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Wisp

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Everything posted by Wisp

  1. Malaria isn't much of a problem in southern SA, that's why there were european colonies there in real life. It's also in a good position based on latitude to grow european crops, which makes it the best spot in Africa. And retech, what happened with Corsica and North of Croatialand
  2. Play for world domination, or something in Hegemony. People like to see their nations get stronger and stronger, and expand, even if they never do anything with them.
  3. If you want a class not on the list, PM me. I'm saying a definite no to the soldier class's equipment. I don't want guns to be abundant early on, that's why the police officer only has a few bullets, and the farmer only has a few shells. This isn't gonna be like left 4 dead with piles of ammo every 10 feet and convenient m16's lying around everywhere.
  4. Oh, and on the topic of zombie game, I'll start that up as soon as I can.
  5. I'm in for the game, if it happens. I think I'm probably the most conservative player strategy wise, seeing as I still have basically never fought someone without them making the first move.
  6. Byzantine Army: Group 1: 8200 Cataphracts Group 2: 8200 Cataphracts Royal Guard: 3600 Cataphracts, 1400 Elite Pikemen Retech, what happened to the troops I sent to Corsica, and the piece of land to the north of my croatian area. Oh, and boat research begins and all.
  7. Byzantine cooks design a new food/meal combining chicken and tree bark, and we obviously have a monopoly on this new food. Thus I can say I monopolise food.
  8. The byzantine strategy was 95% cataphracts. Worked well against everything, except other armored cav.
  9. My army is split into: General Azar's Forces: 8200 Cataphracts Empress Mephera's Forces: 8200 Cataphracts Royal Guard: 1600 Cataphracts. We like our Cataphracts.
  10. Ah, I think I've been here for 3 of those but only counted 2 of them. So my army is now 18,000 cataphracts.
  11. Wait, how many times has budget updated since the start of the game?
  12. Flails really aren't all that useful. So probably not.
  13. So I control Turkey? Boat research starts.
  14. Hopefully later today, I guess. But I might be out for the next few days, sadly.
  15. Carracks are bigger better caravels. But they take half the time? The research time should be measured in decades, not years. Or, have a discovery unlock them for everyone once we actually need it.
  16. I wasn't planning on that, but I see no problem. The head remains alive, the body's dead. If you're extremely unlucky, you could get bit by a disembodied head.
  17. Fine, we conquer Argentina, then we have relations to all the rest of South America, they were all one, once. Then we conquer the crap out of them.
  18. It's two weeks after the evacuations started, that was the day everything went wrong. Telling 5 million panicked, angry, and scared people to leave a city is a disaster in of itself, but add a monster to the equation, and it becomes hell. Maybe some people are still alive in the city, maybe they're all dead. Or kind of dead. What matters now is that we're alive, and they haven't found us yet. But I know that we cannot stay here for long. Welcome to Zombea V3 Gameplay: You post what you want your character to do, and the GM (me) tells you how it goes. The only way to kill the starting (and possibly only zombies) is to destroy the brain. Remember that. [hide=Map][/hide] We start on the far left side, on the border of Farmland and Forest. [hide=Classes:] Police: One of the few surviving from the city's finest. You got your gun, one loaded magazine, and not much else. Starting skills: Small Arms Level 2, Survival Level 1 Starting Equipment: 9mm Pistol, 17 9mm rounds, 1 two-way radio, Handcuffs, Baton. Bonus: 20% better accuracy than the other classes (at start) Construction Worker: Some looked down upon you for having a labor job. Now they realize just how important your skills are. Starting skills: Construction level 3 Starting Equipment: Sledgehammer, pack of cigarettes, hammer and 200 nails. Bonus: Builds most things 50% faster than the other classes. Farmer: You never were rich, but you did your job well and worked hard. The new world needs food, and you're ready. Starting Skills: Farming level 3, Small Arms 1 Starting Equipment: Double Barrel Shotgun, 8 12 gauge shells, bag of corn seeds, shovel. Bonus: Things you plant and take care of have a 60% higher chance of success, and grow 30% faster. You also do 20% more damage with a shotgun than other classes to start. Scientist: You spent the past year of your life telling the world the apocalypse would never come like this. You were wrong. Starting Skills: (pick one) Electronics level 3 OR Medicine Level 3 OR Chemistry Level 3 Starting Equipment: 5 sticks of dynamite, lighter. Bonus: You are better at making sciency stuff than other classes, and healing others, regardless of which skill you picked. You also have less chance of blowing yourself up while handling explosives. Mechanic: You fix stuff, and build stuff. That's your job. Starting Skills: Repair Level 2, Electronics Level 2 Starting Equipment: Blowtorch, Some fuel, car repair tools, bowie knife. Bonus: Car's or vehicles fixed by a Mechanic will be in better shape than those fixed by anyone else (assuming same skills), and will have 10% better fuel efficiency. [/hide] Character Creation Sheet: Name: Gender: Age: Physical Description: Class: Skills (Just copy from the class list): Background story (optional): How's this look?
