The Journey (5/6) Day 2: Good Old Quick Fights

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The Journey (5/6) Day 2: Good Old Quick Fights

Postby BRVR » Sun Aug 26, 2018 2:33 pm

The Journey


Spoiler: A terrible infection has plagued the world. It turned people into mindless flesh eating zombies that had no choice in what they wanted to do. It wiped out nearly 20% of the world's population in the first week. Now it's been atleast 6 months. Only half a millon people are alive in the world and the zombies don't seem to need food to live. The infection is weak and will usually stay hidden in your system until you die. While bites are deadly they won't turn you. The day time is usually the only time zombies don't seem to care. Of course if you disturb them they are deadly. There is a small community of 13 people that have been living together. They heard rumors of a outpost that is working on a cure for the infection but need the help of more people to speed it up. While you are all really useful to the journey there are 6 of you that have been especially good at surviving the apocalypse.


Gameplay:
There are 6 players and each player is going to be given a assigned role for their team. There is a Medic, Runner, Brawler, Marksman, Hero, and Leader. You are all on the same team and need to make it to the outpost while surviving the obstacles that will be on the way. There is 7 other people with you that could be useful or harmful. The 7 other NPCs have their own roles but you don't know which one is which. You guys are in a small town with a few buildings. You need to make it to the outpost that has the cure and needs help. It is very far and you will need to get there to win.
There are days in this game. Each day will have 2 big events and 1 small event. They can be harmful or good. After a day you guys will proceed ahead. It will take you 30 days to get to the outpost. Each 10 days you will be given the choice to forcefully find the role of a NPC. However if the bandit or Zombie fanatic is still alive and you reveal a good person they will kill them during the night.

Stats:
There are three types of stats. Health, Stamina, and Hope.
-Health will determine how much you can take before being incapacitated from too much damage. when incapacitated you are unable to move and may only use your fists or a pistol.
-Stamina will determine how much you can move before being tired or performing hard tasks. You will regenerate 1 stamina per turn unless you are the runner. He will generate three stamina per turn. The amount of Actions you have in a turn is a quarter of the stamina you have rounded up.
-Hope will determine how long you will survive when incapacitated and the chances of a NPC or player going insane. If a player or NPC reaches below 0 in hope they will go insane. Certain events will make you lose hope. Some actions will give you less hope and seeing somebody die that is not evil will take away 5 from everybody's hope unless they are the Brawler or Leader. The amount of hope you start off with is how long you will survive while incapacitated. Each turn spent incapacitated will lower the time you can spend down. EX: A player starts off with 30 Hope. They will be able to be incapacitated for 30 turns. Each point of damage they take lowers their incapacitated HP by 1. EX: A player with 30 Hope has been down for 3 turns. A zombie bites their arm while down and does 6 damage. they now have 21 turns left before death.

Medic Stats
Spoiler: Health:30
Stamina: 20
Actions: 5
Hope: 55
Weapon: Flimsy Pistol-Each shot has a 50% chance of not firing it wont spend ammo if it doesn't fire. Does not cost stamina to use. Costs 1 turn to use. Damage is 5. 10% chance for a head shot to do double damage. 40% chance to miss.
Traits: Hopeful and Doctor
Hopeful: You generate .1 hope each turn for every teammate you have. You cannot go past 55
Real Doctor: You are the fastest reviver. It takes you 1 turn to revive somebody. For others it will take 3. If you use a med-kit to heal somebody you heal 10 more than usual. You can use 10 stamina to heal 5 HP without a medkit.


Runner Stats
Spoiler: Health:25
Stamina:40
Actions: 10
Hope: 35
Weapon: Bat (Totally not scout)-Each hit will take 2 stamina and 1 turn to use. It does 4 damage per hit.
Traits: Training and Adrenaline
Training: You only lose .5 stamina for running. For others it is 1 stamina. You also generate 2 more stamina than others.
Adrenaline: You can use this ability in combat to gain 5 more Actions at the cost of 20 stamina. You can use it outside of combat to do something you would usually be unable to do

Brawler Stats
Spoiler: Health: 50
Stamina: 30
Actions: 8
Hope: 30
Weapon: Brass Knuckles-Each hit takes 1 stamina and 1 turn to use. It does 6 damage per hit. It has a 40% chance of stunning an enemy. If something is stunned it will have a entire phase of actions skipped.
Traits: Strength of a Rhino and Stoic
Strenght of a Rhino: You may spend 15 stamina to lift a huge object.
Stoic: You will not lose hope for death. The only time you lose hope is during events.


