Other Epidemic: Bleak Survival, Versus Mode [Turn 0: The Beginning]

The date takes place in the present. Three years ago, the now called, but not previously "GZCT" (Government Zombie Cure Team) were making experiments on animals, However in a neglect some of the animals escaped from the testing room, sadly, their experiments caused unexpected diseases and changes on the carrier of such virus. Upon their escape, the animals spread the virus with the entire planet. Including humans. Luckily.. Not everyone is infected.
How to play:

You play as a Survivor:
You have 20 Health Points (HP). If they reach 0, you die and cannot do anything.
You have 10 inventory slots, they allow you to pick up and keep items found in the game.
You can get Infected, your Infection starts at 0 and has a maximum of 20, upon reaching it's limit your character will turn into a zombie after 3 turns and will not be able to move for 1 turn after, keeping their items until death.
You have Hunger, it starts at 0 and will increase by 0.5 every turn, upon reaching 20, it's maximum, you will loose 2 HP every turn.
You have Thirst, it starts at 0 and will increase by 0.1 every area moved trough, upon reaching 20, it's maximum, you will loose 2 HP every turn.
Additionally, you may Panic to drop all items except one that you specify and be able to move 8 areas for that turn.

Survivors may move trough 4 areas maximum per turn while also realizing another action such as shooting, using an item, etc. Everyone is always in an area and anyone can move in any direction unless that area is restricted.
To play simply say something that would make the host know that you want to perform an action. In Example: "/Shoot Casual Zombie 1 with Glock."

Or you play as a Zombie: If a survivor dies, or is completely infected they will turn into a zombie. However at the beginning of the game there is 1 zombie for every 3 survivors. They win once all Survivors are turned into Zombies. Zombies have 2 lives for every 1 survivor. For more information about Zombies please open their respective hide further below.

Weapons: All weapons have Range, Range is what allows you to reach everything, such as items and enemies. A weapon with 2 range can attack in [A1] and [A2] in a map that looks like [A1][A2].
Damage is a weapon stat that in a succesful hit decreases the HP of the enemy you are attacking.
Shots is the amount of attacks you can do until you have to reload your weapon.

Survivor actions happen first, while Zombies happen after, and then Survivors, and so on.

Map Legends:

[Area] - Movable.
[?] Expands the map.
X - Only zombies can move trough these.
\/ - Connect/Separate areas (But aren't additional areas.)
O "Empty" Areas, to move trough these you'll be required to waste stamina (Jump, etc.), upon falling on these as a survivor, you will not be able to move and loose 1 HP every turn until another survivor helps you.
[!] - Cover areas, humans in these receive 50% less damage if they are near it by 1 area, but not in it.
I - Impossible to move trough areas.
[Area(→/↓/←/↑)] Only allows moving in the direction of the arrow
[=] Leads to another map or another part of the map.

The Rules:

-You may only post once per host turn, After 50%+ of the players post their action or 24 hours have passed, the host will post what happened.

-If you are afk, You may post actions such as ¨I will follow Dennis¨. Actions such as ¨*Finds gun store and gets Bazooka*¨ (Illogical and/or stupid.) will not happen and the host is able to kick you out of the game for this.

-You can votekick other players by saying /votekick Player Idle/Trolling/Rude/*Reason*, Although majority of players is needed to kick them.

-If you are joining, Say /join Gender (Male/Female/They), Name. Gender and name are optional, by default the Gender "They" is used and your username is your name.

-Late joiners are always allowed.

Melee Weapons: Weapons that have close and far damage, close is for the same area while Far is for neighbor areas or more.

Crowbar: 1 Slot.
Damage: 7 Close, 5 Far.
Range: 2.

Spiked Bat: 1 Slot.
Damage: 4 Close, 2 Far.
Range: 2.
Ability: Close enemies receive bleeding debuff on succesful hit for a maximum of 2 turns.

Sledgehammer: 2 Slots.
Damage: 8 Close, 5.5 Far.
Range: 2.

Guitar: 2 Slots.
Damage: 7 Close, 6 Far.
Range: 2.
Flaw: Breaks if used to attack three turns in a row.

Katana: 3 Slots.
Damage: 9 Close, 3 Far.
Range: 2.

Riot Shield: 3 Slots.
HP: 20
Damage: 4 Close, 2 Far. (-3 HP on attack)
Range: 2.
Ability: Chooses a direction (Up/down/left/right), blocks 100% damage from attacks coming that direction, enemies in the same area are blocked 50% damage.
Flaw: Takes 1 turn to switch weapons with this.


