OCC- Zombie Apocalypse- rules and guidelines

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Ok, since you guys asked for spot rules for combat-

There will be some dispute on these rules and of course they are subject to some modification, but limited. Suaside posted quite a bit on Play@yog-sothoth about what he doesn't like. More comments appreciated, but don't get too happy. In some ways these rules are more generous than I had in mind.

- From post elsewhere-

I drew up these notes from the Call of Cthulhu game for players who lack the rule books or are unfamiliar with some of the rules of combat and am posting here to help other new players along.

I am complying with most, but not all of these rules but of course the main rule is that the Keeper has final say as to the particularity of rules in any given situation.

Hope this helps the newbies and please feel free to discuss. Also note that the rules also depend on the era and setting of the particular game.


Spot Rules for Combat-



A- General rules-

Armor-
-Some creatures have armored, representing toughness of hide, a thick layer of muscles and fat, or an ‘unusual’ body. Humans have worn a variety of body armors, from boiled leather to bullet stopping vests. How much and what sort of damage armor stops is for ingenious investigators to explore.
-Armor is not lost if one attack penetrates it. Armor has a lot of surface area and bullet holes and knife holes are generally rather small. The chance of penetrating armor in the same place twice is too small to consider.
-To account for armor in the game, subtract the listed hit point factor from the damage actually rolled.

Dodge-
- Every investigator has this skill. Along with the Luck role it can be the roll of last resort in a time of damage. Remember to call for it.

Impales-
- An impale results can be achieved by pointed hand-to-hand weapons and by all firearms. Blunt weapons and personal attacks cannot perform impales.
- If an attacker gets an D100 result equal to or less than one 1/5 of his skill maximum for the attack, then an impale occurs. This means that the thrusting weapon or bullet chanced to strike a vital area, drove deeply through arteries, or slashed crucial tendons or muscles.

Example- Luke has a handgun skill of 20%. Dividing 20% by 5 gets you a 4. A .22 bullet does 1d6 damage but an impaling .22 bullet does 2d6 points of damage. Theoretically a .22 automatic could impale three times in one round (as it has a rate of fire of 3) doing 6d6 damage.

- Note- Some creatures are immune to impales.
- If a hand-to-hand weapon impales, it sticks in the body of the foe. In the next combat round, the attacker must pull it free by means of a d100 roll equal to or less than his skill with the weapon. An impale does no extra damage when removed.

The Parry-
-A parry is the blocking of or the diversion of a hand-to-hand attack. It does not work against firearms. The parry skill always equals the skill percentage held by the defender in the weapon or object being used for the parry. A parry is always defensive. A parry does no damage to the attacker.
-One parry per participant can be attempted during a combat round. The player states which potential attacker will be parried. If the defender is knocked out or stunned before the attack occurs than the parry is foregone. If the attacked does not occur the parry is forgone.
- AN object used to parry absorb all damage from the parried blow. If the damage exceeds the objects hit points, the object breaks and the defender absorbs any damage exceeding the objects hit points.
Note-
- personal attacks can parry each other.
-an edged or impaling hand-to-hand weapon can be parried with most other hand-to-hand weapons and with rifles and shotguns. Personal attacks cannot parry weapon attacks with risking normal damage, but if the range is such and the person parrying has the higher DEX he or she could grapple for a weapon, yielding the effect of a parry.
- Foils, rapiers and most swords and sabers can attack and parry in the same round.
- Rifles, shotguns, and the largest submachine guns can parry, but cannot fire and parry in the same round. When a firearms hit points are exceeded in a parry, it no longer fires but does not break.
- Two successful Grapples can in effect parry an attack. One to establish contact and the next to grab the weapon or weapon hand.
- a character can both parry and dodge in the same round.
- Bullets cannot be parried. (But they can be shielded).

Surprise-
-The first round of a surprise, attack, halve the Dex score of the defenders. Those with unready guns would get at most one shot. For extreme surprise, allow no defender’s attacks in the first round. Defenders can still parry or Dodge attacks coming from the front or sides-
-Note to players- A surprise attack means the defenders get no chance to defend for that round. Thus it is better to surprise than be surprised.

