If you are receiving this broadcast, it is vitally important that you listen to it in its entirety. Please do not adjust your radio until you hear this sentence repeat.
As you are no doubt aware, a virus recently escaped a level 4 biosafe research facility. This virus behaves similarly to rabies, although it is far more potent - any infected will quickly and inevitably lose all capacity for rational thought and attack others, further spreading the infection. The virus is considered to be transmitted by airborne means, droplet contact and direct physical contact. The public is obviously at danger from this virus, and so we at CEDA have produced this information broadcast to aid you in staying safe from disease and infection.
Please do not leave your homes, and obey the following simple safety procedures;
- WASH YOUR HANDS
- MAINTAIN A HEALTHY STATE OF MIND
- WEAR FACE MASKS WHENEVER POSSIBLE
- SHOULD MILITARY PERSONNEL APPROACH, DO NOT IGNORE THEM
- SHOULD MILITARY PERSONNEL APPROACH, DO NOT MAKE ANY SUDDEN OR VIOLENT MOVEMENTS TOWARDS THEM
- DO NOT CALL CEDA'S EMERGENCY HOTLINE
- DO NOT CALL 911
If it is not possible to avoid leaving your home, keep the previous helpful tips in mind, in addition to the following;
- STAY IN GROUPS
- HEAD TOWARDS THE NEAREST CEDA OR MILITARY-RUN EVACUATION CENTER
- DO NOT SEARCH FOR LOVED ONES
- CARRY IDENTIFICATION ON YOU AT ALL TIMES
- DO NOT TAKE PHOTOGRAPHS OR CARRY A CAMERA
- CARRY A BIG FUCKING GUN
If you are receiving this broadcast, it is vitally important that you listen to it in its entirety. Please do not adjust your radio until you hear this sentence repeat.
What's this?
You were instructed not to call CEDA's emergency hotline, citizen... but this is a phalla for 30 people, also known as a mini-phalla.
Phalla? What's that?
The forum's version of the party game, Mafia.
See here for more details. General rules apply, including no anonymous contact between players, no direct quoting of role PMs, etc. I don't care about paraphrasing or mafioso quoting role PMs to each other. If you set up an off-site proboard, please PM me the link to it.
Every day you must vote for a player who you suspect to be infected. Please
!vote in red and
!retract in lime. Retractions are not necessary; only your last vote will be counted.
Days will end at midnight, GMT... mostly.
It's a viral apocalypse combined with Burnage. What's the twist?
Several.
The rules for this game are relatively complicated and mostly public, so please read this OP in full.
This is a HP-based game. Every survivor, by default, starts with 100 HP. This can be altered by choosing various traits, detailed below. Should a player reach 0 HP, they will be listed that day as 'incapacitated', and will be unable to perform any actions. If nobody revives them that day, then they will die.
There are no standard village specials. Instead, when signing up,
every player should also send me a PM choosing three of the following survivor traits:Medic - Reviving an incapacitated or dead player will bring them back to full health. Can also check other players for infection, but is unable to detect infection immunity.
Field Surgeon - Can revive a dead player without defibrilators. Can also check other players for infection, and is able to detect infection immunity. Requires Medic.
Quick draw - Can make two actions a night. There is a 50% chance for each action to fail, however, and adrenaline has no effect.
Speed Freak - Can make two actions a night at normal chances of success; adrenaline still has no effect. Requires Quick Draw.
Melee expert - Melee attacks do double damage.
Bloodletter - Melee attacks do triple damage. Requires Melee Expert.
Assassin - Any melee attack that hits will instantly incapacitate the target. Requires Bloodletter.
Sharpshooter - Ranged attacks do double damage.
Lead sprayer - Ranged attacks do triple damage. Requires Sharpshooter.
Pyromaniac - Explosives, molotovs, incendiary ammo and other area-of-effect attacks do double damage.
Twisted Firestarter - Explosives, molotovs, incendiary ammo and other area-of-effect attacks do triple damage. Doubles the number of players that a single box of incendiary or explosive ammo will assist, although other players will not receive your damage bonus. Requires Pyromaniac.
Deadshot - 50% increase accuracy; attacks now have 75% chance to hit.
I won't miss you - Accuracy doubled; 100% chance to hit. Requires Deadshot.
Spy sapping my zombie - Can move unharmed through zombie-filled areas. Cannot aid team-mates, however, nor can they carry weapons or items, otherwise they lose their stealth.
Thief - Can steal a random item from another player.