Hybrid Weapons: Multi functionality weapons that usually can do more than 1 action.

Barricader-BM: 2 Slots.
Damage: 1 Close melee damage.
Range: 2 (1 when melee attacking).
Ammo: 4, Planks.


Firearms: Weapons that use ammunition and require reload.

Glock: 1 Slot
Damage: 7.
Range: 3
Shots: 3, Magazines.

Flare Gun: 1 Slot
Damage: 5.
Range: 4.
Shots: 4, Flares.
Ability: If shooting a target 2 times in a 2 turn interval, target gets burning debuff.
Flaw: Reloads one projectile per turn.

Silver Eagle: 1 Slot
Damage: 10
Range: 2.
Shots: 2, Magazines.

MP5: (2 Slots)
Damage: 5.
Range: 3.
Shots: 4, Magazines.

AK-47 (1 Slots)
Damage: 7
Range: 3
Shots: 6, Magazines.

M4A1: 2 Slots.
Damage: 5.5
Range: 4
Shots: 6, Magazines.

AR-15: 2 Slots.
Damage: 7
Range: 4
Shots: 4, Magazines.

SCAR-L: 3 Slots.
Damage: 6
Range: 4
Shots: 5, Magazines.

Shooter-BM: 3 Slots.
Damage: 2
Range: 3
Shots: 5, Nails.
Ability: Targets shot twice in a row receive bleeding debuff for 2 turns.
Ability 2: Can target planks to give them +1 HP.

Super Shotty: 1 Slot.
Damage: 8
Range: 2
Shots: 2, Shells.
Flaw: Loads 50% of shots while reloading.

Old Shotgun: 2 Slots.
Damage: 10
Range: 2
Shots: 2, Shells.
Flaw: Loads 50% of shots while reloading.

Remington: 2 Slots.
Damage: 7.5
Range: 2
Shots: 4, Shells.
Flaw: Loads 50% of shots while reloading.

Mossberg: 3 Slots.
Damage: 12
Range: 2
Shots: 4, Shells.
Flaw: Loads 50% of shots while reloading.

Old Sniper Rifle: 2 Slots.
It’s so old it can only reload 1 ammo per turn! But it’s pretty good apart from that.
Damage: 12
Range: 5
Shots: 3, Old Sniper Ammo.
Flaw: On reload only 1 shot is loaded per turn.

Spikerang: 2 Slots.
Damage: 5
Range: 4
Uses: 8, Repairable (Repair Kit)
Ability: Can target multiple enemies in a straight line.

Bond-Launcher: 2 Slots.
Special: Shoots explosives with 200% their original range.
Flaw: On shot weapon gets overheat debuff for 1 turn.

Medi-Launcher: 2 Slots.
Range: 4
Special: Uses medicine items as projectiles, can only shoot allies. Medicine items are turned into healing projectiles that instantly heal the shot ally.


Explosives: Consumables that don't increase range while in inventory.

Military Grenade: 1 Slot.
Just your typical military grenade.
Damage: 9 (Per enemy in area), 1 on direct hit hit.
Deployment Range: 3
Detonation Range: 3 (Impact zone and neighboarding areas when exploding)
Flaw: Only usable once.

Molotov: 1 slot.
Damage: 3 per enemy in burning area, 1 on direct hit hit.
Deployment Area: 3.
Detonation Range: 3 (Impact zone and neighboarding areas when exploding)
Special: After exploding, the landing area and all areas around with 1 range burn for 2 turns.
Flaw: Only usable once.

Military Flashbang: 1 Slot.
Damage: 1 on direct hit.
Deployment Range: 3.
Detonation Range: 3. (Impact zone and neighboarding areas when exploding)
Ability: Disallows zombies to grapple for 3 turns and enemy humans' range is decreased by 1 for 3 turns.
Flaw: Only usable once.

Claymore: 1 slot.
Damage: 9 (Per enemy in zone)
Deployment & Detonation Range: 1, Same Area.
Ability: Explodes on contact with enemies and you after 1 turn.
Flaw: Only usable once.

C4: 1 slot.
Damage: 9 (Per enemy in zone), 1 on direct hit.
Deployment Range: 1, Same area.
Detonation Range: 3 (Impact zone and neighbording areas when exploding)
Ability: Can be secured so it can't move in any possible way, wasting 1 turn.
Flaw: Only usable once, can be shoved by zombies 1-3 range away if not secured.


