers. So if you chose a skill set that does not have remarkable intellect, your character may only learn as fast as a regular human (you).
- Your trainer may not telepathically fast-track your learning.
- Your training is to learn only and no other purpose.
- It must be stressed you only have 30 days to learn. This means that teaching and learning feats must be provided for your character and mentor in order to prove you can learn what you want to learn in the limited time.
Personality/Morals:
This is what personality/morals your character will display during the scenario. You cannot make scenario decisions that will conflict with your personality. For example if you choose a personality/morals such as Batman you will not be able to kill opponents, whereas if you choose a personality that has trouble working with others you too will have a harder time working with others. Personalities that do not work together will accordingly cause strife and discord amongst your team. For example you don’t want to have a personality that refuses to kill on the same team as a personality that enjoys killing. Clan chemistry and teamwork will be considered by judges when analyzing your posts.
Locations:
All locations main structures will be immune to damage from opposing teams (but not necessarily zombies). This means floors and walls will be indestructible, but doors, windows, furniture, etc retains it's real world durability.
Supermarket –The Supermarket has 2 rounds worth of water, food, and medicine. It is mostly insecure with large glass doors/windows in the front and smaller steel doors to each side. It is 1 level, but fairly large. Every round you stay here you gain an additional round worth of water, food, or medicine. (Your choice, you choose separately each round.). You can also find anything else you would find in a typical LOCAL supermarket (Not Wal Mart).
Water Treatment Plant - The Water Treatment Plant has unlimited water, but no food or medicine. It is relatively secure with only 2 steel doors and no windows. It is 2 levels, medium sized. Every round you stay here you gain an additional rounds worth surplus of water. So if you stay 2 rounds at the water treatment plant and then move to a location with no water you can survive 2 more rounds with no stat deduction from lack of water. Anything random that can be found in a typical water treatment plant can be found here.
Hardware Store – The Hardware Store has no water, food, or medicine. It is relatively insecure. It has large front windows and glass doors. It is medium sized, and has cement block outer walls. There are 2 steel doors in the back. The Hardware Store is well stocked with just what you need to fix things up. Every consecutive night you stay here you will receive a special item. 1 round gets you Hawkeye's bow and trick arrows (20 arrows) or Deadshot's wrist guns (20 bullets each wrist), 2 consecutive rounds gets you Captain America's shield or Spider-Man's web shooters, 3 consecutive rounds gets you Batman's Utility belt, 4 rounds gets you the Muramasa Blade, 5 rounds gets Deathstroke's Prometheum Armor. You can also find anything you could normally find in a typical Hardware Store.
Police Station – The police station has 1 round water, no food, and no medicine. It is extremely secure. It has thick concrete walls, a small bulletproof glass door to the front, 2 steel doors in the back. It is well stocked with guns and ammo. Every round you stay here you find a new key to open a new safe of unlimited guns/ammo. 1 Round gets you Glock 17 semi-auto pistols. 2 consecutive rounds gets you Mossberg 500 pump shotguns, 3 consecutive rounds gets you AR-15 full auto assault rifles (iron sights), 4 consecutive rounds gets you Remington .700 Sniper Rifles (ACOG scope), and 5 rounds allows you to fully customize those guns with any possible real life accessory. Ex. Thermal Scope, Extended Mags, Armor Piercing Rounds, attachable grenade launchers, etc. You can also find anything else you would typically find in a normal police station.
Library –The Library has no water, food or medicine. It is fairly secure. It has large front doors made of thick solid oak and it's windows are bulletproof glass. It's outer walls are thick brick/stone. It also has two smaller doors that are also made of thick oak. It is medium sized, 2 levels. Every round you stay here you get full intel on the current and next round incoming wave of zombies as well as full intel on one of the other clans of your choice. You can find anything else you would typically find in a normal Library.
Hospital –The Hospital has Unlimited Medicine, 3 rounds of water, and 2 rounds of food. It is largely insecure with dozens of glass doors, and hundreds of windows. It's outer walls are mostly cement. It is massive and sprawling, with 10 levels. The elevator does not work. Every round you stay here you gain an addition round surplus of medicine. You can find anything else you would typically find in a normal hospital.
Butcher Shop/Deli –The butcher shop has unlimited water and food, but no medicine. It is pretty insecure with large glass windows/doors in the front and a steel door in the back. It's outer walls are brick. It is very small and only 1 level. Every round you stay here you gain an additional round worth surplus of food. You can also find anything that you would normally find in a typical butcher shop/deli.
Car Dealership – There is no water, food, or medicine here. It is extremely insecure. It is basically cement block in the back with a steel frame with massive glass windows to show off the cars in the showroom in the front. Luckily every consecutive round you stay here you get a more impressive vehicle. 1 round you get a typical civilian vehicle you can find in a real world car dealership. 2 consecutive rounds grants you any typical military vehicle you could find at a real world military base that is less durable than a modern tank. 3 consecutive rounds gives you Nick Fury's SUV from Captain America: Winter Soldier and Bucky's Cybernetic Arm from the Movie. 4 consecutive rounds gets you the Batmobile from the Dark Knight Trilogy as well as the Tumbler Motorcycle and Batsuit. 5 consecutive rounds gets you a Speeder Bike and copy of Han Solo's DL-44 blaster pistol from Return of the Jedi for every member of your team.
