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“Day” ZeroCalloutsTime/Location: TBDBrief players on rules, give out dates for game week and practice mission, induce hype. Giveout bands, waivers, feedcodes, etc. Advertise callouts like no tomorrow.COM TableTime/Location: TBDBuild interest for game, give out dates for callouts, game week, and practice mission. Give outbands, waivers, feedcodes, etc.Practice Mission: “Last Alliance of Elves and Men”Time/Location: TBD/ VOS Model (giant sun thing). (Meet at WALC for optional group walk over)Run through a couple short practice missions (hold points, escort npc, retrieve items). Show offa basic special zombie. Let all players experience playing as humans and zombies. Give outbands, waivers, feedcodes, etc.Game Week Modifiers/NPC listHUMAN NPCs: Legolas: Fights alongside the humans, HOWEVER he should not be doing allthe work (ie shouldn’t bust a horde). When Legolas is tagged, he immediately makes his wayback to mission starting point and has a 30 minute respawn timer. If Legolas is tagged duringextraction, he is permanently dead. Legolas cannot move without a group of human players.Legolas is unlocked depending on night 3 results.Gimli: fights alongside the humans, HOWEVER he should not be doing all thework (ie shouldn’t bust a horde). When Gimli is tagged, he immediately makes his way back tomission starting point and has a 30 minute respawn timer. If Gimli is tagged during extraction,he is permanently dead. Gimli cannot move without a human group. Gimli carries a foam swordas a weapon and is the ONLY player allowed to use melee weapons. Zombies always windisputes against Gimli. Gimli is unlocked depending on night 3 results. rmed Townsperson: are simply NPCs that fight for the humans. OnceAassigned an entrance to guard, the NPC can ONLY guard that certain entrance and cannotassist humans or shoot zombies anywhere else (so they’re essentially just turrets). These NPCspermanently die when tagged by a zombie.HUMAN MODIFIERS: Elite Rifle: Souped up flywheel blaster. Given at the night mission to thehuman that participates the MOST during that day’s day mission. A player can only win the EliteRifle once per game week. A player with the Elite Rifle MUST give it back to a ref at the end ofthat night mission

ateway Arch Safe Zone: Safe zone located inside the brick areaGunderneath of the Gateway Arch (next to Armstrong). Safe zone is ONLY active during nightmissions (from mission start to mission end.) Hotbox RevivesZOMBIE NPCs: Sapper (bomb): The NPC is on rails, but can be taken off rails if Zombies arestruggling. The NPC can only move when being touched on the shoulder by a zombie. The NPCshould walk VERY slowly. If the NPC is left alone, after a brief moment they should start walkingback towards the Engineering Fountain VERY slowly.ZOMBIE MODIFIERS: Day Participation: Zombies who participate most in day missions getfirst dibs on being a special zombie for night missions. Day Respawn Time: 15 minutes Night Respawn Time: Variable depending on mission. Should be shorterfor earlier missions ( 3 minutes day 1 and day 2), and longer for the rest of the week ( 5minutes for days 3-5). The respawn timer can be further adjusted before mission startdepending on turnout to keep the game fair. Night respawn timers may also be shortened byzombie mission rewards.socks Predator (Uruk Hai): Wears an orange vest, only can be stunned withGravemind (Necromancer): Wears a yellow vest. When stunned, theGravemind shouts “respawn”. Any zombies that hear the shout may immediatly respawn usingstandard respawn rules (Still have to be 10 15 ft away from humans and touch a tree).Graveminds CANNOT be respawned by other Graveminds.Tank (Berserker Orc): Carries an umbrella “shield”. the Tank can onlyrun when the umbrella is closed. When the umbrella is open, the Tank must walk, but can blockany kind of ammunition with the umbrella shield. The Tank’s umbrella shield can never be“broken”. The Tank cannot tag a human with the umbrella.“Day Zero” Feedback

