The Zombie Hunters Forum: WE GO THERE.
November 21, 2017, 04:07:03 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: We go there and half the time... WE DON'T COME BACK!
 
  Home Help Search Calendar Login Register  
  Show Posts
Pages: 1 2 [3] 4
31  General Discussion / General Discussion / Re: PP: Not having a Pet Peeves thread. on: December 03, 2016, 12:06:16 pm
Random insight?  Maybe?

Eh.  Pick a clever-yet-pithy comment and expand on it for a level or two.

Happy weekend.
32  Forum Community / Introductions / Re: Hello I Suppose? on: November 19, 2016, 06:43:04 am
Blue moons.
Super moons.
Days when I've seen people's pants fall down in public.
...
33  General Discussion / General Discussion / Re: PP: Not having a Pet Peeves thread. on: November 19, 2016, 06:41:15 am
Remember: 
Good coffee in large quantities brings clarity...if only for a little while. 
Enjoy it while it lasts. 
Capture what you can.

Same for Life in high quality.
34  TZH Discussion / TZH Discussion / Re: Today's Comic on: November 19, 2016, 06:38:25 am
Deus Ex Machina:  The Tardis appears in the basement...
35  General Discussion / Random Stuff / Re: Interview With A Forum Crazy II: Modern Wurfur on: November 19, 2016, 06:15:09 am
D&D Advice for Starting DMs?

"The facts of life..." -Dr. Tyrell, Bladerunner

OK, first, if at all possible read up on the subject in the DM Guides. Plural.  Anything from 3.5 and up, as a matter of fact, has valuable insights on the how-tos.  If you could browse through the 3.5, 4 (yes, even 4) and 5 dungeon master''s guides, you'll get an evolving view of what works and what doesn't.

If you have no time, and need quick-n-dirty advice, here goes:
Map out a list of the powerful characters in your World:  the Kings, Dukes, Archmagi, Ancient Dragons, down to the mayors and crime lords in the towns you're likely to be running.  Name the organizations.  The Free Association of Fun and Frolic has a nice ring to it, even though it still might mean "Thieves' Guild"...or it could be the Guild of  Tavern Owners...or it could be both.  Or they could be separate and competing.  But you've got to record it somewhere, because it will become part of the story.

Make sure you note their motivations:  long term, short term and immediate.  "The All-Squirrel noted a 15% drop in nut production this year and is concerned by the predicted 20% population loss."

Come up with a list of secrets in your world.  The weird subtle ones.  The squirrels are all part of a hive-mind All-Squirrel.  The Dragons are slowly disappearing.  Magic is stronger around mountains and sources of certain metallic ores.  Running water disperses necromantic energies (a classic).  Clouds are sentient, telepathic, and love smoke plumes...and no one knows this.  The elves are preparing for a war next century, but don't know exactly who against.  The dwarven society has a thriving warlock community that dominates the public pantheons from behind the scenes...and they have a plan.

Who is chasing what and why will give you a ton of story...and side-stories...for years.

Enjoy.
36  TZH Discussion / TZH Discussion / Re: Today's Comic on: November 07, 2016, 08:46:13 am
Very little of that movie survives in my head. That said,
The scene:
Insanely horny Governor's wife climbing up the ladder to...at...our Hero.
"Do you know how many times a year we make love?"
"Umm....no..."
"12.  12 times a year."
"Once a month...that is not too bad...."
"12 times IN ONE NIGHT."

37  TZH Discussion / TZH Discussion / Re: Today's Comic on: October 24, 2016, 08:48:55 pm
 Shocked  Holy Wow!  She's back!

 laugh
Welcome back, Jenny!  All is well!  So glad to see you back and getting healthy!

Seriously, the scariest thing wasn't the comic, it was wondering if the Dreamer of the comic was OK.
And she is! Smiley  We're on your side! 

Really glad you're OK!
Keep on rocking!
38  Forum Community / Questions, Comments and Suggestions / ZombieHunters.XXX: The new site on: August 19, 2016, 09:07:02 pm
Just kidding.  Made you think.
 Grin
39  General Discussion / General Discussion / Re: PP: Not having a Pet Peeves thread. on: August 19, 2016, 09:04:08 pm
When in doubt, go with the computer science class.
Generallly good folks there, and you learn stuff that can either help you in your field, or make you bucks directly.

Good luck.

The high level math will eventually pay more, but you have to see where its going and like it.
40  General Discussion / Random Stuff / Re: Interview With A Forum Crazy II: Modern Wurfur on: August 19, 2016, 09:01:03 pm
Flavour?
Probably "Half-Baked" by B&J.

You are what you eat, folks.
41  Forum Community / Introductions / Re: Crazy redneck from the hicks on: August 19, 2016, 08:57:02 pm
Welcome, LSN.
We have been waiting for you.
With undead parrots.
 He love you long time He love you long time He love you long time
42  TZH Discussion / TZH Discussion / Re: Today's Comic on: July 13, 2016, 07:10:52 am
Daaaaaaaaaaaamn.
 He love you long time
43  General Discussion / Zombie Stuff / Re: Types of Zombies: The Zombcyclopaedia on: July 10, 2016, 08:20:55 pm
Tactical evaluation, Strategic threat evaluation.