Con artist - Can steal all items from another player, if you have the inventory space. Requires Thief.
Tough guy - 50% more HP, doubles chance to startle witch.
Human Tank - Double HP. Triples chance to startle witch. Requires Tough Guy.
Sly - 20% chance to dodge anything.
Swift - 40% chance to dodge anything. Requires Sly.
Twitchy - Any group you are in has its size reduced by one for purposes of special infected attack.
Clairvoyant - Any group you are in has its size reduced by two for purposes of special infected attack. Requires Twitchy.
Stealthy - You have no chance to startle a witch, even if a Smoker attacks you.
Vengeful - If attacked, will counter-attack.
Wrath of God - If attacked, will counter-attack at double damage. Requires Vengeful.
The only
special survivors will be those who are immune to the infection.
You will not know if you are immune to the infection. Every non-immune survivor is at risk from the infection, and may possibly be converted to the infected side during the course of the game. The traits you choose may alter how the infection affects you.
Every player will have an inventory, although only survivors will be able to use the items they are carrying. These items are;
Weapons
Melee weapons (10 damage, highest priority for zombie attacks)
Pistol (10 damage)
Shotgun (30 damage, raised priority for zombie attacks)
SMG (20 damage)
Hunting Rifle (20 damage)
Tactical shotgun (40 damage, raised priority for zombie attacks)
Sniper rifle (25 damage, lowest priority for zombie attacks)
AK47 (30 damage)
Combat rifle (30 damage)
Chainsaw (40 damage, classed as a melee weapon)
Grenade Launcher (100 damage against a target, or removes a wave)
Items
Incendiary Ammo (Adds 10 damage to all guns, use on 4 players)
Explosive Ammo (Adds 15 damage to all guns, use on 2 players)
Pills (+30 HP)
Adrenaline (Doubles number of actions per night, including during waves)
Medkit (+60 HP)
Defibrilators (Revives the dead)
Grenades
Pipebombs (removes a wave of zombies that night)
Boomer bile (attracts a new wave of zombies to target)
Molotov Cocktail (50 damage to a target, or removes a wave of zombies)
All players will begin the game with
a melee weapon and
a medkit, although some RNG-chosen players might start with more and survivors with the spy trait will start with nothing in their inventory.
Each player can hold two weapons, one item, and one type of grenade. Trading is possible, and is performed by the player holding the item to be traded PMing me and telling me who it is to be delivered to. Trading is to be considered instantaneous (although my update PMs will not be), and does not require the consent of the receptive player - if the receptive player's inventory cannot accomodate the new item, it will be discarded.
New items will be distributed each night via RNG. The items will be noted as having been found in the narration, but their recipients will not be.
Each night, as you travel from saferoom to saferoom, you will be attacked by
waves of zombies. These zombies are not player controlled. Each wave of zombies will have a random number of zombies within it - between five and fifteen - and each zombie has 20 HP, and does 10 HP damage. Specifics of combat are detailed below. The number of waves that will attack each night shall be made public.
You're only going to survive this through teamwork...
To stay safe, you may (and should) form groups to travel in. Each night, when you send in our orders, you should also state which group you wish to travel with - for simplicity's sake, there will be ten groups. A, B, C, D, E, F, G, H, I and J - although any of the groups can be renamed to something snappier, if you wish. Both the new names and nightly group memberships shall be made public in each day's narrations.
The benefits to travelling in a group are many. Each wave of zombies will only attack a single group, but will prefer to attack solitary players - so it is in your best interests to join a group!
The primary aid that groups will give, however, are when it comes to fending off special infected. When
most special infected attack you, they will continue to damage you until one of your group frees you - and the chances of one of your group freeing you depends entirely upon the number of people
in your group.
If the number of players in your group is four or less, then a special infected will only manage to attack you once... Assuming that the rest of your group aren't simultaneously attacked, of course. If there are five members in your group, then any player attacked has an 80% chance of being saved before being attacked. If six members, the chance of salvation drops to 60%; if seven, 40%. Eight, 20%. If a group has nine or more members, however, any player has a 10% chance of being saved per special infected attack.
Should one of your group
be a special infected, then they count as an additional member. Survivors with the spy trait also count as an additional member, if they are disguised.
So, about this infection...
This game features
conversions.