Marksman Stats
Spoiler: Health: 20
Stamina: 25
Actions: 7
Hope: 35
Weapon: Assault Rifle-Can fire three shots at once for the cost of 1 bullet. 1 turn to use. 30% chance to miss a shot. 10% chance per shot for a head shot. Does 2 damage a shot.
Trait: Never Miss and Hit them there!
Never Miss-You have a 100% chance of hitting
Hit them there!-You give everybody a 10% increase for headshots.


Hero Stats:
Spoiler: Health: 50
Stamina: 35
Actions: 9
Hope: 50
Weapon: The Hero's Dagger-Takes quarter damage it does for stamina and 2 actions to use. Does 1 damage. 5% chance of instant kill. Heals 1 Hp for every hit. Each hit gives it +1 damage for that battle sequence
Traits: Hero's Courage and Knight in Shining Armor
Hero's Courage: If you are fighting +1 damage each turn you are in the fight.
Knight in Shining Armor: Each time a player/NPC would die you save them for a permanent -5 to HP but +1 turn. You will no longer be able to save players when you reach 10 HP. They will go back to what they started off with in stats. You give everybody +10 hope each time you save a player.


Leader Stats
Spoiler: Health: 35
Stamina: 30
Actions: 8
Hope: 60
Weapon: Shotgun-Fires 8 shots at once for the cost of 1 bullet. 2 actions to use. each shot has a 70% chance of missing when far and 10% chance of missing when close. 2 damage per bullet.
Trait: Beacon of hope and Strategist
Beacon of hope: You generate 1 hope for each player. NPC's will tend to save you before others. You also stay calm and will not lose hope when a player dies.
Strategist: You can spend 4 actions to give everybody else an extra turn. If you are in combat each player does +1 damage. You may choose to take the NPC's and you out of the fight preventing them from being targetable by enemies



Resources:
There will be 3 different types of weapons. Guns, Melee, and Explosives. Guns will use ammunition. Melee have their own special rules but never miss. Explosives are all different.
You start off with 30 cans of food. Each player will eat 1 can. NPCs will have special rules to feeding. A Player may spend 3 HP, Stamina, and Hope to save a can of food. A NPC will never not eat. Player's take priority but everybody can agree on a feeding arrangement. If a NPC doesn't eat they lose 3 HP, Hope, and they will become useless after 2 days of not eating. If anybody goes 5 days without eating they will die.


NPCS:
There are 7 NPC survivors. They will not fight unless they are grabbed by a enemy or zombie. They can help outside combat. There are 7 roles they may have. They are Bandit, Zombie Fanatic, Hero, Agent, Scavenger, Survivor, and Civilian

Bandit is there to place an ambush later in the game. If they are dead before that no ambush will happen.
Zombie Fanatic has to be killed before you reach the end or they will destroy the outpost and the game ends as a loss.
Hero wants to help you guys but knows that the Bandit will kill them if they find them out. Once the Bandit is killed the Hero is a extra player that somebody can join as. They will be given the hero role.
Agent wants to help you guys but doesn't trust anybody. If he is alive there is a 10% chance a harmful event is skipped.
Scavenger will provide some ammo and a weapon every 5 days.
Survivor only wants to survive. If there is a event where a random survivor would die the Survivor will not die.
Civilian only wants to survive. They do nothing and are most likely the Child.

Jared Stats:
Health: 20/20
Hope: 20/20
Trait: Small Eater-Only eats half a can of food a day

Blake Stats:
Health: 20/20
Hope: 20/20
Trait: Big Eater-Eats a can and a half a day

Alex Stats
Health: 10/10
Hope: 41/41
Trait: Child-The child of the leader. Everybody even the Leader and Brawler will lose 15 Hope for their death. The leader loses 50 Hope

Michael Stats
Health: 20/20
Hope: 20/20
Trait: Doctor-Will give a +1 HP regeneration to each player and NPC a day. If they are good there is a 60% chance it works. If they are bad only 50% chance it works.

