Admin Info
At the Start of a Day
Make 5 roleplaying chains:
Roleplaying Chain: Leader's Office
Roleplaying Chain: Infirmary
Roleplaying Chain: Meeting/Common Room
Roleplaying Chain: Front Porch
Roleplaying Chain: Outside Base
Make the defending chain if necessary:
Defending Chain:
Enemy (## health, # fighting skill)
Fighting Scores
Level 0: 0-20
Level 1: 0-30
Level 2: 0-40
Level 3: 0-50
Level 4: 0-60
Level 5: 0-70
When processing commands, you should have a random number generator tab, game instructions tab, the current day tab, and editing the next day tab all open. Comments to commands are made on the current day tab and changes made by the commands are edited into the next day tab. In general, all edits are made on the next day. I typically decrease the character's energy as a way to make sure people aren't doing more commands than they are allowed to, but this isn't entirely necessary. After closing the day, the energies can be restored.
Check the Seasonal Effects:
Spring: farming can occur again, +1 threat
Summer:
Autumn: +1 food from farming
Winter: 0 food from farming, -1 threat, -1 scavenging
Dangerous Missions
Scavenging, patrolling, Clearing out areas
Use a random number generator (1-100). Compare the number to the probability of injury on the table (fighting skill is cumulative of the task group). If the generated number is lower than the probability, then run the probability of the type of injury for each task group member. If the generated number is higher than the probability, then the task is successful. Then generate a random number from 1-5. If the number is 5 then increase the player's skill level by 1/4.
If a player is using a ranged weapon, generate a number from 1-threat for the amount of ammunition they use. If the number is higher than on hand then just set to 0.
For patrolling missions, increase the border strength by 1.
For scavenging missions, see the Collection Missions.
Collection Missions
Use a random number generator (#-#) to generate a number. The generation parameters are based on the range of the number of resources that can be collected at the player's skill level. Each pair of players than do collecting missions together get +1 resource, depending on which resource they are collecting. Then generate a random number from 1-5. If the number is 5 then increase the player's skill level by 1/4.
Scavenging
Level 1: 0-3 food, 0-3 materials
Level 2: 1-3 food, 1-3 materials
Level 3: 1-4 food, 1-4 materials
Level 4: 2-4 food, 2-4 materials, 0-1 medicine
Level 5: 2-5 food, 2-5 materials, 0-2 medicine
Farming (needs farmland)
Level 1: 1-4 food, 0-1 materials
Level 2: 2-4 food, 0-2 materials
Level 3: 2-5 food, 0-3 materials
Level 4: 3-5 food, 1-3 materials
Level 5: 3-6 food, 1-4 materials
Some equipment also gives benefits for resource collection.
Equipment
Hoe (2): +1 food when farming
Backpack (0): +1 scavenging
Axe (1): +1 damage, +1 materials (+3 damage with shield)
Scouting Missions
Generate a random number for the building.
1-6 House
7-10 Store
11 Hospital
12 Police station
13 Fire hall
14 Subway station
15-18 Farm
Then generate a random number from 1-4 for proximity.
The building shows up as: Hospital (3)
Reclaiming
Only cleared areas (bold) and buildings that have a proximity of 1 may be reclaimed. Reclaiming causes all other buildings in this direction to have proximity decreased by 1.
Reclaiming also allows for more thorough looting.
House: 5 food, 10 materials
Store: 10 food, 5 materials, 2 baseball bats, 2 spears
Hospital: 20 medicine
Police station: 2 guns, 30 ammo
Fire hall: 3 axes
Subway station: scripted event with rival gang
Farm: 15 food
More on reclaiming later.
PvP
Belligerents are assigned a score based on their fighting skill.
Fighting
Level 0: 0-20
Level 1: 0-30
Level 2: 0-40
Level 3: 0-50
Level 4: 0-60
Level 5: 0-70
The person with the higher score wounds the other person according to their weapon damage and if their opponent has a shield or not.