Dimness, Darkness and Invisibility-
- If something cannot be seen, there’s little chance to hit it, to find it or to notice it. IF the interest of the game situation demands that the investigators nevertheless act, then the keeper lowers relevant skills by at least half in moonlight, or makes their successful use a function of some low multiplier of Pow. If the intention of the darkness is that the investigators will find it difficult to act in it, then the keeper lowers skill thresholds to 01. Some tasks, such as reading a map, are plainly impossible without sight.

Hand-to-Hand combat-
- Most hand-to-hand weapons can perform one attack and one parry per combat round, while personal attacks have limited parries.

Martial Arts-
- With a successful martial Arts kill roll, double the roll damage done by a successful personal attack.

Knockout attacks-
- Use this rule to render a target unconscious rather than to do physical harm., The player or keeper should state the intention before making the attack. Perform knockout attacks only with fist/punch, kick, grapple, head-butt, clubs or other blunt instruments.
Roll the damage as in an ordinary attack, but match the result against the targets hit points on the resistance table. A success knocks the target unconscious for several minutes, and the target takes one third of the damage originally rolled (round down any fraction), If the attack succeeds but resistance Table roll does not then there is no knockout and the target takes full rolled damage.
- Knock out attacks work against humans, but not against most creatures.
- At the keepers’ option, knockouts may work against certain nasties.
- A successful First Aid or medicine immediately wakes a victim of a knockout attack

Partial Concealment-

- A target partially concealed should not normally reduce the attacker’s chance to hit or the observer’s chance to notice the target. If the target does seem difficult to notice, allow a Spot Hidden roll or an Idea roll to locate it.

Thrown Objects-
-If a character thr4ows an object, add half of his or her damage bonus to the damage done.

Two weapons-
-In a combat round a hand-to-hand weapon might be held in each hand, but only one attack and one parry could be make in the round.


Firearms-


Telescopic and Laser sights-
-For rifles equipped with telescopic sights, double the base range. If both telescopic sights and precision aim apply, quadruple the rifles’ base range. Laser sites quadruple the base range without requiring the precision aim modifier.
(it pays to have laser sights).

Suppressors (Silencers)-
-A silencer is a long, thick tube filled with baffles. It can be machined to attach to the muzzle of a firearm in order to muffle the sound of its shots. In doing so it slows each bullet’s velocity and halves the weapons’ range. A silencer is made to order. It wears out completely after d100+10 bullets have been fired through it. The more powerful the cartridge, the more quickly the silencer wears out. A silencer cannot be attached to a shotgun or to a heavy machinegun, but a small automatic gun such as an Uzi can be silenced.
-Silencers are illegal almost everywhere by the 1920s and up to the present.

Automatic weapons- bursts-
-Fully automatic weapons, such as a Thompson SMG, may fire a burst (multiple shots_ on the shooters Dex rank. For each shot fired in a busrt, raise the attackers chance to hit by 5%. No matter how many shots are fired the shooters chance cannot more than double.

(note- I find this a weird rule as I would image the kick of an automatic weapon would throw off the aim).

- Roll d100 once for all the shots fired against a single target. IF the attack roll is a success, roll an appropriate die to determine the number of hits. Thus if eight shots are fired, roll 1d8 to determine the number of hits. Per target only the first bullet impales if an impale hit is rolled. Some keepers ask that burst occure only quantities easy to rull, such as 6, 8 10 and so on.
- if multiple targets are spread across a field of fire, the shooters chance to hit does not change- the opportunity exists to hit each target at normal chance, and each target is rolled for separately. The shooter allots ho many bullets head towards each target.
- if a single target or multiple targets are within a narrow cone of fire, sucha a group coming down a hallway or a tunnel, increase the shooters chances to hit, but never more than double the chance to hit.
- in either situation, the keepers description should include the information necessary to allow a player the best tactic.