Any attack by a zombie - be they standard or special - carries a 10% chance of transmitting the infection. If somebody is attacked ten times in a single night, then if they survive they will become infected. If they're immune, they won't see anything different - unless a medic investigates them, of course, in which case they'll be in for a nasty surprise and a vengeful village. If they're
not immune, then on the next game day they will transform into a special infected. Win conditions will change, as will abilities. This change is irreversible.
So what actions can I perform each night?
By default, each player will be fending off the waves of zombies swarming towards their group. All members of a group attacking the wave fire their weapons first, then the zombies attack. Repeat until all zombies are dead. As hinted at in the weapons list, zombies will attack those holding melee weapons first, then shotgun bearers. Should you wish to attack the waves, all you will have to send me in your nightly PM is which group you wish to join.
Alternatively, you can choose one of the following actions.
Attack target - pick a player, and use your weapon on him.
Use item - adrenaline is an exception, as using it does not count as an action. So you may use adrenaline, and
then perform two other actions or attack the waves.
Use grenadeRevive a player
Medics and field surgeons may also use the ability
Investigate.
Please note that all attacks - including those aimed at standard zombies - have a 50% chance to fail, unless the appropriate traits are chosen.
But what about the infected?
CEDA reports indicate that there are currently eight forms of special infected, although this estimate is prone to revision.
The Boomer is an extremely bloated and grotesque zombie that will summon a new wave of zombies to its target each night.
The Smoker is an extremely lanky zombie that attacks at range with its tongue. Does 15 damage per hit, and becomes vastly more effective in the presence of a witch.
The Spitter is a vile distortion of a woman. It attacks an area with bile, doing 20 damage to every member of a group.
The Charger is a goliath of a zombie. It attacks using melee, doing 15 damage per hit.
The Hunter is a stealthy zombie. It attacks using melee, doing 15 damage per hit.
The Jockey is a gibbering, monkey-like zombie. It attacks by 'riding' a player, doing 5 damage per hit. Should the Jockey not be dislodged from its victim after two hits, the victim is removed from his or her group. Any other special infected attacking the victim will be assumed to do so after the victim has left his or her group.
The Tank is a juggernaut of destruction, a nightmare made manifest. It attacks at range using scenery for 80 damage, or melee for 100 damage. Players will be warned when a tank is approaching, and that night it will be an additional target that players can specify to attack or use items on.
The Witch is a solitary, mournful figure. On a night she appears, a random number of groups will pass by her, and of those, each player in a group has a 10% chance to startle her. Certain traits can alter this percentage. On the nights a witch appears, smokers may drag their victims towards a witch - if the victim is not saved after one hit, the witch will be startled. Should a witch be startled, she will tear the offender in two, instantly incapacitating them.
That's a lot of rules, Burnage. What do I have to do to win?
If you're a survivor; survive until the end of day six without dying or changing into a special infected.
If you're a special infected; kill or convert all survivors by the end of day six.
Any further questions can be called into the CEDA hotline in
orange.CEDA Emergency Hotline recordings so far:
Do abilities like Melee Expert and Bloodletter or Sly and Swift, etc. stack? Or does the higher ability in the tree override the effects of the previous?
The higher ability overrides the effects of the previous.
If a player with the ability Quick Draw takes only a single action, is that action's success rate also cut in half?
No, it is not.
When you say that each zombie attack has a 10% chance of infection, does that mean that two zombie attacks carry a 19% chance of infection or 20%? (And similarly, with three attacks, is the probability 27.1% or 30%?) (And so on.)
Two attacks would carry a 20% chance, three a 30% chance, etc.
Also, it seems like the ideal party size is five: at four, you are guaranteed at least some damage. And at six or above, the probability of damage parrying decreases. Does that seem about right?
The ideal party size is four or less. You are guaranteed damage if attacked by special infected no matter what; a party size of four or less will prevent all possibility of a second, continuing, attack. A five person party carries an 80% chance of preventing another attack, etc.
Does Wrath of God stack with other effects that increase damage?
Yes.
I got bitten by a zombie, and now my intestines are dangling from my mouth. Should I be concerned?
No, this is normal.
Does the Field Surgeon 'Investigate' power count as aiding your team-mates for the purpose of 'Spy sapping my zombie', or is this 'aiding' to do with helping rescue team-mates from Special Infected attacks and the like?
Can 'Investigate' be used on players not in your team, or are the only viable targets your team mates?
Investigating a player will break the spy's disguise.
Investigate can be used on any player; they need not be on your team.