  19. Alright, if we're playing like this: Brazil invades all of south america with it's absurdly large army that it started a while ago. Because hurr durr I will control the continent in 3 years.
  20. I'm not on the list either, for the record.
  21. Byzantium Army: 10,000 Byzantine Cataphracts with 5m left to spend. Cataphracts fill the roles of both archer and lancer excellently. As per dusty's advice, the byzantine navy is positioned along the bosphorous, with ballista support from the shores aswell, and flaming arrows ready to go.
  22. Oh, and one thing I want to add to this game. Atleast for the first while, I would try to make a summary of what happened each day and put it on the the front of the thread, incase anyone missed a day.
  23. Well, maybe we could have minimum dice rolls or something, so that you don't do something too ridiculous. Here's how the game would be setup for a start: A map of an area (I'm thinking like a medium suburban town, shopping centre etc, maybe some forest or farmaland.) 5(?) different classes to start from, each with some bonus ability each, plus this determines your starting skills. For a start, you would all need to find a safe place to sleep, or take turns guarding while the others sleep, or similar. Also, we could have a few different ways to have zombies set up. 1) Romero Zombies. Slow, headshot to kill, don't need to breathe etc. If they see you they moan, which attracts more. 2) Fast & Slow: For fast, think Dawn of the Dead remake, fast, but otherwise the same as Romero. And they can climb, atleast a bit. Fast would be rarer than slow zombies. 3) Different types: Zombies with special abilities, for example a screamer which attracts tons of zombies if it sees you. Think left 4 dead setup, mostly standard zombies, with a few special ones.
  24. It's two weeks after the evacuations started, that was the day everything went wrong. Telling 5 million panicked, angry, and scared people to leave a city is a disaster in of itself, but add a monster to the equation, and it becomes hell. Maybe some people are still alive in the city, maybe they're all dead. Or kind of dead. What matters now is that we're alive, and they haven't found us yet. But I know that we cannot stay here for long. Welcome to Zombea V3 Gameplay: You post what you want your character to do, and the GM (me) tells you how it goes. The only way to kill the starting (and possibly only zombies) is to destroy the brain. Remember that. Rules: Don't ruin the fun for other people. Don't kill another player, atleast for the first week. Usual tavern rules. [hide=Map][/hide] We start on the far left side, on the border of Farmland and Forest. [hide=Classes:] Police: One of the few surviving from the city's finest. You got your gun, one loaded magazine, and not much else. Starting skills: Small Arms Level 2, Survival Level 1 Starting Equipment: 9mm Pistol, 17 9mm rounds, 1 two-way radio, Handcuffs, Baton. Bonus: 20% better accuracy than the other classes (at start) Construction Worker: Some looked down upon you for having a labor job. Now they realize just how important your skills are. Starting skills: Construction level 3 Starting Equipment: Sledgehammer, pack of cigarettes, hammer and 200 nails. Bonus: Builds most things 50% faster than the other classes. Farmer: You never were rich, but you did your job well and worked hard. The new world needs food, and you're ready. Starting Skills: Farming level 3, Small Arms 1 Starting Equipment: Double Barrel Shotgun, 8 12 gauge shells, bag of corn seeds, shovel. Bonus: Things you plant and take care of have a 60% higher chance of success, and grow 30% faster. You also do 20% more damage with a shotgun than other classes to start. Scientist: You spent the past year of your life telling the world the apocalypse would never come like this. You were wrong. Starting Skills: (pick one) Electronics level 3 OR Medicine Level 3 OR Chemistry Level 3 Starting Equipment: 5 sticks of dynamite, lighter. Bonus: You are better at making sciency stuff than other classes, and healing others, regardless of which skill you picked. You also have less chance of blowing yourself up while handling explosives. Mechanic: You fix stuff, and build stuff. That's your job. Starting Skills: Repair Level 2, Electronics Level 2 Starting Equipment: Blowtorch, Some fuel, car repair tools, bowie knife. Bonus: Car's or vehicles fixed by a Mechanic will be in better shape than those fixed by anyone else (assuming same skills), and will have 10% better fuel efficiency. [/hide] Character Creation Sheet: Name: Gender: Age: Physical Description: Class: Skills (Just copy from the class list): Background story (optional): [hide=Current Characters][hide=Patient 8/Icuownage]Name: Patient 8 Gender: Male Age: 23 Physical Description: Rather skinny, and not too tall, but not exactly small. Black and white face paint, it is a distinct pattern, with the eyes covered in dark paint, and black tears coming down the cheeks. Black lips, and what looks like runny black paint down the mouth to the chin. Instead of a conventional mime