Big Targets-
- Big things are easier to hit. For monsters of a Siz of 30 or more, every 10 Siz above Siz 30 adds 5% to the attackers base chance to hit with bullet, thrown objects or shotgun round. Point blank and extended range modifiers apply.

Choosing a Shotgun-
- Commonly shotguns come in multiple single-shot barrels with one barrel fed by a pump action and with one barrel fed by semi-automatic, and a few are double barreled. A double barreled shotgun may fire both barrels simultaneously at DEX in one round, one barrel at Dex and a half Dex in the same round, or one barrel each in different rounds, Depending on the gauge, a pump action shotgun fires once or twice in a round. Any semiautomatic fires once or twice in a round.

Extended range-
- A character may fire up to double a weapons base range at half normal chance to hit. He or she may fire at up to triple the weapons base range at ¼ the chance to hit, 1/8 a chance to hit a quadruple the base range. At extreme ranges the damage done lessens as the bullet slows.

Examples- (some of this is drawn from Delta Green stats)
Pistols have a base range of 3 yards (derringer) 10 yards (for a .22) 15 yards for most other guns. Rates of fire can be 1, 2, or 3 depending on the weapon. 9 mm have a rate of 3.45s have a rate of 1, .38 has 2.

Rifles- have a range of 90 yards for a .30 lever action carbine. An M1 Garand has a range of 110 yards. A .30-06 has a range of 110 if bolt action, 130 if semi-automatic.

Assault Rifles- Normally have a range of 100 yards, (AK-47), 110 yards FAL or M16

Submachine guns- Have a range of usually 20 yards, though some- like the HK MP5 has a range of 45 and the Uzi has a range of 40, while the Mac-10 has a range of 10. .

Shotguns-
depend on the type of shell which determines range and damage. For example a 12 gauge shotgun normally has a range of 10, 20 or 50, depending on the kind of shot you use. (don’t use birdshot!)

Loaded revolvers
- when revolvers were more common it was a common safety practice to leave empty a chamber under the hammer, on the theory that if five bullets didn’t stop some malefactor, the sixth was unlikely to do so. A fully loaded revolver may go off accidentally. Resolve the situation with a luck roll.

Malfunction Numbers and Jams
- If a fire arm skill is equal to or higher than the weapon’s malfunction number, the weapon cannot fire.
-If the weapon is a revolver, bolt-action rifle or double barreled shotgun, the problem is probably a dud round
- if the weapon is automatic, semi-automatic, pump action or lever action- than the malfunction is probably a jam.
- Fixing a jam takes 1d6 combat rounds plus a successful mechanical repair roll or skill roll for the jammed firearm. If the owner can keep trying until succeeding or until ruining the gun on a 1d100 of 96-100.

Point Blank-
-Point Blank Fire is that distance equal to or less than the shooter’s dexterity in feet. The shooters chance to hit is double at point blank range. The damage done is unchanged.

Precision Aim, Laser and telescopic sights-
-The shooter traces the weapon or takes other care in bringing the weapon to bear, shooting just once a round at half their normal Dex rank. The effect is to double the point back and base ranges for the firearm.

Note- say Luke has a base range 130 yards with a 30-06 at 60%. He decides to take careful aim- he can now hit at 260 yards. Add that he uses a telescopic site- he gets 520 yards at 60% or 1040 at 30%. But note that his rate of fire is reduced for careful aiming.

Reloading –
-Allow one combat round to load two shells into any handgun, rifle or shotgun. Allow one round to exchange a clip. Allow two rounds to change a machinegun belt. In a round it is possible to put one round in the chamber and get off that shot at half the Dex.

Two handguns-
- One person can hold and fire two handguns during a combat round. However, the shots will be un-aimed.

Un-aimed shots -
The shots per round entries for firearms assumes that the shooter has an earnest desire to hit a target and thus aims with care. As a generally guide, unaimed fire allows twice the number of attacks per round listed for the weapon on the Weapon Table. Reduce the shooters’ chance to hit to one fifth of normal. If there is more than one target, determine randomly who gets hit. Impales occur normally. But given laser sights and training, and a Handgun 60% and above, increase the chance to hit to normal.

