Zombie Survival - Lunacyde vs Flamerbee

Avatar image for deactivated-5e8a1f5fafc4e
deactivated-5e8a1f5fafc4e

26473

Forum Posts

2126

Wiki Points

0

Followers

Reviews: 0

User Lists: 4

Let's start with something easy.. Round one.

You have been chosen for the Left 4 Dead scenario. (Credits to @jokergeist)

All lines of communication with the outside world have been severed. You and your team have to fight for yourselves.

Location:

No Caption Provided

Lunacyde starts blue, Flamerbee starts red.

A dark, damp mix of suburbs and woodlands, infested with infected.

The yellow dots are "common infected." These are the most basic kind of infected, who attack in hoards and are attracted to light and noise. They are not basic walkers, either. They will chase you until they kill you. They die just like regular humans, though.

Key for "special" infected:

No Caption Provided

The Boomer vomits a special bile that blinds Survivors and draws Common Infected to them. When he dies he explodes, covering any nearby Survivors with bile. (average durablity)

The Hunter is extremely fast and agile, capable of quickly scaling walls. He can pounce and pin down Survivors, clawing at their abdomen until either the victim. (peak durability)

The Smoker is an ambush class that can strangle Survivors with its long tongue. They emit smoke when killed to impair people's vision. (high durability)

The Witch is very powerful, capable of incapacitating or killing Survivors with one hit. Will only attack once startled or provoked. (very high durability)

The Tankis the biggest and strongest of all the Infected, and is reasonably fast. He has incredible strength and resistance―his punch can send Survivors flying (very high durability)

The key and map were created by Jokergeist, so credits to him.

*Pat on the back*

Settings:

You start in a safe house, completely zombie-free. Also, stranded.

One of your team remember a rock concert that gets played roughly half a mile away from your location, once a week, on this very day. If you can get there, turn on the stage lights, activate the backup speakers, and defend yourself long enough, you'll be able to signal the escape helicopter and get a ride home.

However, another team of survivors have the same idea as you, and there is only enough room on the chopper for one team...

When you activate the lights and music, it will surely attract the attention of every nearby infected in the area..

..and also the Witch, who is crying and grieving loudly nearby. You can be sure as hell she'll want a piece of whoever starts the concert.

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.

(Deliberate exaggeration)

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. 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 around midnight.

- Win by escaping via helicopter.

- State your teams standard gear, then your prep gear in your opening post.

- Neither team know of each other or their presence in this scenario.

Teams:

@lunacyde - Master Piandou, Legolas, Shadowstorm, Helix

VS

@flamerbee - Red Arrow (Roy Harper),Robin Hood, Bear Grylls, Mugen

Good luck, gentlemen.