costume, I wear a cloak, long black and tattered, with rips on the ends. It doesn't reach the floor though, so my feet are clearly seen. Regular black boots is what I wear. A tattoo is on his arm that is labled 8, it is from where he had his stay in the mental asylum. Class: (I want to make one up, if that is okay?) Joker/Mime Skills (Just copy from the class list): 2 Trap 1 Knives Background story (optional): Growing up was rather though, he was bullied majorly and this led to a mental breakdown. On his prom night, he attended the dance dressed as a mime. Everyone laughed at him, and tried to make him talk, even to the point of torture. It is there where he snapped, he had been carrying a stilleto on his person the entire time. The prom was cut short and the case was closed by the police as a brutal tragedy, they shipped him off to an undisclosed asylum. He never left his cell in the asylum, even when recesses were given, he just sat paciently waiting. On the time he did move, he always reinacted a play perfectly in his cell, he mimed it out. It was a story of what seemed to be crazed people attacking and biting scared individuals, it was obviously a zombie attack, and psychiatrists tried their hardest to get him to speak, but he never opened his mouth, nor even signed. It was the eve of the zombie attacks, and 8 was very unrestly in his cell, it took a team with sedatives to finally make him sleep. He was awoken by screaming staff, everything was turning into hell. Patients were walking freely out of their cells, only to be taken down by the zombies. 8 saw his chance of escape, and he ran, he took a supply of knives with him as he left. On the streets, he knew he was unable to cope with every zombie, so instead he set him time, setting traps, catching zombies, and soon he became slightly attuned to doing so. Now he wanders the streets, knife in hand and a dream of madness. Inventory: 1 knife, 1 trap kit[/hide] [hide=Earth/Earthsage]Name: Earth Class: Mechanic Height: i dont actualy care. Desc: more used to growing a tree than building a gun, Earth still knew how to take care of himself pretty well. when the zombies attacked, he fought them off. but now he's on the run. SKills: Repair Level 2, Electronics Level 2 Inventory: Blowtorch, half a gallon of propane, car repair tools, bowie knife. [/hide] [hide=Mathias/Mather] Name: Mathias Gender: Male Age: (16 + 1 for every year this is set into the future) Physical Description: 1,70m (5'6) tall and 55kg (121.25lbs) heavy, Mathias has light-brown hair which reaches him to the chin in front and to the shoulders in the back, he has a square face, blue eyes, straight nose and a slight chin cleft with a scar on the right side. His skin tanned to the colours ochre at his arms and bronze in his face, lesser tanned areas are fawn. His shoulders are medium-broad for his size, and his pecs and abs are clearly ripped while his arms would have seemed feeble is not for the outlines of strong muscles. His buttocks and legs too look musculus though they do not carry any distinct marks of the muscles underneath. His clothes are casual, with a black kangaroo hoodie with a green sleeveless shirt underneath, loose-fit denim pants and some black hiking shoes, he also carries a distinct piece of clothing, a slightly worn-out brown trillby hat. Class: Scientist. Skills 3.0 electronics Background story: A Norwegian student, though musculus he is well educated and somehow found himself in the midst of a zombie invasion. Inventory:5 sticks of dynamite, lighter. [/hide] [hide=Jack Sonos/Pieiseaten]Name: Jack Sonos Gender: Male Age: 16 Physical Description: Tallish, skinny. Class: Police Skills (Just copy from the class list): Small Arms Level 2, Survival Level 1 Background story (optional): After a small alleyway brawl in which Jack beat the hell out of a mugger, the police force who stopped him from killing the mugger decided to unofficially recruit him. Since then, he's been all over the city, using knowledge from his time as a justice-delivering street urchin to catch crooks. Inventory: 9mm Pistol, 17 9mm rounds, 1 two-way radio, Handcuffs, Baton. [/hide] [hide=Ryan/Skull_Emblem] Name: Ryan Gender: Male Age: 18 Physical Description: 5'8" 145lbs (1.7m 66kg) Longish blonde/brown hair and a short scruffy beard. Reasonably strong, but not in amazing shape. Generally rough appearance. Class: Construction Worker Skills (Just copy from the class list): Construction level 3 Equipment: Sledgehammer, pack of cigarettes, hammer and 200 nails. [/hide] [hide=Estefan Perez/Edelweiss] Name: General. Estefan Pérez Gender: Male Age: 64 Physical Description: He is 1.8 metres and extremly podgy (150kg), he is the same build as a sumo wrestler. Once a chronic smoker he has given up in aid of his lungs. Despite his obesity and smoking he is extremely healthy due to his low fat diet and long walks. He is extremly well built in his arms and legs and can run (or rather more waddle) for long periods of time without getting tired and can lift weights easily. His skin is browned and he sports a long grey beard. His clothes