A couple of added thoughts-

Figure that assault weapons are made for an effective range of about 300 yards, with an extreme range going quite a bit further.
In these rules a base range for an M-16 would be about 130 yards, and if a soldier with a skill rate of 60% fired at 130 yards, he has a 60% chance of hitting.

If he shoots at a target at 260 yards, then he would have only about 30%, unless he takes precise aim- then we got 60% hitting. add a telescopic site and his range is about 520 yards at 60%. That's pretty damn good although admittedly he will have to take time to aim and fire- but then the zombie is running and he's aiming down a sight. If he wants to hit a target at 1040 yards, he goes down to about 30%.

So lets thing about Luke trying to hit a moving zombie. His 30-06 may have a base range of 130 yards. Add scope- 260 yards, add precision shooting its 520 yards.

Silencers- yes some are manufactured for long lasting. But many are still tailor made. These are CoC rules and they relate to firearm rules for the 1990s and 1920s.

Some submachine guns have longer rangers than others, but some kick a heck of a lot and aren't much good for anything except firing a lot of bullets in a very closed area. We tailor to fit.
 
Good question. I am thinking that either a head shot is-
(1) a precision aimed shot which will take a bit more effort and which I would only subtract say -5% for (being a generous keeper).
or
(2) if not a precision shot, than would be a random hit say out of 1d8

1- head
2- body Chest
3- body- chest or mid abdomen
4- lower abdomen
5-leg
6-leg
7-arm
8-arm.

Sound fair?
 
meso_80Thumb.jpg


Dsc_0932d70sm2.jpg


west_of_sidney-BS.jpg


An empty grass wasteland.

th_sidney.jpg


Note that this last picture is near Sidney.

so is this one-
eb_i-80_at_jct_neb19+bl80_sidney.jpg


Driving past Kimball, one sees-
kimballQT.jpg



Essentially its an asphalt road off the highway, and only on the westward lane. NO overpace, no dip, nada. THe asphalt turn off turns into a dirt road a couple hundred yards once you past the T-Bone and the Motel 9.

Flat... very very Flat.

With some high grass.

The nearby state route, one might find this-

http://www.burtmountain.com/images/Nebraska_I_80_West.jpg

Kimball from the air-
kimballpic2.jpg



More road info here-
http://www.roadfan.com/sanlhne.html

When I drove through this part of the US I called it "the big empty."

http://www.finnmoller.dk/tr-usa/ne/nebraska-sign-da.htm

You are more than welcome to do a web search on local towns. Some interesting stuff.
 
Good question, not sure if Handy mentioned if Bo is wearing body armor. I know that cops generally don't like to wear it because it makes you all hot and sweaty, and this being summer in Nebraska (hot season) I assume no.

But if yes, than the Kelvar would eat some, but not all, the damage. If so, I must edit.

That said, lets not forget.... the game is zombie apocalypse- not zombie survival.

And as they say, everyone dies sooner or later.
 
About Bo-

Well I knew I missed that and its my bad. That said, its also good that you point out that this is light Kelvar. The one I had found in the book had Kelvar listed for 8 points of protection, but the light Kevlar gives only 5.

Thus Bo is still hit and in the chest. The damage is not going to cripple him, but he is going to be wounded, for 5 points of damage. Bad but not critical, we can say that Bo has been brought down, that the wind has been knocked out of him, that he’s having trouble breathing, and that he’s bleeding. In other words Bo is essentially out of it and is unsure of the extent of his injuries. If left untreated he could still bleed to death, but with first aid he will only be down 5 points. IF treated he will be wounded for the rest of the day and tomorrow- he will need rest to recover his lost points.

That the Vest took half the power of the bullet, but Bo still gets the impact, he has dropped the shotgun and is fairly well stunned. No action for now. The guy did get hit by a .357, after all.

