Chapter I- Exodus
Q: What is it?
A: Battle Royale-style game with "mafia" elements to it.
Q: Where will it be hosted?
The gameroom
Q: When will it be hosted?
A: Sign ups are open, game begins after Thanksgiving.
Q: How many players?
A: More players are better. I'm looking for 40 minimum, but 60 or so would be all right. As such I'd like to get the word out ahead of time regarding what sort of game this is, to recruit a maximum of interested players.
Q: Can you give us an overview of the game?
A: Yes.
The Overview
The setting is a town called Dark Falls, a mid-western fictional town in the United States. A terrible accident at a local bio-research facility has resulted in an outbreak of an experimental bio-agent, a new strain of the so-called Omega virus. These events take place years after the original viral outbreak at Raccoon City, and the United States government has moved quickly to quarantine the area. Because there are thousands of lives at stake, and the political fallout from Raccoon City being nuked was rather severe, there is a rescue plan in operation. There will be only a few ways in or out of the quarantine zone, where victims of the outbreak and potential carriers will be placed inside vehicles which will transport people to a sealed underground facility for a thorough screening and observation process. If they exhibit no signs of the virus, or they are able to fight it off, they will be released after an extended stay.
However, exiting the town will be rather difficult. During the initial rioting, the local government sealed off the routes out of the town, as the federal government had not arrived yet. After the local law enforcement and many officials got infected by the Omega-II strain, steps were taken by these newly insane individuals to make it almost impossible to escape. Bridges were blown up, tunnels collapsed, and security walls, barbed wire, explosives, and infected dogs were deployed around the town, to allow further transformation to take place. But there is still Route 3, the main highway that runs north toward Canada. The United States government has deployed the rescue teams just outside the quarantine zone, on this highway. Leaflets were dropped urging people to exit in small groups and head to the rendezvous point in an orderly fashion. Presently there's no way to safely get to this highway, but it should be possible to break through the barricades and the zombies.
While some are trying to escape from Dark Falls, there are others interested in getting in. Some for nefarious purposes, some not. And some are trying to actively prevent people from leaving... the battle for the souls trapped inside Dark Falls begins.
The Factions:
Townspeople:
People who begin with basic skills, often starting in small groups. They rely on each other to stay alive. When they die, they turn into zombies, as they have all been exposed to the Omega virus.
Objective for the townspeople:
A minimum number of townspeople must escape from Dark Falls alive. The more who manage to do this, the better the town's overall score. In order to escape from Dark Falls, certain obstacles must be overcome, and certain items must be found.
Mercenaries:
These are trained, intermediate skilled fighters hired by the Umbrella Corporation, or their rival, Syntech. Some are actually rescue teams... others not so much.
Objective for the mercenaries:
Depends on who hired them. Each has an individual goal which may help, harm, or do nothing to the town.
Zombies:
These are fallen townies whose only objective is to convert more people into zombies. These are infected by the Omega Virus.
Objective for the Zombies:
Eat, eat, eat... kill the townspeople and turn them into the walking dead... spreading the seed of destruction further.
Plague Demons:
You don't know much about them.... but you know these are terrifyingly frightening creatures. Don't even begin to think of them as human.
Objective for the Plague Demons:
It's a secret...
Secret Factions:
You will have to wait and be surprised. Trust me, it's gonna be good.
Character Sheets:
Strength: (The sheer amount of physical strength one has; to lift heavy objects, move obstacles, or hold back zombies from behind a barricade. Minimum strength thresholds allow certain actions)
Speed: (How fast you can move and react. You should be able to outrun enemies with this. If you are faster than the zombies, you could be very good with a firearm, able to do several attacks in a given turn)
Stealth: (How good you are at avoiding awareness checks from zombies or even other humans. This can help you hide from them. However, some creatures can smell you, or sense your heat source...)
Awareness: (How good you are at noticing hidden objects, or detecting clues, or sensing other players. High awareness allows you to gain a better sense of your surroundings and notice dangers.)
Combat: (How good you are at fighting, in terms of training and accuracy and deflecting blows. The better this rating is, the better you will survive assaults by trained forces or zombies. But nothing stops a bullet to your head or an explosive to your gut)
Luck: (This is your saving throw in case your other skills aren't up to snuff. It can help you avoid bullet fire and also help you "accidentally" make correct decisions, if you decide to flee from danger, your luck might make you flee in the correct direction.