Day 1: MondayDay Mission 1: “Scouting the Plains”HUMAN START TIME/LOCATION: 8:00 am/NAZOMBIE START TIME/LOCATION: 8:00 am/NAHUMAN STORY BLURB:ZOMBIE STORY BLURB:HUMAN OBJECTIVES: Take a picture of yourself banded up in front of MSEE and/or Hicks. 1point for each player in the picture. Humans need like 2 or 3 points to succeed. Email pictures toboilerleagueoftag@gmail.comZOMBIE OBJECTIVES: Take a picture of yourself banded up in front of MSEE and/or Hicks. 1point for each player in the picture. Zombies need like 2 or 3 points to succeed. Email picturesto boilerleagueoftag@gmail.comHUMAN MODIFIERS/NPCs:ZOMBIE MODIFIERS/NPCs: Day Respawn TimeHUMAN REWARDS: If successful, humans unlock the Gateway Arch Safezone for the rest ofthe week. (Should be suuuuper easy for humans to do)ZOMBIE REWARDS: If successful, zombies lower the night respawn timer to 3 minutes. (shouldbe suuuuuper easy for zombies to do)HUMAN RESULTS:ZOMBIE RESULTS:Night Mission 1- HvHvZ “Indifference of the King”https://www.youtube.com/watch?v o6aAh4FvhtIHUMAN START TIME/LOCATION: 7:30 pm/ COM Table in Front of Lily (optional group walkdown meeting in front of WALC at 7:10)ZOMBIE START TIME/LOCATION: 7:30 pm/ Behind LilyHUMAN STORY BLURB:ZOMBIE STORY BLURB:

HUMAN OBJECTIVES: Humans are split into two equal-ish teams, identified by an extra ribbonaround one arm. Red team “Theoden King’s Followers” and blue team “Eomer’s Followers”.After mission briefing, each team is sent to a separate base, with a flag of that team’s colorinside the base. Red team base is located at the VOS model (giant sun thing), blue team’s baseis located at DRUG where the extraction checkpoint was. BASES ARE NOT SAFE ZONES. Onmission start, each team attempts to retrieve the opposing team’s flag and return it to their ownbase. Once a flag is captured, HvH play ONLY is temporarily suspended until the flags arereset. HUMANS CAN STILL BE TAGGED BY ZOMBIES DURING THIS TIME! The human teamwith the most flag captures at the end of the mission wins.Special HvH rules:-Humans holding a flag can also shoot their blasters-Flags cannot be thrown for safety reasons, but can be handed off to teammates.-Flags are equipment. Thus, if a zombie tagged a flag you are holding, you got tagged-A flag dropped on the ground can be picked up and returned to that team’s base-Humans are tagged “wounded” by humans on the opposing team by any means that can alsostun a zombie (socks, blasters, etc.)-When wounded, humans should take off their team band and raise their arms for a bit (i’minnocent!) to indicate they've been tagged.-If a human carrying a flag is wounded, they must drop the flag immediately.-Wounded humans cannot interact with the HvH part of the mission. (So cannot capture a flagor wound another human)-HOWEVER, wounded humans CAN defend themselves against zombies in any way theyplease and wounded humans CAN be tagged by zombies. Wounding DOES NOT AFFECT theHvZ aspect of the mission in any way, shape, or form.-Wounded humans can un-wound themselves by touching their team’s base

At any point the humans have had enough senseless CTF, they could just stop fighting eachother and try not to die from zombies. That’s always an option, we just won’t tell them that.ZOMBIE OBJECTIVES: Grow the horde. Humans should be distracted and split up enough toallow for some easy tags. Zombies should not be interfering with the HvH part of the mission atall by moving a flag or only tagging humans on one team (on purpose) cuz thats a dick move.HUMAN MODIFIERS/NPCs:Wounding rules apply for this mission only (see mission objectives for more information)Elite RifleGateway Arch Safe ZoneZOMBIE MODIFIERS/NPCs: Predator(Uruk Hai), in limited numbersNight Respawn TimerHUMAN REWARDS: Each human on the winning team gets 1/10 (1/3 ? 1/5 ?) of a revivevoucher. Turn in enough vouchers to complete the revive to allow one zombie to revive backinto a human if they want to. (Enough revive tickets to revive 2 people maximum. One if lowcasualties.)ZOMBIE REWARDS: Grow the horde.HUMAN RESULTS:ZOMBIE RESULTS:Day 2: TuesdayDay Mission 2 “?”HUMAN START TIME/LOCATION:ZOMBIE START TIME/LOCATION:HUMAN STORY BLURB:ZOMBIE STORY BLURB:HUMAN OBJECTIVES: Escort the “Native” NPC from courtyard behind WALC (or Elliot Hall ofMusic for the first run) to Loeb Fountain. If the “Native” NPC is closer to Loeb Fountain whentime expires, humans win. If the “Native” NPC is closer to the courtyard behind WALC whentime expires, zombies win. The Native can only be escorted by humans starting at the courtyardbehind WALC. The Native can only be escorted by zombies starting at Loeb Fountain. If theNative is alone anywhere in the middle, both humans and zombies can escort him. The Nativecan only walk with a group of players. A team can only escort the Native again once theopposite team completes an escort, or is abandoned somewhere in the middle.ZOMBIE OBJECTIVES: Escort the “Native” NPC from Loeb Fountain (or Elliot Hall of Music forthe first run) to the courtyard behind WALC. If the Scout NPC is closer to Loeb Fountain when