Any attack by a zombie - be they standard or special - carries a 10% chance of transmitting the infection. If somebody is attacked ten times in a single night, then if they survive they will become infected. If they're immune, they won't see anything different - unless a medic investigates them, of course, in which case they'll be in for a nasty surprise and a vengeful village. If they're not immune, then on the next game day they will transform into a special infected. Win conditions will change, as will abilities. This change is irreversible.
I have a question about that section.
If you are immune and attacked 10 times, does that mean you become infected anyways but just won't know it?
A player immune to the effects of the infection can still carry it in their bloodstream. If an immune player is attacked 10 times in a single night, they are guaranteed to be a carrier.
How does spy/swift interact with percentage chance of infection?
If you are attacked three times with sly, do you have a 30% - 20% = 10% chance of infection? Or does being harder to hit not count towards infection? (you would still have a 30% chance of being infected)
Being harder to hit does not count against the chances of infection. A player with the sly trait will have a 20% chance to dodge a zombie's attack - assuming that zombie's attack would have hit in the first place - and if he or she is hit then she will have a 10% chance to be infected.
So; zombie has 50% chance to hit the sly player. If that attack is successful, player has 20% chance to dodge. If the dodge fails, there is then a 10% chance to be infected.
Also, how do counterattacks work? Do you just automatically attack with whatever weapon you have equipped?
Assuming you mean the counter-attacks granted by the vengeful and wrath of God traits - you'll automatically attack your assailant with your most powerful weapon.
So apparently the "being a spy and venturing out in your own little group" thing is not a viable option.
It is totally viable - normal zombies will ignore a spy completely.
A problem arises when a special infected decides to go om nom nom nom on your stealthy face.
The CampaignDay One: Safe... For nowDay Two: Up in flamesDay Three: Man versus tankDay Four: In the dead center of thingsDay Five: The passingDay Six: The rescueThe endPlayer List:
1: [strike]
TheLawinator[/strike] CoreGoon
2: Infidel
3:
Jaenther
4: [strike]
Zandracon[/strike] TehSloth
5: The Cow King
6: Dusda
7: Kime
8: [strike]
Samurai6966[/strike] Cynic Jester
9:
Erich Zahn
10: Delphinidaes
11: The_reflection
12: romanqwerty
13: Hippie
14: shalmelo
15: Gumpy
16: Kay
17: EddieDean
18: Daius
19:
Dunadan019
20: jackisreal
21: Alegis
22: Delmain
23: sterling3763
24: [strike]
Bacchus[/strike] Robos A Go Go
25: iamthepieman
26: adventfalls
27:
immortal squish
28:
crimsoncoyote
29: FrostMist
30: El Skid
Reserves
Mr. Defecation
Winky
Demurist
Notch
Kias
LemmingHead
Ahava
B:L
Should a player die due to solitude, a reserve player may be discovered that night in a cupboard. Such is life.
Posts
3DS Friend Code: 3110-5393-4113
Steam profile
http://www.youtube.com/watch?v=OARmqz48Mh0
Do abilities like Melee Expert and Bloodletter or Sly and Swift, etc. stack? Or does the higher ability in the tree override the effects of the previous?
If a player with the ability Quick Draw takes only a single action, is that action's success rate also cut in half?
When you say that each zombie attack has a 10% chance of infection, does that mean that two zombie attacks carry a 19% chance of infection or 20%? (And similarly, with three attacks, is the probability 27.1% or 30%?) (And so on.)
Also, it seems like the ideal party size is five: at four, you are guaranteed at least some damage. And at six or above, the probability of damage parrying decreases. Does that seem about right?
It seems it could either mean how likely zombies are to attack you versus others in your groups (zombies attacking shotgun + melee users first, etc.) or priority in order of actions.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
ssh it's 2 AM :oops:
Come to bed, Honey. I promise not to bite. Hard.
3DS FCode: 1993-7512-8991
The higher ability overrides the effects of the previous.
No, it is not.
Two attacks would carry a 20% chance, three a 30% chance, etc.
The ideal party size is four or less. You are guaranteed damage if attacked by special infected no matter what; a party size of four or less will prevent all possibility of a second, continuing, attack. A five person party carries an 80% chance of preventing another attack, etc.
Role prediction: Boomer's personal taint-licker :P
Yes.
3DS Friend Code: 3110-5393-4113
Steam profile
Planning is for sissies!
(Still reading OP, so my opinion may change within the next few minutes)
Can 'Investigate' be used on players not in your team, or are the only viable targets your team mates?
3DS FCode: 1993-7512-8991
Spies, hundreds of them.