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joined: 11-23-2008
Because Halloween is only a few weeks away and because I had a lot of fun playing this game last night, introducing…
Left 4 Dead 2: The Mafia Version; Reckoning of an Infected Wasteland Adventure!!
This is not a typical mafia game in the sense that the objective is for the survivors to get from the safe house to the evacuation center, fighting and fleeing their way across town, and the infected of course want to stop them.
General Rules:
Survivors have 5 HP.
Infected have 2 HP.
There are no day and night cycles. Everything is one turn right after another.
-At the beginning of the game, all survivors pick a weapon and PQ me with their decision. Until otherwise stated, you’re going to have to stick with it.
-Some areas you come to may have things like new guns, environmental infected traps, or mountable machine guns which can help wipe out some of the infected. Some may have less pleasant surprises… like a witch, tank or alarms
-Survivors can each move independently of each other, as can zombies.
-When a survivor enters an area, they start shooting immediately, using their weapon’s effects on infected in the area.
-If the survivors ever come to an area or trigger an event that alerts the horde, the rules will change a bit.
-Infected are not the smartest bunch…. They do not know initially who the survivors are, and can only find out their identity by attacking one as they move around town. It will become evident quickly however who zombies are and arean’t. Anyone who takes any damage is named in the narrative; zombie OR survivor.
-Whenever survivors move, clues will be given as to their destination.
-In order to specifically attack someone, you must be in the same area as they are.
Teams: Survivors VS Infected
Survivors:
The Old Guy: He’s been in more than one scrape and he knows a few tricks for improvising weapons! He’s managed to make himself a Molotov cocktail and knows how to use it! Using his Molotov will seal off any area, dealing 1 damage to all infected currently there and 1 damage to any infected that passes through it for the next turn.
The Guy in the Suit: He’s survived all kinds of things and knows an opportunity when he sees it. He talked some other survivor out of pipe bomb. Using the pipe bomb can lure all regular infected in the area away to an adjacent area and deal them all 1 damage.
The Funny Guy: Whether he’s a backwater hillbilly or some guy with a snarky attitude he’s good for a laugh and doing things no one else would possibly think to do, including being brave enough to handle a jar of boomer bile from a dead CDC agent. Using this can lure all infected in the area to attack each other, all taking one point of damage. If thrown in a square with a special infected, they will attack it instead.
The Chick: Humanity’s last hope for repopulation, she knows her survival is a priority. Still, she somehow got left carrying a propane tank. She can drop this as a sort of proximity mine and detonate it from an adjacent square, dealing them all one point of damage.
Shared Abilities: All survivors have some basic abilities necessary to their continued survival.
Leave no man behind!: Should any survivor reach 0 health, you can stay behind to help them up, giving them 1 HP. By doing so, you cannot use the Keep Moving! ability.
Leave him, he’s dead!: Should any survivor reach 0 health, you can leave them to die. No infected can pass this area for one turn because what infected could resist the urge to pummel this poor fool?
Keep moving!: The most important of all abilities, this allows you to move from one area to another during every turn.
Glorious last stand!: You will not leave this area ever again, but neither will any of the infected. All infected in this area have a 75% chance to take 3 damage. If they do not, they take 1 damage instead.
Weapons: Survivors must pick a weapon at the start. There will be additional weapons available to pick up scattered about town.
Starting weapons:
MP5:
This submachine gun features fully automatic, burst and single fire and allows all around protection. It gives you a 50% chance to deal 1 point of damage to up to 3 infected in the area.
Shotgun:
This long barreled 12 gauge shotgun is absolutely devastating, and is meant to stop a single target dead. It has a 75% chance to deal 2 points of damage to one infected in the area.
Hunting rifle:
This weapon has range and accuracy, but a low rate of fire. It gives you a 100% chance to deal 1 point of damage to an infected in the area.
Melee weapon and handgun combination:
You have a low power handgun and a blunt object of your choice; not too hot on the offense, but they are excellent for defense. You have a 50% chance of dealing 1 damage to 1 infected in the area, or 75% chance to deal 2 damage if you are attacked.
Pickup weapons:
Assault rifle:
This fully automatic, high caliber, long range weapon is meant to kill everything dead, period. It gives you a 50% chance to deal 2 points of damage to up to 3 infected in the area.
Trashcan lid shield:
What are these things made of? You have virtually no offense, but your defense is amazing! It reduces the chance of any infected damaging you by 25%, and gives you a 100% chance to deal 1 damage to any infected attacking you.
Pair of katanas:
These are a set of full tang, cold forged steel samurai swords, and equal death for any infected in your way. They also equal potential self mutilation. It gives you a 100% chance to deal 2 damage to 1 infected in the area, a 50% chance to deal 1 damage to a second infected, and a 10% chance of dealing 1 damage to yourself.
