Capture the Flag, Survivor edition.
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Gameplay
When it comes time for your team to send actions, each player should select from: Attack, Defend, Heal, or Capture the Flag. The game continues until a flag is captured. A maximum of TWO players can select the Defend action in one round (to prevent defense stalls.)
Note that when deciding the order of actions, use .shuffle among all players on both teams together. Don’t have all members of one team go first before the other (unless that's what the shuffle decided that round.)
What does each action do?
Attack: Attacks a specific player on the opposing team. This will always trigger a Defense Step before the attack goes through. Attacker's immunity is on.
Defend: If any of the opposing team attacks your teammates or tries to capture your flag, you will defend using the Defense Step procedure outlined below. Players who selected other actions also Defend if their action is completed at the time of the Defense Step.
The Defense Step (when someone is attacked): When a Defense Step is triggered, all players Defending on the opposing team will get a separate 100 roll. If anyone rolls above 50, those players will be able to join the targeted player with additional rolls (e.g. if two defenders roll >50, the attacker will now have to face 3d100 instead of 1d100.) If ANY of the defenders rolls higher than the attacker, the targeted player is safe and the attacker does not die. If the attacker defeats all defenders, ONLY the targeted player is eliminated.
The Defense Step for a heal or capture follows the same procedure as above, except there is no target player. If the attacker beats the defenders, they simply continue on to the next step with no kills. If the defenders beat the attacker, the attacker is prevented from carrying out the action.
Heal: Revives a dead teammate. You need a roll of 60 or above to revive.
Capture the Flag!: Wins the game. In order to succeed, you must get past a Defense Step, get higher than a specific number (see Step 2 below) on a d100 roll, and get past a second Defense Step.
Step 2: For each player on the opposing team that is currently alive, the necessary roll increases by 30, with a base of 0. For instance, with everyone on the other team dead, the roll needed is 0. If there are 3 people alive on the opposing team, the needed roll is 90. With two people alive, 60.
Attacker's immunity is always on.
Note: If all members of one team die, the opposing team automatically wins the flag (since there is no one to defend and the blocking roll is 0.)
NPCs
NPCs are modkilled players controlled by the rest of the team.
NPCs are named ZYG [number].
NPCs can do all actions that players can.
NPCs die and heal in the same way as players.
NPCs count as players when calculating rolls for capturing the flag.
NPCs can't win rewards if their team wins.
NPC actions:
If all players send the same NPC action, the NPC will do that action.
If only one player sends an NPC action, the NPC will do that action.
If players send different NPC actions, the NPC will defend.
If no players send an NPC action, the NPC will defend.
Event by Redylriws & Rainshaft