The layout of the garage is difficult without drawing it or miniatures to show were everyone is. Suffice it to say that Bo was in plain sight but came in from Baldwin’s truck. Hammond came in from the Diner, so they entered from different directions. Bo seemed to have moved about so lets leave it that Hammond saw Bo blow Earl’s head apart, and shot in a fit of anger and emotion. Sean had also come in from outside with his rifle, and was probably lucky to get a shot off at Hammond before Hammond shot him too.

In the brief seconds Hammond is probably uncertain what to do, but Wallace and Bob could probably get shots in but would have to maneuver to do so.

Mr. Foo’s network- mentioned on the computer. With lines down and the PC in the main office not working, it would be impossible to transmit (that would be too easy).

About the effectiveness of headshots.

Remember that Thomas’s body is rattling a bit, but that this was mostly Gonzales addition to the game. Horst had his head ventilated and was still capable of motion, after delay and only after Flip checked the body.

Thus you can deduct that head shots are pretty damn effective even if body shots are not. I am going to play this- Zombies have a certain number of hit points, but are still mechanical creatures. If you do structural damage, their body structures will respond appropriately. But they don’t feel pain, so hitting them in any place but the head will probably only slow them down. Hitting them in the head is effective, but that depends on the number of points damage you do. How well a zombie moves or functions depends on its coordination, a question of how much brain damage and spinal damage is done. Horst grabbing Flip is just instinctive. Thomas isn’t grabbing anyone but jiggled. Earl and the Junkyard Zombie are non-functioning.

There are stories of bodies in funeral homes that have moved long after being dead. Stephanie can roll an idea or know to understand why the bodies move, even Haussman could figure it out. The hint has been given already.

The question for zombies is – how to they continue to move without a circulatory system or any other essential body functions operating and what gives them purpose. Answer that and you have a greater understanding of what you are up against.

Also note, you don’t have to be bitten by a zombie (or stung) to become a zombie. Nor is the zombie plague necessarily infectious.
 
Let's see, 1 mile is about 1760 yards.

Half mile would be 880 yards.

Your rifle is at 130 base,
260 with precise aim
520 with telescopic site.

That will get you basic roll. Beyond that to 1040 yards- 1/2 the base roll.

According to Tommy Lee Jones' character in The Fugitive, the average human without injury crosses uneven ground at a rate of about 4 miles per hour.

So about 1 mile per 15 minutes
or 1/2 mile in about 7.5 minutes or 450 seconds. These are stumblers, which means they aren't quite so agile. But they are zombies which feel no pain, thus I'll balance it out.

Assume you can target every 8 seconds using scope and precision aiming.

That means you should be able to hit 56.25 zombies if you didn't have to stop and reload.

meaning that with both Charlie and Luke shooting, I would estimate the most they can hit within that time frame would be somewhere around 90 zombies (taking into consideration reload).

Not sure if you have 90 rounds of ammo up there on the roof.

That answer your question.
 
Grumble!
I hate waiting.

Stompie!!!! Post damn you! Post!
(I sent him this pm).

I am thinking Colds is out. Thus his characters could get eaten. However, both Sean and Thomas have been disposed of already. Old Bud is still in it and facing off against Stompie.
(I kind of want to keep moving that story forward)

Zoe hasn't posted in about a week. She's down to Jimmy and Samantha.

Albatross has not posted at all. Sally the Nurse, Mitchell and Erica Spears- are thus all extra NPCS at the moment.

Kind of a pity that Alex died. Alex has a skill for training people that could have quickly improved many character's combat skills 20% with a bit of effort. Note that there are other potential trainers.

Let's see- other things you didn't know. The Latham family was just a bundle of grief waiting to explode. The kids were useful, the parents were not. I won't tell you why Mrs. Latham gets pulled apart and not stung, but they had little to contribute.

Felice Piccone- was an art thief and dealer in stolen art.

Horst- too many secrets to mention.

Sean didn't have many secrets except his relationship with Dr. Haussman. Will that have effects later in the game?

Thomas- had some family issues- father was an alcoholic and violent man and his mom was generally a victom. In the end that would have led some personal motivation to get home to see family, but that's done.