Lizbeth Stats
Health: 20/20
Hope: 20/20
Trait: Reader-Will give a +1 Hope regeneration to each player and NPC a day. If they are good there is a 50% chance it fails. If they are bad only 30% chance it works.

Joan Stats
Health: 5/5
Hope: 10/10
Trait: Sick-This NPC has only 5 HP and will eat 2 cans of food a day. They also need the doctor or medicine to survive a day.

Marzia Stats
Health: 20/20
Hope: 21/21
Trait: Nothing-This person is completely normal.

Alexander
Health: 30/30
Hope: 5/5
Stamina: 4
Actions: 1
Weapon: Sheriff’s Revolver-10% chance of missing and 30% chance of getting a headshot. Damage 5. Stamina cost 4. Turn cost 1.
Trait: Hopeless Sheriff-This person has higher health but lower hope. He will shoot his pistol after everybody’s turn.

Betty
Health: 10/10
Hope: 51/51
Trait: Sheriff’s Child-The child of the Sheriff. Everybody even the Leader and Brawler will lose 15 Hope for their death. The sheriff loses 50 Hope. Eats .5 can of food a day.

Victor
Health:DEAD
Trait: Scared-This person won’t help during events and hides.
Role: Psychopath

Jackson
Health: 25/25
Hope: 30/30
Weapon-A Pistol-10 damage. 100% of hitting. 40% chance of headshot. 30% chance of exploding every 5 shots. 3 ammunition per shot. If a NPC holds this it does half damage. Won’t explode. Takes 1 ammunition per shot.
Trait: Silent-This NPC rarely will talk. When he does it’s very little.

NPCs will do secret actions during the day and night depending on their role. Some will do neutral and others will do good or bad.

Joining:
If you wish to join just put /join and the role you would like to be. Remember if you join as the Hero you will not be able to fully play until the Bandit is killed. The seventh player will be sending in secret actions just like other NPCs. You may join early to be the Hero. If you have any questions ask :D
Feel free to give your character a description and personality.

Players:
1. Chemist1422 the Marksman
2. Cenvil2 the Leader
3. ??? the Brawler
4. JalandH the Medic
5. TimetoReap the Runner
6. Bluedetroyer the Hero

...
Last edited by BRVR on Sun Mar 17, 2019 10:38 pm, edited 81 times in total.
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Re: The Journey (0/7)

Postby BRVR » Sun Aug 26, 2018 2:33 pm

Player Inventory:
66 cans of food
60 ammunition
Pistol-Consumes 1 bullet. 40% to hit. 10% for a head shot. 5 damage. 2 Actions and 1 Stamina to use.
Knife- 3 Damage. 1 turn and 1 stamina to use.
Sharpened Knife- 5 damage. 3 turns and 3 stamina to use. 10% chance to inflict bleed damage 1.
Medkit
Axe-3 actions and 3 stamina to use. 8 damage. 10% chance to inflict bleed damage 1.
Runner DNA (Research): I guess you can make blood stuff? I dunno. Why do you need this? Stop grabbing zombie stuff! (Used later in Research)
Grunt muscle (Research)- You guys are weird. i mean... you collected muscles. why?
4x Mutant Legs (Research): Used in research. I mean... What else can i say? you keep collecting parts.
Med kit
2 Painkillers (Item)-Heals 10 health and adds a temporary 15 max health. 1 turn to use.
5 Bandages (Item)-Heals 7 health. 1 turn to use.


NPC Inventory:
Only NPC knows their inventory.
Last edited by BRVR on Sun Oct 28, 2018 7:28 pm, edited 10 times in total.
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Re: The Journey (0/7)

Postby BRVR » Sun Aug 26, 2018 2:33 pm

Medic Stats
Spoiler: Health:31/31
Stamina: 20/20
Actions: 5
Hope: 55/55
Weapon: Scoped Pistol-Consumes 1 Bullet. 60% to hit. 25% for a head shot. 7 damage.
Knife- 3 Damage. 1 turn and 1 stamina to use.
Item: Medkit-60 Uses left.
Traits: Hopeful, Doctor, Good Friend, and Undying Love.
Hopeful: You generate .2 hope each turn for every teammate you have. You cannot go past 55
Real Doctor: You are the fastest reviver. It takes you 0 turns to revive somebody. For others it will take 3. If you use a med-kit to heal somebody you heal 11 more than usual. You can use 9 stamina to heal 5 HP without a medkit.
Good Friend: You may now have two friends. Secret if Medic has not gotten at least Level 1 friendship with any NPC.
Undying Love-You love your friends too much to let them die. Starting now every 5 days every player and NPC receives your love. They start off with your love. If anybody with your love will go down and you are there you instantly revive them.