usually include a red beret and green military garb or a rich white suit. He usually walks with a cane to aid his walking and herd sheep but he left it at home. Class: Farmer Skills: Farming level 3, Small Arms 1 Background story: A retired Cuban corps general (this is going to be good) in charge of a secret plan to overthrow America, he was arrested by the American military in 1976 for sedition but quickly escaped in a violent, bloody but brilliant escape which resulted the still unknown destruction of the rendition camp. He was trained in Martial Arts and many other military techniques but has mostly forgotten or can't physically do most of them anymore. In his later years he retired and became a farmer. Inventory: Double Barrel Shotgun, 8 12 gauge shells, bag of corn seeds, shovel.[/hide] [hide=Rocco]Name: Rocco Gender: Male Age: 18 Physical Description: 6'4'', brown hair, brown eyes, tan skin, muscular. Class: Construction Worker Skills (Just copy from the class list): Construction level 3 Background story (optional): Inventory: Sledgehammer, pack of cigarettes, hammer and 200 nails. [/hide] [hide=Elwood Cypher/Ross] Name: Elwood Cypher Gender: Male Age: 24 Physical Description: Lanky, fairly scrawny, has glasses, green eyes, and long dark hair. Class: Scientist Skills (Just copy from the class list): Medicine level 2, Chemistry level 1 Background story (optional): Inventory: 5 sticks of TNT, Lighter [/hide] [hide=Ol Mcdonald/Retech]Name: Ol' Mcdonald Gender: Male Age: 57 Physical Description: An old geezer who used to wrestle pigs back in the day. Class: Farmer Skills (Just copy from the class list): Farming level 3, Small Arms 1 Background story (optional): Inventory: Double Barrel Shotgun, 8 12 gauge shells, bag of corn seeds, shovel, two makeshift straps. [/hide] [hide=Varius Dusavi/Nexaduro] Name: Varius Dusavi Gender: Male Age: Appears to be in late teens Physical Description: 5'10", relatively thin with lean muscles, numerous scars of varying depth (some which appear to have the potential to have been fatal), and slightly pointed ears. Class: Mechanic Skills: Repair Level 2, Electronics Level 2 Background story: Appeared mysteriously a few years before the outbreak, few memories from his past. Worked at a repair shop which was destroyed by the mobs of people trying to escape the city. Escaped in his customized moped, which he accidentally drove off a cliff, leaving him with only the supplies in his pack. Inventory: Blowtorch, half a gallon of propane, car repair tools, bowie knife. [/hide] [hide=Kirby]Name: Kirby Gender: Male Age: 14 Physical Description: 5'11, short brown hair. Medium build. Class: Mechanic Skills (Just copy from the class list): Repair 2, electronics 1 Inventory: Blowtorch, half a gallon of propane, car repair tools, bowie knife. [/hide] [/hide] [hide=Known Skills] This is not a complete list: Skills: Trapmaking : The ability to make, maintain, and safely use traps. Higher levels allow more complex traps, less risk using them, and more powerful effects. Bladed Weapons: The ability to use weapons including knives, swords, and anything else with a blade. Higher levels are better at it. Survival: Surviving in the wild. Allows the player to find useful plants, and find animals easier. Construction: Construction of barricades, building, structures etc. Higher levels build faster, and sturdier things. Medicine: The ability to help heal others or yourself, includes wilderness survival techniques. Higher levels can treat wounds and the like quicker and more effectively. Chemistry: The ability to make chemicals from relevant sources, and use them effectively. Includes making explosives. Higher levels make better products, and do so safer. Farming: Planting and caring for crops. Higher levels have better products, and they grow quicker with less chance of dying. Small Arms: Using most Firearms. Higher levels are more accurate, and reload quicker. Repair: The ability to fix and repair objects such as cars. Higher levels can fix more complicated things. Electronics: Working with electronics, good for repairing or setting up things like surveillance systems, power lines etc. Heavy weapons: Ability to use heavy weapons effectively, including flamethrowers, rocket launchers, and mounted machineguns. Higher levels are more accurate, and reload quicker. Blunt Weapons: Ability to use blunt weapons (including improvised) more effectively. You deal more damage and can swing faster at high levels. Hand to Hand: Ability to use your body as a weapon. May not be great vs zombies, but it can atleast get you out of one's grip. Acrobatics: Ability to climb better, jump higher, and keep your balance as this level progresses. Crafting: Basically a miniature combination of Construction and Electronics. Mostly for making improvised items, such as shields, and more complicated improvised weapons. [/hide]
  25. Japan fails economically and rioters siege the capital building. You just took 10% of the population from their families to invade a country across the world.
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