Sports Store – The sports store has 1 round of water, 1 round of food, and 1 round of medicine. It also comes with 1 bow/crossbow (5 arrows), 2 pump action shotguns (10 shells), 3 lever action/bolt action rifles (20 bullets), 4 semi-automatic pistols (40 bullets). It is relatively insecure with large front windows/doors, one small steel door to each side, and 2 steel doors in the back. It is a large, one story building. Every consecutive round you stay you double your ammo. You can find anything else here that you would find in a normal Sports Store.
Prison –The Prison has unlimited water, food and medicine. It is very secure. It has two 30 ft high perimeter fences. The first is made of chain-link and has barbed wire at the top. The second is made of poured concrete with steel reinforcement and has razor wire fixed atop it. There are also guard towers in each of the four corners of the concrete fence. The walls of the prison are concrete block, and all doors are solid steel or steel bar. All windows have solid steel bar and are bulletproof glass. It is a large and sprawling 3 level complex. There are no weapons, you may not gather any supplies here they have already been ransacked by the inmates before they escaped.
Post Office – The Post Office does not have any water, food, or medicine. It is moderately secure. It's walls are made of massive stone blocks, and it has two large wrought iron doors in the front as well as one small glass door in the back. The Post Office is medium sized and does not have much, but it does have some magical stamps. After 1 round of licking the stamps your team feels no fear. After 2 consecutive rounds of staying here and licking the stamps you feel no pain. After 3 consecutive rounds you feel no fatigue/you will not tire. After 4 rounds you will be immune to (non-battle) illness and injury. After 5 rounds you will be immune to hunger and dehydration. You can also find anything you would typically find in a normal Post Office.
Warehouse –The Warehouse has 2 rounds of water, 1 round of medicine, and 1 round of food. It is large and decently secure. It has thin sheet metal outer walls over a steel frame, with one large overhead door of steel and aluminum, and 2 smaller steel doors. There are several shipments of military grade weaponry hiding within the crates in the warehouse. If you stay 1 round you will be able to find 8 Beretta 9mm pistols. 2 consecutive rounds and you can find 4 Ak-47 Assault Rifles (50 bullets each/Iron Sights), 3 consecutive rounds and you can find military grade kevlar body armor for every member of your clan. 4 consecutive rounds and you can find 3 AA-12 Automatic Shotguns (100 shells). 5 consecutive rounds and you can find 4 RPG Launchers (1 RPG each). You may not find any other supplies in the warehouse.
Status Affliction/ Stat Reduction:
There are 3 separate areas where you can get stat reductions.
Water – Every round you stay in a location without water you lose 10% of your physical stats across the board.
Food – Every round you stay in a location without food you lose 10% of your physical stats across the board.
Medicine – Every round you stay in a location without medicine you run a 20% risk of gaining a random status affliction ranging from a cold to a broken bone.
- Water, Food, Medicine, and guns/ammo found at locations does not replenish when a new clan takes over. For example if one clan spends a round at the Sports Store it will use up all of the food, water and medicine, and if they state so they can take the guns with them. If a new clan moves in they will not have any food, water, medicine, or guns/ammo.
- When it says “Anything else you can find at a standard ....” that means anything else that is not water, food, medicine/drugs, or guns/ammo.
- Status Afflictions stack. So if you spend one round without food or water you lose 20% of your stats.
- Stat deductions immediately are healed by 40 percentage points once you move to a location with the resource that you had been missing. For example if you spend 4 rounds without water that would reduce your stats to 60%. Once you move to a location with water 40% is immediately added back to your stats.
- Please post a summary at the beginning of all opening posts. This should include your water, food, and medicine supplies, any status afflictions/ stat reductions affecting your team, all weapons/perks you have earned, etc. Opponents can of course challenge this information and research to provide their interpretation. If it is found that you intentionally posted inaccurate information that is advantageous to your clan you will all be immediately disqualified.
Mystery Box:
There is a mystery box at the center of the map. This box contains dozens of goodies that would have been considered special items in previous threads. It also contains mundane items such as paper clips, post-it notes, and stamps. If you bring a firearm to the Mystery Box and offer it up you will get a randomly generated item from the box. Each character can only make one offering per round. There is 1 special item for every 5 mundane items. Good luck.
- Unlike most other scenarios you may trade, barter, buy, sell, steal and scavenge any gear or weaponry in the scenario.
Zombies:
- All zombies will have certain specific characteristics.
- Teeth and bite force similar to Twilight Vamps (Capable of penetrating the skin of anyone within the rules.)
- Zombie Virus transmitted by bite and turns everyone within hours (regardless of healing factors or other powers)
- Philosopher Stone level regeneration (except to the brain)
- Sabretooth level senses
- Feel no pain or fatigue, have no conscience/higher level thought. They are just consumed by hunger and bloodlust.
- Each different class will have different characteristics in addition to these shared ones. They will be revealed as the game goes on.
MISC:
A map and pictures of the locations will be provided before we start the actual scenario.
All decisions are ultimately at the discretion of the thread maker and his appointed deputies. Once a decision is made it is final.
Competitor list:
- Beaconofstrength
- Dccomicsrule2011
- Dedmanwalkin
- Fetts
- Higorm
- Joewell
- Lukehero
- Nickzambuto
- Primez0ne
- Shadowchaos
- Sirfizzwhizz
- Sonsofalchemy
- Sovereign91001
- Stormshadow_x
- Thatguywithheadphones
- Thenewbluebeetle007
Log in to comment