Kills: 0
Revives: 4 (3 Survivors needing help. Marzia)


Runner Stats
Spoiler: Health: 30/30
Stamina: 13/42
Actions: 11
Hope: 34/37
Weapon: Pistol-Consumes 1 bullet. 40% to hit. 10% for a head shot. 5 damage. 2 Actions and 1 Stamina to use.
Bat (Totally not scout)-Each hit will take 2 stamina and 1 turn to use. It does 4 damage per hit.
Traits: Training and Adrenaline
Training: You lose no stamina for running. For others it is 1 stamina. You also generate 3 more stamina than others.
Adrenaline: You can use this ability in combat to gain 6 more Actions at the cost of 19 stamina. You can use it outside of combat to do something you would usually be unable to do. (Do a Mission) Leveled Up: (Do a Big Event alone and gain the ability to leave fights.)

Kills: 7 (Bandit, Bandit Leader, Dead Survivor Walker, Dead Bandit Leader Body, 2 Mutants, Walker Weeping Angel.)


Brawler Stats
Spoiler: Health: 50/50
Stamina: 22/30
Actions: 8
Hope: 30/30
Weapon: Brass Knuckles-Each hit takes 1 stamina and 1 turn to use. It does 6 damage per hit. It has a 40% chance of stunning an enemy. If something is stunned it will have a entire phase of actions skipped.
Traits: Strength of a Rhino and Stoic
Strenght of a Rhino: You may spend 15 stamina to lift a huge object.
Stoic: You will not lose hope for death. The only time you lose hope is during events.

Kills 0:


Marksman Stats
Spoiler: Health: 9/22
Stamina: 27/30
Actions: 7
Hope: 40/40
Weapon: Assault Rfle-Can fire three shots at once for the cost of 1 bullet. 1 turn to use. 30% chance to miss a shot. 10% chance per shot for a head shot. Does 2 damage a shot.
Trait: Never Miss and Hit them there! Gun Expert
Never Miss-You have a 100% chance of hitting. Now you have a 15% to get head-shots
Hit them there!-You give everybody a 10% increase for headshots. Now you may spend 2 stamina to mark a zombie or human. There is a 40% chance increase to shoot them, and there is a 30% increase to headshot. This does not take a turn
Gun Expert-If you are firing a gun in general, shoot an extra time.
A Gunner's hope-Each time a enemy dies you get a free shot, 6% increase to headshots, and +1.5 actions when it's your turn.
???-Need to become friends with somebody that has a trait that has something to do with guns/can shoot.

KIlls: 10 (7 Walkers, 1 Grunt, 1 Runner, 1 Siren.)
Boss Kill: 1 (Jordan, the Bandit Leader.)


Hero Stats:
Spoiler: Health: 50/50
Stamina: 35/35
Actions: 9
Hope: 50/50
Weapon: The Hero's Dagger-Takes quarter damage it does for stamina and 2 actions to use. Does 1 damage. 5% chance of instant kill. Heals 1 Hp for every hit. Each hit gives it +1 damage for that battle sequence
Traits: Hero's Courage and Knight in Shining Armor
Hero's Courage: If you are fighting +1 damage each turn you are in the fight.
Knight in Shining Armor: Each time a player/NPC would die you save them for a permanent -5 to HP but +1 turn. You will no longer be able to save players when you reach 10 HP. They will go back to what they started off with in stats. You give everybody +10 hope each time you save a player.