Vitality: How much damage you can take before dying
Skill set: If you have special abilities, these go here
Item box: You can only carry so many items without being encumbered by their weight or bulk. Too many items will slow you down. You will also be restricted from doing certain actions if you're armed to the teeth. Game will be as "realistic" as I can make it.
Day and Night phases:
1. The story takes place over several hours, during the night, about a week into the outbreak. Every "phase" will last 15 minutes in game time but 24-48 hours in real time.
2. There will be no voting whatsoever. This is why it only resembles and borrows elements from mafia games. It is generally speaking not a mafia game, per se.
3. All actions take place during the "Night" phase of the game, in mafia terms. During the day phase, you can plan and discuss, and I do the process of handing out the results from the previous night phase. There will be a lot of work for the game host, and I won't be able to instantly post the results. Everyone will have night actions to send in, and I'll have to calculate the results and roll the dice and do the private message writeups and the public writeup. This takes time and I'm only human-ish.
4. As such, the only phase you're really concerned with is "night" phase. You can do nothing if you wish during the "day" phase, which in this game will be called the "writeup phase". Yes, it will have its own phase.
What you do:
1. Decide where you want to go on the map. You are aware of your starting location and your immediate surroundings, and you also have a reliable map of Dark Falls, since you live there, you're aware of the general layout. Make sure you don't die there.
2. You will be allowed to move a certain distance (radius) from your location, based on your speed and how much you're carrying. You will know how far on the grid you can move in any given phase. If this changes, I'll tell you.
3. Decide what actions you wish to take when you get there. You can be purely aggressive, and wipe out anything you see... which can have good or bad consequences. You can be cautious and react depending on the situation, which can have good or bad consequences. You can be diplomatic and try to ally with other townsfolk and try to work together, which leaves you more vulnerable. You can also choose to exhaustively search the area once you get there, which also leaves you vulnerable to surprise attacks. You can also choose to move there slowly, so you arrive after other people might, and try to sneak attack them. If they are prepared, however, they will get the drop on YOU.
Example list of modes: (still in design phase)
1. Kill anything you see (automatically gets a first strike against the target, in all cases except mutual "kill anything"
2. Kill anything that doesn't look human (targets zombies and infected creatures, but doesn't fire first on humans or things that look human)
3. Cautious (doesn't gain a first strike against zombies, but acts as though you expect to be attacked, adding to your defense)
4. Seek cooperation (automatically gives first strike to your opponent, who can use this to kill you. However, if the other person seeks cooperation, you will not attack one another, and now you can work together. If they seek to do so...)
5. Hide (uses your awareness and stealth ratings to seek cover and not be detected. This gives a first strike to any opponent who wins the awareness check against your stealth rating. If they fail the awareness check, they won't be aware of your presence at all, and you have first strike against them)
6. Search thoroughly (your attention is focused on locating useful items, and you lose first strike against anyone who might wish to attack you. This is mostly how you will find things, so it may be necessary to search.
Detailed strategies: Reaction Orders
If you wish to create in-depth contingency plans or wish to dispatch your opponent in style, feel free to give the host a writeup detailing how you'd react, what weapon you use, what moves you make, how much ammunition to use, etc, etc. Otherwise your reaction will be automatic and defensive in nature, and rather boring, to be frank. It is not necessary to make long, detailed writeups, as it will not affect the success of your orders. Just get the point across; if that point is an important strategic idea (such as using a trashcan lid as a shield) then it will affect the outcome. If you fail to plan for a kind of attack by your opponent, you gain no special defense against it. But you also won't be penalized. Contingency plans allow you a chance of defending against something you wouldn't normally survive. However, if you make too many, the effectiveness of each individual plan decreases, because you have too much on your mind and cannot react quickly.
Game will last until all active players have completed or failed their missions. The town will attempt to escape and they will no longer be an active faction when they all become zombies or escape. The mercenaries lose when they die, and may be considered individual factions in and of themselves. The zombies continue until everyone has been converted into a zombie, or every other faction has completed their final objective.
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I'm still in the design phase. Feel free to post a comment or an idea... if you think it's a really good one, private message me so it will be a surprise to the other players. If you want to indicate your interest in the game, please do so.
Also, I need someone with VERY GOOD MAP-MAKING ABILITIES. Please, please, please help me make a detailed map. I suck at graphic art.
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