time expires, humans win. If the Scout NPC is closer to the courtyard behind WALC when timeexpires, zombies win. The Scout can only be escorted by humans starting at the courtyardbehind WALC. The Scout can only be escorted by zombies starting at Loeb Fountain. If theScout is alone anywhere in the middle, both humans and zombies can escort him. The Scoutcan only walk with a group of players. The opposing side can only regain control of the Scoutwhen he either completes a run, or is abandoned somewhere in the middle.HUMAN MODIFIERS/NPCs: Scout NPC, can only walk with a group of playersZOMBIE MODIFIERS/NPCs: Scout NPC, can only walk with a group of playersDay Respawn TimeHUMAN REWARDS:ZOMBIE REWARDS:HUMAN RESULTS:ZOMBIE RESULTS:Night Mission 2: “Evacuation of Edoras”https://www.youtube.com/watch?v Y6wE2W3ag1gHUMAN START TIME/LOCATION: ?/ Courtyard behind WALCZOMBIE START TIME/LOCATION: ?/ Loeb FountainHUMAN STORY BLURB:ZOMBIE STORY BLURB:HUMAN OBJECTIVES: Humans must find, and then escort, as many “Villager” NPCs aspossible before the mission ends. Each NPC escorted to the “Gateway to the Future Arch” willcounts as a point. Human rewards for the night (TBD) depend on the amount of points earnedduring the mission.The first NPC will start in the human starting area, and the rest are free to choose their ownlocation around North Campus provided they choose a fairly recognizable location, report thelocation in the staff chat, remain visible, and remain at their chosen location until found by thehumans.After a NPC is found by the humans, they must be escorted underneath of the “Gateway to theFuture Arch” to score a point. NPCs should walk while being escorted, and should only movewhile a human has a hand on their shoulder. If abandoned by a group of humans, NPCs shouldremain put until the humans reclaim them. NPCs are on “soft rails”. They will allow humans totake them wherever, but if they get too close the the edge of campus they should move thehumans back towards the center to give zombies a chance. NPCs cannot defend themselvesagainst zombies.When a NPC is successfully escorted under the arch, they will record the point in the staff chatand will be given a few minutes to catch their breath. After they catch their breath, the NPC

should go hide themselves in a new location, report the location in the staff chat, and wait to beescorted again. Humans that find an NPC before they hide themselves can just be told the NPCisn’t active yet.At mission end, all NPCs will become inactive no matter where they are.Because the mission is continuous and has no set number of NPCs to escort, players should betold during mission briefing to return to areas previously checked because an NPC could havearrived after they looked. Humans should also be informed they can leave the mission at anytime.ZOMBIE OBJECTIVES: Instead of scoring points by escorting NPCs, zombies score points fortagging NPCs. Each NPC tag counts as one point. NPCs can only be tagged by zombies afterthey have been moved from their starting position by a human. Zombies that find an NPC beforethe humans do cannot tag that NPC, however they can ask the NPC if they have been found yetand set up ambushes. Zombie rewards for the night (TBD) depend on the amount of pointsearned during the missionWhen an NPC is tagged by a zombie, they should report the tag and corresponding zombiepoint in the staff chat. The NPC can take a few minutes to catch their breath, then shouldre-hide themselves on North Campus somewhere recognizable and report their location in thestaff chat.HUMAN MODIFIERS/NPCs: Elite RifleGateway Arch Safe ZoneZOMBIE MODIFIERS/NPCs: Necromancer (Gravemind)HUMAN REWARDS: For every number of NPCs rescued, humans earn a ArmedTownsperson NPC to utilize during Night Mission 3 “Battle of Helm’s Deep”.ZOMBIE REWARDS: If zombies kill NPCs, they earn a gravemind special zombie touse in next evening’s night missionHUMAN RESULTS:ZOMBIE RESULTS:Day 3: WednesdayDay Mission 3: “Fortifying the Hornburg”HUMAN START TIME/LOCATION: 11:00 am - 3:45 pm / randomZOMBIE START TIME/LOCATION: 11:00 am - 3:45 pm / randomHUMAN STORY BLURB:ZOMBIE STORY BLURB:

HUMAN OBJECTIVES: Humans must collect slips of paper from a wandering NPC throughoutthe day. The NPC will move locations every 30 minutes, and announce his new location on theclub GroupMe. Once a player acquires a slip of paper, they must turn in the paper to COMTable to earn a point. A player can turn in as many slips of paper at a time as they wish, but canonly acquire 1 slip of paper from the NPC per location. Players must be banded up to turn inslips of paper and to acquire slips of paper from the NPCZOMBIE OBJECTIVES: Zombies must collect slips of paper from a wandering NPC throughoutthe day. The NPC will move locations every 30 minutes, and announce his new location on theclub GroupMe. Once a player acquires a slip of paper, they must turn in the paper to COMTable to earn a point. A player can turn in as many slips of paper at a time as they wish, but canonly acquire 1 slip of paper from the NPC per location. Players must be banded up to turn inslips of paper and to acquire slips of paper from the NPCHUMAN MODIFIERS/NPCs:ZOMBIE MODIFIERS/NPCs: Day Respawn TimeHUMAN REWARDS: Each point earned by the humans will give them an extra box to fortify theengineering fountain with on Wednesday. (If more points than anticipated are scored, thehumans could earn one box for every 2 points or something)ZOMBIE REWARDS: Each point earned by the zombies will reduce their night respawn time for“The Battle of Helm’s Deep” by 5 seconds. (If more points than anticipated are scored, therespawn timer could be lowered by 2 seconds per point)HUMAN RESULTS:ZOMBIE RESULTS:Night Mission 3: “Battle of Helm’s Deep”https://www.youtube.com/watch?v gXC-jJhFaUIHUMAN START TIME/LOCATION: 7:30 pm / Courtyard behind Walc, move to EngineeringFountain as group and fortify before mission startZOMBIE START TIME/LOCATION: 7:30 pm / Loeb FountainHUMAN STORY BLURB:ZOMBIE STORY BLURB:HUMAN OBJECTIVES: This mission is a two part hold mission. Humans must (a) hold theEngineering Fountain for as long as possible, then once they deem the fountain to be lost, (b),retreat to the Gateway Arch and hold that until mission end. Human rewards are based off ofhow long they can hold the Engineering Fountain. However, after the humans retreat, if they failto hold the Gateway Arch for the remainder of the night mission they lose ALL of the rewardsthey earned. Due to the nature of this mission, it should most likely not run as long as the othernight missions.

(a) Engineering Fountain “Helm’s Dike” DefenseBefore the mission starts, humans will have 5 minutes to deploy fortifications aroundthe engineering fountain that they have earned from previous night and day missions:Barricades (boxes) and Armed Townspeople (Somewhat stationary human alliedNPCs with blasters). See rewards sections in previous missions for how these defensesare earned. Both Barricades and Armed Townspeople can only be deployed at one ofthe 8 entrances to the Engineering Fountain. Inform humans before mission start thatZombies do not know where humans are holding to build yuuuge tension.-Barricades act as walls. Zombies cannot move past a barricade on a sidewalk in oneof those 8 entrances. In order to gain access to the fountain (and to tag humans),zombies MUST pick up the boxes (one per entrance at a time) and move them clear ofthe entrance, outside of the fountain. While a zombie is holding a barricade they canuse it as a dart shield. If a zombie holding a box is stunned, they must drop itimmediately. Zombies cannot throw barricades. When an entrance is clear of allbarricades, zombies may enter through it.-Armed Townspeople are simply NPCs that fight for the humans. Once assigned anentrance to guard, the NPC can ONLY guard that certain entrance and cannot assisthumans or shoot zombies anywhere else (so they’re essentially just turrets). TheseNPCs permanently die when tagged by a zombieOnce the humans feel as if they are being overrun, they are encouraged to make aretreat back to the secondary hold location (Gateway Arch). Any (unlikely) survivingArmed Townspeople should not retreat with the humans.A mod should time how long the humans can hold the engineering fountain before theyfall back (from mission start till the last human retreats/gets tagged)(b) Gateway Arch “Helm’s Deep” DefenseAfter the humans retreat from Engineering Fountain, they must hold the Gateway Archfor the remainder of the mission by preventing zombies from escorting their “sapper”(bomb NPC) to Armstrong’s Statue. To assist them, the brick area underneath of theGateway Arch is a safe zone. If the bomb NPC touches Armstrong’s Statue before