Kills: 0


Leader Stats
Spoiler: Health: 24/36
Stamina: 30/30
Actions: 8
Hope: 60/60
Incapacitated health: 57/60 PERMANENT!
Weapon: Shotgun-Fires 8 shots at once for the cost of 1 bullet. 2 actions to use. each shot has a 70% chance of missing when far and 10% chance of missing when close. 2 damage per bullet.
Trait: Beacon of hope, Strategist, Pep Talk, and Lie Detector
Beacon of hope: You generate 1 hope for each player. NPC's will tend to save you before others. You also stay calm and will not lose hope when a player dies.
Strategist: You can spend 4 actions to give everybody else an extra turn. If you are in combat each player does +1 damage. You may choose to take the NPC's and you out of the fight preventing them from being target able by enemies
Pep Talk: Give a small pep talk that will boost your entire team for the next battle. Random boosts but will boost at least 3 things by at least 1 or 2.
Lie Detector: It will be revealed at random when a NPC is lying. Won't work with certain roles or anybody with the Liar trait.


Kills: 1 (Walker)


Zombie Research:
Spoiler: Walker
HP: 20
Stamina: 40
Turns: 4
Weapon: Zombie hands-Scratch an enemy for 3 damage. 1 turn and 2 stamina. 0% chance of missing.
Zombie bite-4 turns and 20 stamina. 1-15 damage. 50% chance of missing.
Traits: Undead and No Brain.
Undead-Heals 2 damage per turn. Heals 5 stamina per turn.
No Brain-Does not plan. Only goes to the closest enemy.
Weakness: Guns and Explosives will do double damage. 70% chance of getting headshots.

Description: These infected are the weakest and easiest to defend. They don’t have any planning. They were the first to start the apocalypse yet they were able to kill and infect others.
Does not need to eat to live. These monsters are the most common.

Runners
HP:15
Stamina:80
Turns:8
Weapon: Zombie Hands-Scratch and enemy for 3 damage. 1 turn and 2 stamina. 0% chance of missing.
Zombie Bite-4 turns and 20 stamina. 1-15 damage. 50% chance of missing.
Traits: Undead, Fast, and Blood Lust.
Undead-Heals 2 damage per turn. Heals 5 stamina per turn.
Fast-Can move to a player in one turn no matter where they are. Does not use stamina to move to players.
Blood Lust-Can gain 2 turns for 60 Stamina.
Weakness: Melee will do double damage. 10% chance of getting headshots.

Description: These infected are the fastest of their kind. They have no real mindset but they will go after the biggest threat they see. The only time they go for the closest is when they are in blood lust.

Grunts
HP: 60
Stamina: 80
Turns: 6
Weapon: Grunt Hands-Grab a enemy and crush them for 10 damage. 1 turn and 10 stamina. 10% chance of missing
Grunt Bite-5 turns and 30 stamina. 15-30 damage. 70% chance of missing.
Rock throw-Grabs a piece of the ground throws it at a enemy. 5 damage. 3 turns and 10 stamina. 30% chance of knocking a player out
Traits: Undead, Slow, and Beast
Undead-Heals 2 damage per turn. Heals 5 stamina per turn
Slow-Takes 2 turns to move to a player.
Beat-Headshots do not do double damage.

Description: These infected were usually strong before they died. The infection increased their muscles and gave them the ability to throw large rocks as if they were pebbles. They go for the closest

Sirens
HP: 20
Stamina: 100/100
Turns: 1
Weapon: Siren’s Scream-Scream and do 5 damage to every non zombie and attract a random zombie. This takes 100 Stamina and 1 turn.
Traits: Undead, Non-Moving, and No arms
Undead-Heals 5 damage per turn. Heals 100 Stamina per turn.
Non-Moving-Doesn’t move when it sees humans.
No Arms-Can’t attack

Description: These infected were lovely singers. Now. Well to the zombies it’s lovely. They seem to remove their arms when they turn for some reason.

Pouncers
HP: 70
Stamina: 50
Turns: 13
Weapon: Pouncer’s Claws-1 damage. 100% of hitting. 15 stamina to use. 5 turns to use
Special: Pounce-Pounce on a survivor and deal 1 damage. 20% chance of missing. Each turn spent on top of the survivor do 1 damage.
Traits: Super Undead, Fast, Blood-Lust, and Intelligent
Super Undead-Heals 10 damage per turn. Heals 15 stamina per turn.
Fast-Can move to anybody they want with 1 turn.
Blood-Lust-Doing damage gives them +1 to damage for each damage point.
Intelligent-Goes for the weakest or strongest person there is.