Note- that characters are not always what they seem. For instance, Kimberly was undercover as DEA looking into some local crimes. Bo is aware of them (primarily that the T-Bone was being used to ship narcotics throughout the Midwest, and that the T-Bone owners were involved in a variety of different crimes). Many of the characters also have hidden combat skills that are not quickly revealed, although Ellen Cody really is Pam Grier.

Oh all characters outside can see the airplane flying through. The closer it comes it will be clearly a USAF transport. Roll idea to figure out where it probably came from, Roll know to figure out the type of plane (not that it really matters).

Ammunition- Very important. I really have no idea how much ammo you guys are packing. Seriously, at times I have to do a bit of spot research. For instance, how many gallons of gas in a standard barrel? What is the fuel capacity of a Bell helicopter....

I am going to assume that each character that has a gun has some 100 rounds?

Please keep count as running out of ammo could be a serious problem.

Did I mentione earlier that there is a big gun shop and outdoor store in Sidney?

Let's see. Other details I can give you.

Yes, there is a snow plow at the T-Bone, that could be used to move through zombies. That said, you will have to attach it and that might take a bit of time.

Other details-

Ok, the T-Bone. Is essentially a one floor building with a roof, as pictured.

It also has a basement which is kept as storage.

There is a dining area, a garage area, a convenience area.

In the back there is a storage area, kitchen, walkin frig, walkin freezer, a liquor closet, access to the rooftop through a drop down ladder, and the main office. the garage has a storage for new parts area, lockerroom/wash and an office, and about 6 bays for working on cars.

Entrance and exit ways- the main entrance into the T-Bone leads to the cashier area and from there into the dining area or the convenience store. There is also a small corridor that leads to the restrooms and finally to a door. Past the door and you can go into the office area, the liquor area and a back closet.

From the dining area there is a door and a reach through to the kitchen. From the kitchen there is a back way out to a dumpter and a storage area. Walk ins are located in the kitchen.

So back entrances- two- one to the kitchen, one to the offices.

The garage has no back entrance but there is an attached office, a washroom area and lockers for the guys to change.

Across the way is the Motel. Motel is a rather large rectangular two storey building. All rooms exit out (which is a terrible thing in Nebraska where the winter gets awfully cold. Foos spend extra on heating and power each year because of it). On the ground floor is the office, the area when the complimentary continental breakfast is served (muffins, toast, coffee, tea, juice, cereal and fruit), and behind the office is the Comm Room as well as the Foo's personal suite to the side.
 
Well I figured Luke and Charlie probably had a lot of ammunition. But I would be surprised if Alex had more than 4-6 clips for his AR-15, plus loose rounds. I doubt anyone with a shotgun has 1000 rounds, nor would I expect anyone with a sidearm carries more than a few rounds or clips with. perhaps a box or two of ammo in the car or helicopter, but I doubt more than that.

Ok, also came across this rather interesting map-

warr2.gif

this is the layout for Warren AFB's missile ranges.

For more accurate map
warreafb.gif


You will also note Cheyenne and Sterling?
Compare to this map of the area. Note Cheyenne.
http://maps.yahoo.com/maps_result?lat=40.62543&lon=-103.211783&mag=4

For more on Warren AFB-
http://www.globalsecurity.org/wmd/facility/warren.htm

For those interested in who defends Warren AFB from... well in our case Zombies.

http://www.af.mil/news/story.asp?id=123025931
 
Note earlier post-

welsh said:
Furthermore- a few things to note-
Sidney has a few former military bases nearby. Kimball is very close a large number of ICBM sites. SOme of the older ones have been turned into homes.

Also note-
Also in Sidney is the HQ of Cabela's one of the largest outfitters for hunting, fishing and the outdoors - or in otherwords survival supplies.
(This might explain what Luke is doing in the neighborhood).

http://www.cabelas.com/home.jsp;jsessionid=HLIV4UV5EQ5WRTQSNOECCOGOCJVYWIWE?_requestid=17455

http://www.cabelas.com/cabelas/en/t...outus/retail/retail_stores/sidney/sidney.html

I am using Cabela's to estimate how much ammunition each of your characters has, considering how ammo is often packaged. I can't see a person lugging around 20 boxes of shells as they go about their day. At the same time trying to be general and fair.