Items:

Snowball: If snowing, one turn can be used to pick a snowball.
Damage: None.
Range: 3.
Ability: Gives -1 temperature to the hit target.

Planks: 10 HP.


Food & Drinks:

Apple: -1 Hunger.
Sandwich: -3 Hunger.
Burger: -5 Hunger.
Bottled Water: -2 Thirst.
Soda: -3 Thirst.
Energy Drink: -5 Thirst.


Healing:

Medkit (2 Turn Delay):
Heals 15 HP, Heals 4 Infection.
2 Range, ally or self.

Relief Pills:
Heals 2 HP, Heals 10 Infection.
Self.

Painkilling Pills:
Heals 10 HP, Heals 2 Infection.
Self.

Bandages:
Heals 4 HP, Heals 1 infection.
2 Range, Ally or Self.

Defibrillator (2 Turn Delay):
Brings back a fallen fellow survivor to life with 10 HP.
Same area, ally.

Auto-Shock:
While on inventory, will revive with 8 HP after 2 turns.
Same area, self.

Hot Chocolate:
Decreases freeze by 6.
Same area.


Utility:

Repair Kit: Repairs 50% Base armor capacity.

Attachments: Firearms can use 1 attachment only.

Scope:
Increases range by 1, 25% less damage.

ACOG:
Increases range by 2, 50% less damage.

Knife:
Disallows zombies to grapple you, Decreases range by 1. (Except for weapons with only 1 range.)

Venomous-RJ:
Enemies shot will receive Poisoned debuff, loosing 50% range rounded down in case of decimal. (Except for 1 range weapons.)

Flashlight:
Increases range by 1 in the dark.

Ammunition Upgrade: Provides upgrades to the current ammunition on a weapon.

Toxic: Enemies shot will get Poisoned Debuff for 1 turn.


Zombies:

Zombies gain 1 HP every turn while unattacked.

Specials:

Grapple & Bite: When catching a survivor from a direction the opposite the survivor has interacted, may grapple to disallow the survivor to do anything, the next turn, the survivor receives 300% infection and 25% damage from this zombie.
Grapple & Claw: When catching a survivor from a direction the opposite the survivor has interacted, may grapple to disallow the survivor to do anything, the next turn, the survivor receives 300% damage and 25% infection from this zombie.

Infection and Damage stats are listed as their far value, for close value it's just 200% of the far value, I'm too lazy to modify it below.

Zombies can move trough 3 areas per turn.

Casual: (25 HP, 2 Infection, 2 Damage)

Carrier: (20 HP, 2 Damage 3 Infection)

Fallen Riot Police: (15 HP, 10 Armor, +1 HP after attack, +3 HP after Grapple & Attack. 2 Damage, 0 Infection)

Fallen DJ (20 HP, 2 Damage 2 Infection (Grappling replaced by annoy, On annoy: Enemy's range is decreased by 50%)

Lifter (22 HP, 0 Infection, 3 Damage)

Clown (20 HP, 2 Infection, 1 Damage (+1 additional move.)

Fallen Military Soldier: (20 HP, 0 Infection, 1 Damage. (2 Damage Disarming.) (Grappling is replaced by Disarming.))
Disarming removes the weapon from the entire game after 1 turn of doing so, including the attachment it had.

Stomper: (20 HP, 1 Infection, 2 Damage (Can stomp to deal 0 Infection, 2 Damage to all survivors in the same area and 1 damage to all survivors in neighbour areas.)

Thrower: (20 HP, 1 Infection, 2 Damage (Can throw survivors 2 areas away, Dealing 0 Infection, 1 Damage to the survivor.))

Brute: (20 HP, 1 Infection, 2 Damage (Can throw rocks 5 range away, 2 turns cooldown, rock deals 2 damage and 0 infection to 1 survivor))


Battle Armor: Can be used by everyone, watch out! (A hit removes 50% HP and Armor if armor is being used, Battle Armor doesn't prevent infection.)

Protection Glasses: 14 AP.
Kevlar Vest: 18 AP.
Riot Leggings: 16 AP.


Tactical Armor: (Doesn't protect HP, HP suffers normal damage in a hit, armor receives 50% damage.)

Touque: Negative temperature received is decreased by 0.1, 6 AP.

Parka: Negative temperature received is decreased by 0.3, 10 AP.

Snowpants: Negative temperature received is decreased by 0.1, 8 AP.

Rainhat: Wetness received is decreased by 0.1, 6 AP.

Raincoat: Wetness received is decreased by 0.2, 10 AP.