Description: We don’t know if these were human. They look humanoid but they don’t have anything else making them look human. These could have been a dog.

Mutants
HP: 1 to 15. Small chance for 25 HP.
Stamina: 30 to 50
Turns: 5 to 10
Weapon: Random Gun- No matter what has a 40% chance of missing.
Random Melee- No matter what has a 10% chance of missing.
Zombie Hands-Scratch an enemy for 3 damage. 1 turn and 2 stamina. 0% chance of missing.
Mutate-Can’t do this their first turn. Gain a turn. 10 Stamina. 20% increase to aiming. 5% increase to headshot. Can only do this 3 times.
Traits: Nearly Human, Selective Targeting, Mutant Regeneration, Mutation.
Nearly Human-The killer of these lose 1 hope if they lose hope for death.
Selective Targeting-Won’t attack anybody without a gun.
Mutant Regeneration-Regenerate all health after any turn.
Mutation-Gain +1 HP after any turn.
Horde-If 6 or more mutants gather round a single person that person will take 100 damage and a random mutant will gain their weapon.

Description: These look nearly human. That’s the problem. It’s hard to tell them from others. If they knew how to speak or trick people they would be dangerous. Good news is they can’t. They can get really strong in the heat of combat though. They vary in their effectiveness but good thing is they are usually always weak.
Last edited by BRVR on Thu Mar 07, 2019 9:25 am, edited 20 times in total.
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Re: The Journey (0/7)

Postby Chemist1422 » Sun Aug 26, 2018 2:36 pm

/join as marksman
mist ~ she/her

i guess this is goodbye?
(still here for danganronpa i guess)


stop sending reports to me i'm not a tos game moderator
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Re: The Journey (1/7)

Postby QnSb » Sun Aug 26, 2018 2:40 pm

/join as Leader
Click this 'cause I'm unoriginal!
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She/her pronouns please
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Re: The Journey (1/7)

Postby yauaustin202 » Sun Aug 26, 2018 2:41 pm

I assume brawler means tank.
/join as brawler.
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Re: The Journey (1/7)

Postby SushiMartyr » Sun Aug 26, 2018 2:43 pm

/join as Hero

edit: Admittedly panicked when I saw this was filling up quickly and joined before I got to the part about the hero not being super useful until later on. Oh well. I still get a cool dagger when I do come into play. :D
Last edited by SushiMartyr on Sun Aug 26, 2018 2:47 pm, edited 1 time in total.
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Re: The Journey (4/7)

Postby BRVR » Sun Aug 26, 2018 2:45 pm

As the hero you know it will be a while before you will become a real player okay? Until then you send in secret actions you do during the night and day.
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Re: The Journey (4/7)

Postby Jalandh » Sun Aug 26, 2018 2:47 pm

/join as Medic
Where is the engineer stats?
Use your full power. Take out your soul weapon, and do your best. Otherwise...

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You'll die.
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Re: The Journey (4/7)

Postby SushiMartyr » Sun Aug 26, 2018 2:48 pm

BRVR wrote:As the hero you know it will be a while before you will become a real player okay? Until then you send in secret actions you do during the night and day.


Got it.
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Re: The Journey (4/7)

Postby BRVR » Sun Aug 26, 2018 2:55 pm

Jalandh wrote:/join as Medic
Where is the engineer stats?

Oops. I forgot to remove him. Originally I was going to make him so that he would basically make sure that no zombies would be able to attack during the night. During Combat he would be able to make small cover for stamina. But then I realized he would be made useless by the Bandit and Zombie Fanatic NPCs.
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Re: The Journey (4/7)

Postby Jalandh » Sun Aug 26, 2018 3:50 pm

SushiMartyr wrote:
BRVR wrote:As the hero you know it will be a while before you will become a real player okay? Until then you send in secret actions you do during the night and day.


Got it.


Rip sush. The hero we didn't deserve and never see.
Use your full power. Take out your soul weapon, and do your best. Otherwise...

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You'll die.
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Re: The Journey (5/6)

Postby TimeToReap » Sun Aug 26, 2018 3:52 pm

Is this full yet?
if you are wondering where i have gone check my website


Locking myself out of this account now *dab*
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Re: The Journey (5/6)

Postby Jalandh » Sun Aug 26, 2018 3:53 pm

No still need the runner
Use your full power. Take out your soul weapon, and do your best. Otherwise...