Proxy:  Post-human infected who have been rewired upstairs, downstairs and in the basement.  They're better than they were before.  Stronger. Faster.  More intelligent, and home to a proxy intelligence with its own agenda.  Uses a more refined version of the banshee moan to influence emotions, while able to speak fluently if roughly.  Able to "digest" organic matter of all types.  Unknown if able to infect.  No known attempts to infect, but several confirmed kills.
Power:  Olympic Einstein.
Scary:  Holy existential-crap scary.
Threat scenario:  Hyperintelligent humanoid at the extreme high-side of ninja capability.  Honestly, I'm not intelligent enough to advise you credibly against a threat like this.  Even if friendly or non-aggressive, this evolved form is a threat to homo sapien sapien, in the long term.  I advise in general terms to gather as much information on them as possible, especially around motivations and goals. Good luck.
44  General Discussion / Zombie Stuff / Re: Types of Zombies: The Zombcyclopaedia on: July 10, 2016, 08:09:30 pm
Damn.  Those are pretty good.
45  General Discussion / Zombie Stuff / Types of Zombies: The Zombcyclopaedia on: July 04, 2016, 01:41:33 pm
Tactical evaluation, Strategic threat evaluation.

Crawlers:  Post-human infected who....walk.  Badly, but so it goes.  They make verbal noises.  Some are more aggressive than others, but it is uncertain as to whether that is related to their former personalities, physiques or the unknown processes that keep them moving.
Power:  Strong human 
Scary:  Unsettling  Sad
Threat scenario:  Large numbers, confined spaces.  Otherwise, easily outmaneuvered.

Spitters:  Post-human infected who mutated into walking guns.  They can spit high-velocity, infestive, acid/enzyme globs that can kill, maim and possibly Turn on impact. 
Power:  Strong human, strong ranged attack.
ScaryDangerous  Shocked
Threat scenario:  Open areas with no cover.  Difficult to engage hand-to-hand; use ambush or projectile weapons.

Basilisk:  Post-human infected with some intelligence that can use a poorly-understood mental paralysis initiated by eye-contact to trap prey.  They are known to be clever tactically and use deception to force prey to meet their eyes.
Power:  average human; silent ambush ranged-attack.  Lips Sealed
Threat scenario:  Ambush, anywhere they aren't expected or where normal humans are expected.  Danger is extreme for lone individuals.  Plus, this ability seems to be specifically evolved or more probably designed against humans.  Design implies an intelligent, non-human purpose. 

Berzerker/Raver:  Zombie with speed, learning intelligence, and apparent hatred.  This type is probably the more independent.
Power:  Strong human, Olympic sprint speed, strong melee attack possibly with improvised hand weapons.
Scary:  MMA Psychotic Dangerous  Shocked
Threat scenario:  Within 40m, if single.  In packs ("riot squads"), within 40m*zombie count. 
Advice:Best to engage from behind bars, 7' tall sheer fortifications, or from highly mobile vehicles using large-calibre, rapid-fire weaponry.  In hand-to-hand (not recommended), metal-hafted barbed spears with cross-hafts can be used to impale ravers long enough to allow for a crushing head blow from a club, mace or weighted flail.  Setting such spears to receive their charge will help prevent them from overbearing you, but only if your spear has a cross-guard to prevent them from just working their way down the shaft to arms length.  Be aware that its companions may change tactics if spears prove effective, possibly flanking you or jumping over your spears to come at you from behind.

Howlers/Banshees:  A crawler zombie with a secret weapon.  At close range, it emits a low-frequency moan that affects the human brain causing vertigo, pain and unconsciousness.
Power:  Strong human; undodgable hidden attack
Scary:  Freaky deadly  Huh?, if not aware of the attack potential or if not armed with projectile weapons.
Threat scenario:  Ambush, either from standard tactics in an urban center or from a 2nd or 3rd wave of crawlers.
Advice:  Howlers will howl; listen for them.  If you know they are out there, take pains to ensure at least 10' of stand off during an engagement with crawlers.  Consider any building an extreme-threat zone, as the close-quarters will prevent detection until you are already stunned.  Howlers do not need line-of-sight in this type of environment.

Hunters:  Possibly a focused, evolved form of berserker zombie.  Fast, flexible and dedicated to a single human target, they have all the hallmarks of a designed weapon for assassination.  This zombie type implies a central intelligence that is aware of human high-value targets.
Power:  MMA Ninja Terminator
Scary:  See Power above.   Shocked Terrifying, if you know they exist and they know you exist.
Threat scenario:  Always a terrifying threat.  Solid fortifications allowing for constant surveillance of wide stand-off zones will make it difficult for individual hunters to infiltrate.  While reputed to work alone, their appearance would allow them to blend with the in-crowd, allowing for a sudden ambush strike once within the 40m danger zone.
Advice: Detect and hunt them first.  Treat them with the same respect as a berserker:  projectile weapons, spears, armor.   You MUST find a secure place to sleep quickly, as hunters are adept as wearing down human prey with constant "teasing" and probing attacks.  Trees are a poor defense, as hunters climb quickly and have a verified 5m vertical leap.  Concrete-based skyscrapers are ideal, as the 2nd floor is often 6m or better from the street.  Numbers are your advantage; sleep in 3 to 4 shifts.

Mercy:  Possibly a sub-type of hunter zombie, a mercy is known to be fast and flexible.  It shows the focus of a hunter, but with a larger portion of patience.  It seems to leverage the hunter's predilection for wearing down its prey.  In terminal mode, it shows the same focus, delivering a single, targeted bite designed to allow the victim to bleed out, while seeming to "comfort" the dying person.
Power:  Strong human, adaptable.
Scary:  Unsettling  Cry, but typically less of a threat that a crawler.
Threat scenario:  If alone and unarmed.
Advice:  Don't be alone and unarmed.  Pace yourself and keep moving to keep the mercy at bay.  Find secure shelter.

Future:  If zombies are being evolved, we can expect more Mercy-Hunter-Banshee-Spitter hybrids that combine speed and agility with special abilities.  The forces involved may possibly evolve a Diplomat zombie to directly engage humans.
Pages: 1 2 [3] 4
Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!