Some would carry more ammo than others.

Let's say this - Luke being a hunter- has 300 rounds for his rifle, 100 rounds for his shotgun and 100 rounds for his pistol.

If a character has a rifle or assault rifle, that person has 200 rounds of ammo, but only about 1/4 on the person. The other ammo is locked away.

If a character has a shotgun he has 100 rounds of ammunition but only 1/4 on or near his person. The rest would be packed someplace else.

If the character has an SMG they have 200 rounds, but only 1/4 would be on them.

If a character has a pistol they have 100 rounds, but only three reloads on him at any time.

I might accept that a person lives at home, they might keep twice or five times that amount of ammo, but in this case everyone is traveling except the Foos. Even the T-Bone owners live elsewhere.

Fair?
I have not asked you to keep count of your ammo but please try to do so in the future.
At the moment I am assuming everyone is loaded.

If you need more info about weapons (as by CoC rules- rates of fire, range, modifiers, etc) let me know.
 
Ah the truck cargo-

Wallace's rig carries gasoline
David's rig is general cargo is lumber and hardware supplies.
Baldwin carries groceries.
 
The character sheets at Chaosium's web site show the base skill levels: http://www.chaosium.com/forms/1990s-5ed.pdf

In particular, default gun skills are:
Handgun:20
Machine gun:15
Rifle:25
Shotgun:30
SMG:15

Base skills for Fast Talk and Persuade are 5 and 15 respectively. Flip doesn't have any points in these skills, so he's not a good bluffer. David is a little better (31 Fast Talk and 30 Persuade), but still not as good as we'd like.

I doubt Stephanie's idea will mean the end of the zombie menace, but she doesn't know that...yet. Even if it did, there would still be plenty of problems left and the crisis would by no means be over. She'll point out the possible shortcomings too.

I wasn't taking notes as such, I just saved the PM, remembered the mention of the bomb shelter, and looked it up.

While Michael or Mr. Foo could fly a chopper if anything happens to Bob and Erica, those two are certainly better pilots. It does pay to have backup pilots just in case, though, and Michael is also not far from Brownson.
 
By the way, thanks Handy for the above post with a review of the basic stats. Also the link on the wiki site for the Zombie Tactics was rather interesting. Nice use of Sun Tzu.

Ok, I have split the OCC thread so that this thread can be used for more general info and guidelines, the other for more discussion.

Why? SO I don't have to go weeding through countless pages to look for rules I should know.

Save the general discussions for the other thread. If I post guidelines, i will probably post them here, so I can find them, and on the other OCC thread so we can discuss. Cool? (Don't respond to that).
 
Max Brooks' (son of Mel Brooks) wrote these top ten lessons for surviving a zombie attack.
(Note that Brooks is mainly concerned with non-running zombies).

(1) Organize before they rise!
(2) They feel no fear, why should you?
(3) Use your head: cut off theirs.
(4) Baldes don't need reloading.
(5) Ideal protection = tight clothes, short hair.
(6) Get up the staircase, then destory it.
(7) Get out of the car, get onto a bike.
(8) Keep moving, keep low, keep quiet, keep alert!
(9) No place is safe, only safer.
(10) The zombe may be gone, but the threat lives on.

Note that (7) and (8) relate to both the non-running zombies but also the possibility that zombies are attracted to unnatural ( often human made but also the zombie 'call') sounds.

That said, also remember that zombies also have "zombie sense"- they can sense the presence of nearby humans.

Lots of good tips in this book, including recommended survival supplies. And it's pretty funny.
 
I am thinking of changing some of the houserules.

For instance- getting wounded- perhaps you go unconscious at 0 hp, if you bleed to death you lose Constitution points at an indeterminate rate.

Also I am thinking of a variation between point blank- which I am playing at about 10 feet in front of you- and a short range, perhaps 1/3 base range.