Image

You'll die.
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Re: The Journey (5/6)

Postby TimeToReap » Sun Aug 26, 2018 3:54 pm

/in as runner then
if you are wondering where i have gone check my website


Locking myself out of this account now *dab*
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Re: The Journey (6/6) Day 0: The Plan

Postby KingoftheRocks » Sun Aug 26, 2018 4:00 pm

hot diggity damn I missed this like the medic will miss all of their shots
KingoftheRocks wrote:also of course my combat trial
would end up f***ing a fire slime and become a half reptile
and being won
by giving a slime couple relationship counseling

*click this spoiler for my sig.

Spoiler: Image


Image
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Re: The Journey (6/6) Day 0: The Plan

Postby Jalandh » Sun Aug 26, 2018 4:00 pm

KingoftheRocks wrote:hot diggity damn I missed this like the medic will miss all of their shots


WILL NOT
Use your full power. Take out your soul weapon, and do your best. Otherwise...

Image

You'll die.
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Re: The Journey (6/6) Day 0: The Plan

Postby TimeToReap » Sun Aug 26, 2018 4:02 pm

Jalandh wrote:
KingoftheRocks wrote:hot diggity damn I missed this like the medic will miss all of their shots


WILL NOT

He's the Pharmacist


See what I did there?
if you are wondering where i have gone check my website


Locking myself out of this account now *dab*
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Re: The Journey (6/6) Day 0: The Plan

Postby Chemist1422 » Sun Aug 26, 2018 4:04 pm

thisistheplan

we try to have not-terrible RNG
mist ~ she/her

i guess this is goodbye?
(still here for danganronpa i guess)


stop sending reports to me i'm not a tos game moderator
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Re: The Journey (6/6) Day 0: The Plan

Postby TimeToReap » Sun Aug 26, 2018 4:05 pm

Chemist1422 wrote:thisistheplan

we try to have not-terrible RNG

Got it.
So.
Mistake our medic for a zombie.
Accidentally kill the wrong NPCs
Die ASAp
if you are wondering where i have gone check my website


Locking myself out of this account now *dab*
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Re: The Journey (6/6) Day 0: The Plan

Postby Chemist1422 » Sun Aug 26, 2018 4:05 pm

TimeToReap wrote:
Chemist1422 wrote:thisistheplan

we try to have not-terrible RNG

Got it.
So.
Mistake our medic for a zombie.
Accidentally kill the wrong NPCs
Die ASAp

this man gets it
mist ~ she/her

i guess this is goodbye?
(still here for danganronpa i guess)


stop sending reports to me i'm not a tos game moderator
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Re: The Journey (6/6) Day 0: The Plan

Postby TimeToReap » Sun Aug 26, 2018 4:06 pm

Chemist1422 wrote:
TimeToReap wrote:
Chemist1422 wrote:thisistheplan

we try to have not-terrible RNG

Got it.
So.
Mistake our medic for a zombie.
Accidentally kill the wrong NPCs
Die ASAp

this man gets it

Also kill of Hero first.
NPCs are evil.
if you are wondering where i have gone check my website


Locking myself out of this account now *dab*
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Re: The Journey (6/6) Day 0: The Plan

Postby TimeToReap » Sun Aug 26, 2018 4:08 pm

Also fuck you Yau for stealing tank from me.
if you are wondering where i have gone check my website


Locking myself out of this account now *dab*
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Re: The Journey (6/6) Day 0: The Plan

Postby Jalandh » Sun Aug 26, 2018 4:10 pm

I noticed something.

It says I have a 50/50 chance to shoot..10 chance to headshot. Does that mean if I shoot, I won't miss?
Use your full power. Take out your soul weapon, and do your best. Otherwise...

Image

You'll die.
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Re: The Journey (6/6) Day 0: The Plan

Postby yauaustin202 » Sun Aug 26, 2018 4:17 pm

TimeToReap wrote:Also fuck you Yau for stealing tank from me.

Game technically hasn't started
We can trade if you really wanna play brawler.
I'll take runner if need be.
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