Equipment
Spear (1): +1 damage
Hammer (1): +1 damage, +2 building speed for items
Shovel (1): +2 damage, +1 building speed for buildings
Axe (1): +1 damage, +1 materials (+3 damage with shield)
Club (1): +2 damage
Sledge-hammer (2): +3 damage, +1 building speed for buildings
Gun (1): +3 damage (needs ammo)
Shield (1): -1 damage taken (premodern)
Armor (0): -1 damage taken (premodern)
Bow (1): +1 damage, -1 damage taken (needs arrows), can't equip shield
Book level [#] [skill],... (0): can be used to train a skill
Healing
Healers heal injured/infected people based on their skill level. Medicine is used up as required. Injury/infection cannot be healed if not enough medicine available.
First Aid (cumulative)
Level 1: heals slightly wounded (1 medicine)
Level 2: heals cough (1 medicine)
Level 3: heals wounded (2 medicine)
Level 4: heals fever (2 medicine)
Level 5: heals severely wounded (3 medicine)
Injuries can also decrease the energy available for a character. WIP
Training
Training requires one person to be at a higher skill level than the other or a book with a higher skill level than the user.
If training with a person then each usage increases the lower level character's skill by 2/4.
If training with a book then each usage increases the character's skill by 1/4.
Crafting/Building
Crafting/building requires materials and building skill. Builders can begin the crafting/building of an item or a building which immediately takes up the required materials and 1 energy.
It shows up like this: barrier (1/5)
Buildings under construction show up on the buildings list, but do not confer benefits until they are finished.
Items under construction show up on the inventory list, but cannot be equipped/used until they are finished.
Building (cumulative)
Level 0: build barrier (20 materials, 5 energy), reinforce barrier (10 materials, 3 energy)
Level 1: build spear (5 materials, 1 energy), 5 arrows (6 materials, 1 energy)
Level 2: build shield (15 materials, 3 energy), backpack (10 materials, 5 energy), club (8 materials, 2 energy), workshop (50 materials, 3 energy), shovel (10 materials, 3 energy)
Level 3: build axe (10 materials, 3 energy), bow (8 materials, 5 energy), hammer (10 materials, 3 energy)
Level 4: build 5 ammo (5 materials, 1 energy), sledge-hammer (12 materials, 4 energy) armour (Welding skill, 12 metal, 6 energy) sword (8 metal, 10 materials, 5 energy)
Level 5: build gun (50 materials, 20 energy)
Level 3+ items require a workshop.
Skills
Add whatever bonus is needed to a command that activates a skill in a player. e.g due to the fact that Lilly had the skill Martial Arts she did and extra 2 damage to the horde.
Martial Arts: plus 2 damage when fighting
Plant whispering: plus 2 crops
Mining: 0-5 metal when scavenging
Climbing: can't fall off a multi-story building. And plus 2 materials when scavenging
Welding: Allows builders to make armour and swords
Field Medic: Can heal someone if attacked on the same patrol or scavenge.
At the End of the Day
Say: --Closed-- in the comments section.
Remove food from the food storage by the number of people in the group. If there is not enough food then randomly choose people who have to go hungry. People who are already hungry are moved to starving (-1 energy). Starving and hungry people are prioritized for eating order.
Add food according to how many greenhouses there are (+1 food/greenhouse).
Decrease the border strength by the number of buildings/2. Increase or decrease the threat level based on the border strength.
Level 0: border at 100% strength
Level 1: border above 90% strength
Level 2: border above 80% strength
Level 3: border above 70% strength
Level 4: border above 60% strength
Level 5: border above 50% strength
Level 6: border above 40% strength
Level 7: border above 30% strength
Level 8: border above 20% strength
Level 9: border above 10% strength
Level 10: border at 0% strength
Roll for a random attack if the day is not marked for a scripted event. Scripted events happen every 10 days.
Small Horde: 5*threat% chance of occurring each day
Horde: 2*threat% chance of occurring each day
Large Horde: 1*threat% chance of occurring each day
Enemy Gang Attack: 2*threat% chance of occurring each day
Small horde: 30 health, Level 1-2 fighting
Horde: 40 health, Level 1-3 fighting
Large horde: 50-60 health, Level 1-4 fighting
Enemy raiders: 30 health, Level 3-5 fighting
Losing a battle to zombies means the loss of one of the group's buildings and the destruction of 2-3 barriers. Losing a battle to enemy raiders means the random loss of 1-10 food, 1-10 materials, and 50% of the medicine.
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