Here your hit rate might be 1.5 X normal rate.

I have also been thinking about different aspects of character design.

For instance- replace some of the hand-to-hand stats with a basic- brawl skill.
Mixing the various person skills and awareness skills into one category.

Thoughts?
 
I'm not familiar enough with the rules to know the full effects of these changes, but I didn't think there was anything wrong with the rules we're using now. I'm not sure what you mean by losing Constitution points (is this temporary?), but I guess you mean that you live until Con drops to 0. It makes sense for survival to be dependent upon Con in some way (though it already does a bit because it's part of what determines HP).

Third Edition GURPS rules, for example, have a Health stat that determines hit points. Unconsciousness can happen at 0 or less (though a HT roll on 3d6 each round allows you to stay conscious, with 17+ automatic failure). Death won't happen until you hit -HT, and even then you can live by making a HT roll at that point and for every 5 damage you take thereafter. Death is only automatic at -5 times HT. This can get ridiculous though, as it's very hard to knock out or kill someone with 16+ HT (the human maximum is 20). A 16 HT character can take 95 damage and survive, though he or she will be in a coma for months without magic or very advanced tech. It shouldn't be too hard to kill someone, and death should often be instantaneous.

The spot rules said point blank range is equal to Dex in feet (double if precision aim is used), and that's fine. Short range is an interesting idea, but it's a double-edged sword. If we end up fighting the skinheads, they get to use it too, and a hit from one of those shotguns will take most characters down.

I'm leery of combining skills; I like having similar skills for different purposes. It might make sense, though, to have skills default to other skills if they're enough alike. For instance, Fast Talk and Persuade could each default to the other skill minus 20, if this would be higher than the normal base skill. Thus, someone with no points in Fast Talk and 20 Persuade would still have 5 Fast Talk, but someone with 40 Persuade would have 20 Fast Talk.
 
Well one goof I had concerned first aid. You actually got 1d3 points back due to first aid use. So we need to return a few points to your character.

Feel free to roll it in the next IC post.
 
Thanks! I'll roll it now and just edit it into the post I made before, rather than wait (for both Dr. Hausmann and Bo), as well as Stephanie's realization. When she spoke to Diego Garcia and Omaha, she did say the EMP "may" have had an effect and that the evidence was inconclusive.

Steve, welcome! You should review this thread and the CoC Quick Start rules I linked to since you aren't familiar with them, and feel free to ask either me or Welsh if you have any questions.

EDIT: Since Steve already posted in the IC I decided to just add a new post there instead of editing the one above it.
 
Shotguns-

note that while the 12 guage can hit at 50 yards, damage declines at 50 yards a shotgun only does 1d6 damage, at 20 yards it does 2d6 and at ten yards it does 4d6. Also note that the pump shotgun only gets off one shot per round- so don't miss.

Pistols often get from 1 to 3 attacks per round depending on type. For example a .357 gets only 1 attack per round with the .357 or 3 shots with the Glock- all three shots from the Glock must be on the same target.

I would guess that zombies run about ten yards per round if they are runners.

Walkers would move, at most, 1/2 that.

Also because walkers are a bit off- I am thinking of a +10% dodge bonus.
 
Do you mean a +10% bonus to people dodging the walkers' attacks? If so, that makes sense, since they're slow. I don't think zombies would dodge at all - they are mindless automata that don't care about getting shot.

Since the shotgun works this way, maybe it does pay to have someone with a pistol as well. The .357 and the Glock both have a 20 yard range (40 with precision aim, which you need for a headshot anyway), I believe. Michael's Glock, though it only does 1d10 damage compared to 1d8+1d4, can fire three times as fast. Remember a head wound will slow down a runner even if it isn't a kill.

EDIT: Actually, I just looked at the spot rules above. Precision aim means you only get one shot per round anyway. Go with the .357, definitely.
 
Just a heads up. I am trying to scan down some of the Cthulhu core rules necessary for this game. I am putting them in pdf. If you are interested in a copy for this game, let me know. Send me a pm with your email address.
 
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