Rainboots: Wetness received is decreased by 0.1, 8 AP.

NBC Helmet: Decreases infection received by 10%, rounded down. 14 AP.

NBC Chest: Decreases infection received by 30%, rounded down. 15 AP.

NBC Leggings: Decreases infection received by 10%, rounded down. 12 AP.


World Events: Can be voted while joining.

Seasons:

Autumn: No changes.

Winter: It may be cold and/or snowy, some areas will be either cold or snowy.

Summer: Some areas will be hot.

Spring: It will rain in some areas.

Events:

Raining: The area will be raining for as long it's Spring, users in these areas will receive 1 wetness every 2 turns. Wetness decreases by 1 every 2 turns that the user is not in a raining area.

Snowing: The area will be snowy, non-zombies can pick up snowballs there, temperature is increased by 1 every turn.

Cold: The area will be cold, the temperature of users is increased by 0.5 every turn.

Full Moon: Range is increased by 1 for all survivors.

New Moon: Scopes and ACOGS will not benefit in any way, Flashlights will be able to increase range. -1 Range for all survivors.

Extra Stats:

Temperature: Only available during Summer and Winter. By default at 0, lowest is -3 and maximum is 3. Decreases by 1 every turn.
Upon reaching -3 the user receives the "Freezing" debuff.
Upon reaching 3 the user receives the "Sweating" debuff.

Wetness: Only available when it's raining. By default at 0 and maximum is 3.
Upon reaching 3 the user receives the "Wet" debuff.


Status Effects:

Buffs: None.

Debuffs:
Poisoned: The player's range is decreased by 1 and looses 1 HP per turn while this debuff is active.
Overheated: Weapon cannot shoot while this debuff is active.
Bleeding: The player looses 2 HP per turn while this debuff is active.
Sweating: The user looses 1 HP and thirst is increased by +0.2 per turn instead of +0.1 while temperature is at 3.
Wet: The user trips and cannot do anything the next turn if they move the maximum amount of areas they can move.
 
Last edited:
Map: Happy Fun Land
Author: KnightsOfCydonia



III-III-III-III-III-III-[Ex1][Ex2][Ex3]--III
III-III-III-III-III-X-[M60][M61][M62]--III-III
III--III--[SP2]-X-[M56][M57][M58]-III-III-III
[SP/][SP1]-X-[M53][M54][M55][A9]-III--III--III-III
[O9]-X--X--X--[M50][M51][M52][A7][A8]--III--III--III
[R\][R2][R3][M47][M48][M49][A5][A6]--III--III--III
[M42][M43][M44][M45][M46][A1][A2][A3][A4]-III
X---X--[B6]-[M37[M38][M39][M40][M41]
X---!---[B5]-[M32][M33][M34][M35][M36]
X---X--[B4]-[M27][M28][M29][M30][M31]
[M22][M23][M24][M25][M26]--[C2]-[C3][C4][C5]
[M17][M18][M19][M20][M21]--[C1]-O2-O3-O4[C6]
X---X--[B3]-[M15]-[M16]-[M\\]--[C//]-O1--III--O5[C7]
X---!---[B2]-[M12][M13][M14]--[C13]O8-O7-O6[C8]
X---X--[B1]-[M9]-[M10]-[M11]--[C12][C11][C10][C9]
[M4]-[M5]-[M6]--[M7]--[M8]---III--III--III--III--III--III--III
X---X---X---[M1]--[M2]--[M3]--III
III--III--III---[En6]-[En7]-[En8]--III
--------III--[En4]---[X]---[En5]--III
--------III--[En1]-[En2]-[En3]--III

---------------------------------------------------------------


Item Locations:

If 4 Players:

1 Random Ammo at En5
2 Random Utility or Medicine at En6.
2 Random Explosives, Ammo or Item at M21
1 Random Weapon at B3
If 8 Players:
2 Random Ammo at B5
1 Random Weapon at C3
2 Random Explosives, Ammo or Item at R3

-----
1 Food/Drink spawns in a random area 3 turns after the previous is picked up. Same with Ammo except it's cooldown is 4 turns.

Zombies choose to spawn in any area and can act the next turn, during the first turn everyone spawns in a random area as a Survivor, 1 for every 4 players that is infected and will turn into a zombie after turn 3. (Not being able to move during the turn 3.)
 