mission end, the safe zone is lost, the hold fails, and humans lose all rewards from themission.ZOMBIE OBJECTIVES: Zombies also have a corresponding two part mission. They must (a)break through human lines at the Engineering Fountain, then once the humans retreat to theGateway Arch, must (b) escort a “sapper” bomb NPC past Gateway Arch to Armstrong’s Statue.(a) Engineering Fountain “Helm’s Dike” AssaultZombies must break through human defenses at the Engineering Fountain to rescuetheir “sapper” bomb NPC. Of note, zombies must be informed about the humanBarricades and Armed Townspeople.-Barricades act as walls. Zombies cannot move past a barricade on a sidewalk in oneof those 8 entrances. In order to gain access to the fountain (and to tag humans),zombies MUST pick up the boxes (one per entrance at a time) and move them clear ofthe entrance, outside of the fountain. While a zombie is holding a barricade theycan/cannot? use it as a dart shield. If a zombie holding a box is stunned, they must dropit immediately. Zombies cannot throw barricades. When an entrance is clear of allbarricades, zombies may enter through it.-Armed Townspeople are simply NPCs that fight for the humans. These NPCspermanently die when tagged by a zombieAs soon as zombies break through human lines, they may begin escorting the “sapper”Bomb NPC for Zombies will not be informed of the location the NPC is being held at and must find itthemselves.(b) Gateway Arch “Helm’s Deep” AssaultZombies must escort the “sapper” Bomb NPC from the Engineering Fountain toArmstrong’s statue. Mission is complete once the NPC touches the statue. The NPC ison rails, but can be taken off rails if Zombies are struggling. The NPC can only movewhen being touched on the shoulder by a zombie. The NPC should walk VERY slowly.

If the NPC is left alone, after a brief moment they should start walking back towards theEngineering Fountain VERY slowly.HUMAN MODIFIERS/NPCs: Elite RifleGateway Arch Safe ZoneBarricadesArmed TownspeopleZOMBIE MODIFIERS/NPCs: Gravemind (Necromancer)Tank (Berserker Orc) if earnedNight Respawn TimesHUMAN REWARDS: Most of the human rewards are based on how long humans kept the firsthold and are cumulative. Rewards are as follows:10m: Increased zombie respawn time20m: Ranged NPC “Legolas” that helps humans for remainder of week.30m: Checkpoints in the “Beacons of Gondor” mission become safe zones once activated(bucket filled with water) FOR THAT MISSION ONLY.45m: Melee NPC “Gimli” that helps humans for remainder of the week.1h: Zombies must two hand tag during one night mission of the humans choice. (Night will bedecided by a survey in club GroupMe)1h30m: Yeah right2h: I will personally give each and every human oral sex and 100Successfully completing the 2nd hold allows humans to keep the rewards they earned in thefirst hold and lets them keep their safe zone for the rest of the week.ZOMBIE REWARDS: Completing their bomb escort will permanently eliminate the humans’ safezone for the rest of the week.HUMAN RESULTS:ZOMBIE RESULTS:Day 4: ThursdayDay Mission 4: “Thunderdome”HUMAN START TIME/LOCATION: 11:00 am - 3:45 pm/ENGR fountainZOMBIE START TIME/LOCATION: 11:00 am - 3:45 pm/ENGR fountainHUMAN STORY BLURB:ZOMBIE STORY BLURB:

HUMAN OBJECTIVES: Humans and Zombies compete against each other in fun minigames.Winning minigames nets humans or zombies points. The team with the most points wins. Inaddition, the losing team cannot deny the winning team a challenge. The thunderdome area is apermanent safe zone during the day mission, and any tags made in thunderdome ARE NOTpermanent.-ONE IN THE CHAMBER: a single human will be armed with either one sock or a weapon withone dart. They will face a single zombie. Whoever wins will receive one point.-QUICK DRAW: A single human will start facing away from two zombies with their weapondirectly behind them. The human will have to turn, pick up their weapon, and stun both zombiesbefore they are tagged. The winner will receive 1 point.-MAKE IT COUNT: A single human with 6 darts will face off against 6 zombies. The human willget a point for every 2 zombies stunned, the zombies will receive 2 points for tagging thehuman.-DEAD SPRINT: A single human will face off against one zombie where the two will start off anequal distance away. In the middle of them will be the human's weapon. The human must get totheir weapon and stun the zombie before being tagged. The winner will receive one point.-ARMY OF TWO: one human will start off with a single sock, another will start off with a singledart. They must face off against 3 zombies. The humans win if they stun all zombies, thezombies win if they tag both humans. The winning side will receive 2 points.-ENDURANCE MODE: 2 humans will face off against an increasing number of zombies. Onezombie will be added every ten seconds. Zombies have unlimited respawns, but must tag a treeto respawn. Humans will receive 1 point for every minute they survive. Zombies will receive 2points for eliminating the humans.-CHALLENGE MODE: A single human challenger will face three rounds of zombies. The firstround will be 1 human vs. 3 zombies, the second round will be 1 human vs. 5 zombies, and thefinal round will be one human vs. 10 zombies (or 5 zombies with one respawn each). Thehuman will get one point for every round they make it to and an additional 2 bonus points forcompleting all rounds (for a possible score of 1-5 points). Zombies will get 3 points foreliminating the human at any stage of challenge mode.ZOMBIE OBJECTIVES: See human objectivesHUMAN MODIFIERS/NPCs: Thunderdome perma safe zone and tags do not count duringminigames zoneZOMBIE MODIFIERS/NPCs: Thunderdome perma safe zone and tags do not count duringminigames zone

Day Respawn TimeHUMAN REWARDS: Winning team gets an additional 2 minute head start during extractionZOMBIE REWARDS: Winning team gets an additional 2 minute head start during extractionHUMAN RESULTS:ZOMBIE RESULTS:Night Mission 4: “Beacons of Gondor”https://www.youtube.com/watch?v sIhnYFRu4aoHUMAN START TIME/LOCATION: 7:30 pm/ ArmstrongZOMBIE START TIME/LOCATION: 7:30 pm/ Loeb FountainHUMAN STORY BLURB:ZOMBIE STORY BLURB:HUMAN OBJECTIVES: At human start, there will be a large bucket full of water. Human playerswill be provided with several plastic cups (no limit on cups per player). Humans must transferthe water from the bucket at the start through a series of checkpoints ultimately reachingclapping circle using the plastic cups. Each checkpoint bucket must be full before the nextcheckpoint bucket can be filled, and humans can get water to fill the checkpoint from anyprevious bucket they have already filled (or from start). Each checkpoint takes less water to fillthan the last one. There will be checkpoints, locations listed below. Each checkpointshould be visible from the checkpoint preceding it.Checkpoint Locations:A mod should supervise every checkpoint while it is being filled to make sure there is nocheating going on. Zombies CANNOT spill water out of any checkpoint bucket to hinder thehumans. If it is done maliciously they will be sent home for the evening. If it was done accidentlyto get a tag, they lose that tag and the checkpoint is refilled. If the humans were in the processof filling that checkpoint, it is now considered full and they can move on to the next one.Humans win if all checkpoints are filledZOMBIE OBJECTIVES: Have a third of zombies report to a location. Locations are given outwith riddles, a new riddle is given at the previous location.HUMAN MODIFIERS/NPCs: Elite RifleGateway Arch Safe ZoneZOMBIE MODIFIERS/NPCs: Predator (Uruk Hai) or Tank (Berserker Orc) depending onshowing. Predators if there are many more humans than zombies, tanks otherwise.