MG24:
Someone mounted this machine gun to the back of a truck. The truck is out of gas so you can’t take it, but in can clear out the area its in. It gives you a 75% chance to deal 2 damage to all infected in the area.
INFECTED!: You are the poor sufferers of the green flu; so no coagulated blood, no undeath, none of that! You are quick, mean, and driven to beat the tar out of anyone not infected! If you’re crazy enough you can eat them too, but that’s up to you.
Common infected: There’s nothing special about you, except all that green stuff you keep throwing up.
Zombie Sprint!: You can run in a full sprint all day long if necessary; and can move across two areas at once.
Zombie Punch!: You can attack with all your infected rage! If you attack a survivor you have a 25% chance to deal them 1 damage. If you attack another infected, all that will happen is you find out you attacked another infected. This will be mentioned in the narrative.
Respawn: Infected outnumber survivors 1000 to one. If you die, another one will take your place three areas away from where you died.
The Smell of Blood: If a survivor takes any damage, his name will be announced in the narrative… as will his every move.
Special infected: You have all of the above abilities plus one unique ability each.
Smoker infected: The flu mutated your existing lung cancer cells into a formidable weapon!
Strangle: You shoot your long, mutated tongue in an attempt to lock your target. You have a 75% chance to immobilize him, and the survivor, unless rescued by his friends, has a 25% chance to escape from you on his own. You can hit someone from one area away with this ability with a 25% chance, and if you do, you drag that person back to your area.
Hunter infected: You just happened to have tried some crazy drug for the first time when the outbreak happened and now you’re hyper and jittery beyond all comparison.
Pounce: You can leap onto a target, knock him down and maul him. This has a 50% chance of success, and you immediately deal 1 point of damage, and one point for every turn he does not escape. He has a 25% chance to break free from you on his own provided he is not rescued.
Boomer infected: No one knows what you ate, but you’re now a walking reservoir of green flu juice.
Puke: You can violently hurl green flu bile at a survivor, with a 50% chance of success. If you do this, all infected gain one extra move for the next turn, that survivor cannot leave the area for one turn.
Spitter infected: A cross between a boomer and a smoker, you spit caustic acid at survivors.
Spit!: You can hurl a glob of acid at all survivors. It has a 25% chance of dealing 1 damage to all survivors in the area.
Very special infected: These are not controlled by players, but are unfortunate encounters for the survivors.
Witch: The witch is one seriously, SERIOUSLY violent chick. If she is disturbed, she will automatically incapacitate the survivor who did so. Survivors can sneak by her easily; there is only a 10% chance she will be alerted when passing through her domain.
Blind shrieking rage: If the witch is alerted she will tear through her victim with ten inch claws. This has a 75% chance to deal 3 damage.
Tank: The tank is one steroid pumping car smashing party wiping son of a bitch. He is only summoned at specific areas in lieu of a horde alert, but when he comes, he brings the pain. He has 6 HP.
Car toss: The tank lifts and throws any heavy object nearby. Has a 50% chance of dealing 1 damage to two survivors.
Backhand swipe: With 100 lbs of muscle in each arm, the tank swings his fists knocking survivors across the area. Has a 25% chance of dealing 1 damage to all survivors.
Sample Narration:
The survivor ran, not at a full sprint but at a quick jog. He could hear the coughing and wheezing of a smoker nearby, and he stopped to wipe a bead of nervous sweat from his brow, and running a hand over his buzz cut hair. He had a natural propensity for attracting the infected and he knew it would be near and coming for him. As he made his way past the school bus, he eased around the corner, checking for infected nearby. He found them, standing just on the other side. He opened fire, the recoil flinging his open shirt back, and riddled Same’s infected corpse with bullets, staggering him but not finishing him, and shot at some other infected behind him to slow him down. He dashed from them to hide beside the school bus and looked around. It was then he saw it; the smoker was perched on a rooftop looking around, searching for him. It turned, and suddenly its long tensile tongue lashed out… and wrapped around some other infected. Jninja, the infected, scrambled about in mindless confusion, until the smoker realizing its mistake. The survivor took advantage and opened fire, hitting Jninja with a burst of gunfire, but missed the smoker itself. Not taking any more chances, the survivor made a run for it and fled the area, heading for the neon signs and flashy posters of another building, leaving the infected to fight amongst themselves.
Clues:
Survivor clues: The survivor is described as having an open shirt and buzzed hair, a la Adrian from Two Weeks Notice. The survivor also attacked three enemies
Infected clues: Each infected that took damage was named, though the smoker, who the survivor missed was not.
Location clues: The school bus would be a giveaway for the survivor’s current location, as well as the description of where he was headed via the neon signs and flashy posters.
Missed attack clues: The smoker and infected all chose to attack someone, but not the survivor, hence the line at the end where the infected fought each other.
Note: There will be a map of Townston on which the game is played, with the various routes and buildings, but that will have to wait until a bit later.