Last edited:
How to play? Ill join if I get the instructions
All actions begin with /
Examples: /shoot the CZ
/take the clip
/move to B2
Optionally, you can also bold your commands.
You can combine movement, attacks, and other actions into a single command, ex. /answer phone, then move to E7 and hit zombie with crowbar

There will be a detailed and labeled grid map with locations of items, enemies, and allies listed below the map for easy reference. Below that will be a spoiler full of player stats: HP, Stamina, hunger/thirst, and your inventory.

Default movement is one space per turn. You can spend stamina points to increase your movement range by +1 per stamina point. Stamina points can also be used to increase the power of certain attacks.

Default weapons are Glock and Crowbar. These are your friends. Pay attention to the number of bullets and clips your guns have. Example: Glock 2/3[1] is a pistol with 1 bullet used already and an extra clip in your inventory. If you hit 0/0[0], you will need to rely on melee or find another clip/gun.

The OP has everything else that you need to know, particularly the map legend and the blurb on weapons range. Also read up on the info in spoiler tags when you get the chance to learn more about weapon/items stats, enemy stats, etc.
 
All actions begin with /
Examples: /shoot the CZ
/take the clip
/move to B2
Optionally, you can also bold your commands.
You can combine movement, attacks, and other actions into a single command, ex. /answer phone, then move to E7 and hit zombie with crowbar

There will be a detailed and labeled grid map with locations of items, enemies, and allies listed below the map for easy reference. Below that will be a spoiler full of player stats: HP, Stamina, hunger/thirst, and your inventory.

Default movement is one space per turn. You can spend stamina points to increase your movement range by +1 per stamina point. Stamina points can also be used to increase the power of certain attacks.

Default weapons are Glock and Crowbar. These are your friends. Pay attention to the number of bullets and clips your guns have. Example: Glock 2/3[1] is a pistol with 1 bullet used already and an extra clip in your inventory. If you hit 0/0[0], you will need to rely on melee or find another clip/gun.

The OP has everything else that you need to know, particularly the map legend and the blurb on weapons range. Also read up on the info in spoiler tags when you get the chance to learn more about weapon/items stats, enemy stats, etc.
Oh, ok, I get it. Guess Im joining ;-)
 
Map: Happy Fun Land
Author: KnightsOfCydonia


The game begins...

KnightsofCydonia
Blank Slate2356
P2X7
Hitmonleet

III-III-III-III-III-III-[Ex1][Ex2][Ex3]--III
III-III-III-III-III-X-[M60][M61][M62]--III-III
III--III--[SP2]-X-[M56][M57][M58]-III-III-III
[SP/][SP1]-X-[M53][M54][M55][A9]-III--III--III-III
[O9]-X--X--X--[M50][M51][M52][A7][A8]--III--III--III
[R\][R2][R3][M47][M48][M49][A5][A6]--III--III--III
[M42][M43][M44][M45][M46][A1][A2][A3][A4]-III
X---X--[B6]-[M37[M38][M39][M40][M41]
X---!---[B5]-[M32][M33][M34][M35][M36]
X---X--[B4]-[M27][M28][M29][M30][M31]
[M22][M23][M24][M25][M26]--[C2]-[C3][C4][C5]
[M17][M18][M19][M20][M21]--[C1]-O2-O3-O4[C6]
X---X--[B3]-[M15]-[M16]-[M\\]--[C//]-O1--III--O5[C7]
X---!---[B2]-[M12][M13][M14]--[C13]O8-O7-O6[C8]
X---X--[B1]-[M9]-[M10]-[M11]--[C12][C11][C10][C9]
[M4]-[M5]-[M6]--[M7]--[M8]---III--III--III--III--III--III--III
X---X---X---[M1]--[M2]--[M3]--III
III--III--III---[En6]-[En7]-[En8]--III
--------III--[En4]---[X]---[En5]--III
--------III--[En1]-[En2]-[En3]--III

---
Player Locations:
D [Ex1]
Hitmonleet [M51]
Roy [M52]
P2X7 [Ex3]

---
Item Locations:
Defibrillator [M26]
Sledgehammer [M15]
Glock Magazine [M26]
Grenade [M52]
C4 [M60]
Glock Magazine [M19]
Energy Drink [En2]


---------------------------------------------------------------

Players:

D
3/3
0

2/10 -
Glock, Crowbar.
0/20 - 0/20

Hitmonleet
3/3
0

2/10 -
Glock, Crowbar.
0/20 - 0/20


Roy
3/3
0

2/10 -
Glock, Crowbar.
0/20 - 0/20


P2X7
3/3
0

2/10 -
Glock, Crowbar.
0/20 - 0/20
 

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