Let's start with something.. easy. Round One.
You have been chosen for the Zombielandscenario.
An unknown figure of power and wealth is on the phone to your zombie killing team.
"Just get 'er out of there safe and sound, and you'll get whatever you need. Money, boats, drugs.. whatever tickles your fancy. The girls Jeep is out front, and she still has the keys. Save her life, and you'll be swimming in the almighty dollar."
Joker and Nightwing: "Alright."
*Beep*
The zombie apocalypse has ravaged the country. At the theme park Pacific Playland a young girl has found herself trapped atop a Ferris Wheel. She managed to shoot out the power, but now she's stuck at the top, and the zombies will stop at nothing to get to her.
Your team arrives on the scene, half a mile away from the Ferris Wheel. They send out a scout to survey the girls' situation before making a move.
Nightwing: Is that.. who I think it is?
Joker:Nice of you to drop in, Nightwing. *Light giggle*
Nightwing:You were contracted too, weren't you?
Joker: To save the girl? Oh yes I was, my boy. Me and a couple.. friends.
Nightwing: Well unfortunately you won't be rejoining them!
Nightwing makes a dash for Joker, but halts at the sound of an unsettling groaning.
Joker: I'd love to stay and chat, my dear boy, but it appears we both have some unwanted company. Toodaloo!
Joker makes a mad dash back to his team. Nightwing follows his example.
They let their teams know of the situation, and spend 10 minutes planning before entering the theme park once again.
Location:
Pacific Playland. A generic theme park, torn apart by it's zombie inhabitants. The young girl in need of saving is at the top of the Ferris Wheel.
Each team starts completely neutrally, a quarter of a mile away from the Ferris Wheel, coming from different directions.
It's midnight.
Settings:
Nightwing and Joker have alerted their teams that they have company. They will spend 10 minutes planning on how to get the girl as well as deal with their new enemies, and of course.. the zombies.
Right, and the zombies! They are runners, climbers, biters and everything in between. They will try to kill with 100% determination. Despite this, they still have the bodies of a normal human being, and thus can be killed as easily as one.
Between each team and the Ferris Wheel will be approximately 250 zombies. They are sensitive to loud noises and lights.
You need to get to the Ferris Wheel control panel and press the emergency reset to lower the girl down. She will be at ground level in about 30 seconds. She will give a member of your team the key to her Jeep, which is conveniently parked outside the Ferris Wheel. This is also your only form of transport for another 50ish miles. Get in, get the girl, get in the Jeep, and get the hell out of there!
Oh.. and those other guys that showed up? They're trying to hurt that little girl. They only serve to get in your way. Don't let them.
Prep:
So, rewind to a week ago. Your team knew they were going to be given a set of zombie-related assignments, and were also given a weeks preparation.
You have been given a "base" and teleporter with 14 teleports. These teleports will teleport you anywhere you can think of. Go there, get your preparation equipment, store it in your base.
Remember, one teleport to go to your designated place for prep, one teleport to get back.
You can bring all four members of your team in each teleport, and they can help bring equipment. You can only bring back what you can carry on your person.
Now, here's the important part:
- What you bring back for prep will be stored in your base. Then, every round, you choose what equipment you want to bring.
- When you bring equipment to a round, you cannot bring it back with you. It will be used up. The only gear you keep throughout is standard gear.
- So, be smart when you choose what gear you will bring per round, otherwise you might run out!
- And also, for clarities sake, be 100% clear on what gear you will be storing in your base. You could do it on a day-to-day basis like:
"Day 1: Two spoons, four pianos and a parrot.
Day 2: Some tacos, a rocket launcher, and some nectar.
Total Prep Gear: Four hundred nectar jars, seven tigers, and a pear."
Oh, also, your team will be using this week to get to know each other and plan for facing zombies.
Prep Limits are as follows:
Destructive Capabilities - Two shacks/Small building. Only one of these can be brought per round.
Armor Limit - Pre 52 Deathstroke.
Insta Kill/Critically Injure Gear/Abilities - Not allowed.
Invisibility - Only one member of your team can be invisible at any given time.
Scanners/Stuff that finds people - Limited to gear along the lines of motion sensors, up to 100 meters. Other things like infrared or night vision are allowed. No X-Ray stuff.
Travel Based Gear - Things like motorcycles, cars or horses are okay. Nothing that allows flight or teleportation, or that enhances speed to an OP degree.
Gear that disables electronics - EMP grenades are fine, or stuff that messes with electronics. Things that "instantly shuts down every electronic device within 900 miles and forces them to self destruct" are over the limits.
If you are unsure if your prep is within the limits, PM me.
Remember, you have 7 days to gather as much equipment as you can between 4 people. You need to justify how you'd gather a certain amount of gear. Try your best to make it last the rounds, because once you use it, it's not reusable.
Match Settings:
- Characters who know each other have all their own knowledge of that character, as well as how they feel towards each other.
- Everyone is in character.
- Teamwork is a factor.
- It's midnight.
- Win by death, knockout, permanent incapacitation or by escaping with the girl.
- State your teams standard gear, then your prep gear in your opening post.
Teams:
@jokergeist - "The Whoopie Killers."
Joker, Zombozo, Buggy the Clown, Harley Quinn
VS
@sync1 - Nightwing (New 52), Arsenal, Leon Scott Kennedy, Red Hood
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