HUMAN REWARDS: For successful mission completion, humans earn more time to defendMinas Tirith during the following day mission. The amount of extra time earned should be equalto one hold time. (Ex. Hold time for day mission is 2 hours. If humans complete the mission,they earn an extra 2 hours for the day mission)ZOMBIE REWARDS: For each location Zombies discover, they earn 1 special zombie of theirchoice to use during extraction, capped at special zombiesHUMAN RESULTS:ZOMBIE RESULTS:Day 5: FridayDay Mission 5: “Siege of Minas Tirith”https://www.youtube.com/watch?v Pis3veqKl8kHUMAN START TIME/LOCATION: 11:00 am (9:30 am if human win last night) - 4:00pm/Clapping CircleZOMBIE START TIME/LOCATION: 11:00 am (9:30 am if human win last night) - 4:00pm/Clapping CircleHUMAN STORY BLURB:ZOMBIE STORY BLURB:HUMAN OBJECTIVES: Humans must hold clapping circle by having at least 1 banded humaninside of it at all times for 1 hour, 30 minutes. The timer resets if all humans leave clappingcircle.ZOMBIE OBJECTIVES: Zombies must prevent the humans from holding the clapping circleHUMAN MODIFIERS/NPCs:ZOMBIE MODIFIERS/NPCs: Day Respawn TimeHUMAN REWARDS: Humans will start extraction at Clapping Circle instead of at Armstrong.ZOMBIE REWARDS:HUMAN RESULTS:ZOMBIE RESULTS:

Extraction: “March to the Black Gate”https://www.youtube.com/watch?v 17 ImViPryQHUMAN START TIME/LOCATION: 7:30 pm / Clapping Circle if successful during the day,Armstrong otherwiseZOMBIE START TIME/LOCATION: 7:30 pm / Loeb FountainHUMAN STORY BLURB:ZOMBIE STORY BLURB:HUMAN OBJECTIVES: Before mission start, a human player should be given a ring on a chain“The Ring of Power”. This human is treated like an ordinary human for gameplay purposes, theyjust happen to be carrying the ring. The human carrying the ring can hand off the ring to anotherhuman whenever they please, but the ring CANNOT be thrown to another player (I’ll letbasketball shots into Mount Doom pass tho cuz that would be a sweet way to extract). If thehuman carrying the ring is tagged, they MUST hand off the ring to a new human player beforethey are allowed to spawn as a zombie (Make sure rule 1 is followed here).To extract, there are number of checkpoints the humans must sequentially run to.Humans are only given the location of one checkpoint at a time. Humans are given the locationof the first checkpoint at the mission start point, as well as a map or two of campus. Humans aregiven the location of the second checkpoint upon the ring’s arrival to the first checkpoint, and soon. The location of the extraction point is given upon the ring’s arrival to the last checkpoint. Thesequence of checkpoints is listed belowClapping circle/Armstrong -- State Street Intersection -- Front of Lily -- Herrik Laboratories(HERL) -- DRUG Sun thingy (extraction point)

Checkpoints are NOT safe zones.In order to extract, the humans must drop the ring inside of a bucket (Mount Doom) located atthe extraction point. No human can extract until the ring is dropped into the bucket. As soon asthe ring is dropped into the bucket, EVERY human still alive and present at the mission aroundthe extraction point successfully extracts.ZOMBIE OBJECTIVES: Exterminate all remaining humans. Upon mission start, zombies areinformed about location of extraction point. When zombies arrive at the extraction point, they aregiven the location of the last checkpoint. When zombies arrive at the last checkpoint, they aregiven the location of the second to last checkpoint, and so on. The sequence of checkpoints islisted belowSun thingy (extraction point)-- DRUG-- HERL-- LILY-- Intersection-- Clapping Circle/ARMSIf a zombie happens to tag the human player carrying the ring, the zombies should allow thatplayer to hand off the ring before they continue to tag people. Rule 1 stuff.HUMAN MODIFIERS/NPCs: Elite RifleGateway Arch Safe ZoneThe RingZOMBIE MODIFIERS/NPCs: Special Zombies of the players’ choice earned from yesterday’snight mission.HUMAN REWARDS: ExtractZOMBIE REWARDS: Glory, Brains, and Winning HvZ. Only Zombies win HvZHUMAN RESULTS:ZOMBIE RESULTS:

ZOMBIE NPCs: S a p p e r (b o mb ): The NPC is on rails, but can be taken off rails if Zombies are struggling. The NPC can only move when being touched on the shoulder by a zombie. The NPC should walk VERY slowly. If the NPC is left alone, after a brief moment they should start w

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Boy Scouts of America Personal Management Merit Badge Workbook (2021) Page 8 of 8 To Do Tasks Scheduled Time Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7 Actual Schedule Scheduled Time Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7 d) With your merit badge counselor review your "to do" list, one-week schedule, and diary/journal to