OOC- Zombie Apocalypse Chapter 2- General Discussion

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The next update should be Tuesday, or failing that Wednesday.

@SuAside:
Punching is more effective in another way: punching is more likely to connect, since most people have higher skill there than with grappling, and only one roll is needed. Just don't expect the person to actually drop the gun if it happens again.

@Welsh:
I read most of those 26 pages last night, but I still haven't finished them. Good stuff!
 
Mr. Handy said:
@SuAside:
Punching is more effective in another way: punching is more likely to connect, since most people have higher skill there than with grappling, and only one roll is needed. Just don't expect the person to actually drop the gun if it happens again.
depends on the mental state, i'd say...

if you're all busted up, going emo Q_Q, you're probably not grabbing on to it too well.

remember kids, it's down the road, not across the street!
 
SuAside said:
depends on the mental state, i'd say...

if you're all busted up, going emo Q_Q, you're probably not grabbing on to it too well.

remember kids, it's down the road, not across the street!

Yes, that's why it worked on Samantha. She wasn't in her right mind, so Luke was able to knock the rifle out of her hands. It wouldn't work so well if someone rational and hostile were holding a gun on him.

I'm writing up the next update now. It should be done in a few hours.
 
Mr. Handy,
i was doing some research for something else but my research happened to deal with NATO in a small amount. A document i read said that the offical language of NATO is English and French so I guess my question is why is there not someone who can speak English at the NATO base since not many of use speak French and those who do are busy killing zombies or not as the case may be?
 
Under normal circumstances they'd have easily been able to talk to someone who speaks English, but these circumstances are anything but normal. You don't know exactly why they can't since you can't communicate yet with the one guy you've spoken to, but roll Idea for Lewis and McCain. If either of them succeeds I'll fill you in on some of the possible reasons.

The situation with the zombies in the grass may not have been fully clear in the story. Alanen's position is 50 yards southwest of the motel, but not due southwest (more west than south). From where Cole is currently, about 30-50 yards east of the motel, the building blocks his line of sight. He had moved earlier to get a better line of sight on the zombies to the north, and he probably moved further west at the time, which means the motel would further obstruct his view of the grass. In order to see the zombies, he would need to move south for a full round. Until McCain announced them, the only person who had been aware of their presence was Ortega, so he wouldn't have known about them yet, but we can say he and Luke took their actions after McCain warned everyone. Cole would not have been able to fire this round even if he had not lost it.

Luke is even further away. The motel and the diner are about 100 yards apart, and the diner itself is over 40 yards across, which means the zombies are more than 200 yards away. Since his rifle is scoped he can see them, and he can easily fire without a range penalty, but he has to move to the south in order to do so. Cole's movement may have alerted him to the danger from the west, so he can do this, but again it takes a full round to move to his new position. Otherwise he would have had no way to know about the danger from the west. His shot will thus take place next round, which means he does not get any further actions after the next major update. The zombies will get to go before he fires.

The only people who can fire on the zombies in the current round are Ortega (who already shot and missed), Black, and Sheen. Both snipers actually have a wide range of vision from their position on the roof, their only blind spot being the east side of the T-Bone and possibly the areas along the north and south sides of the T-Bone (depending on where they are on the roof). Both of them need to succeed at Spot Hidden rolls and then roll Sanity before they can fire. If the first sniper who rolls succeeds at a Spot Hidden, I'll give the second one a +25% bonus to his roll as a benefit of having a spotter.

McCain needs to roll Sanity, since he saw the zombies. If he doesn't go nuts, he can fire next round, after the next major update. Thayer and Phillips spent the last round completing the barricade, so they can act next round too. Alanen spent this round planting the mine, but he can act next round if he survives. He doesn't even need to roll Spot Hidden, since the zombies are close enough to him.

In the future I'll be more clear about who can and cannot shoot at a zombie or group of zombies from their current positions.
 
It's got a rate of fire of 1-3 shots, but I believe if you fire more than one you're firing a burst. If you want to specifically target the head, you only get one shot per round. The rules for the Rifle skill state that it is used whether you're firing a single shot or a burst, so you don't need to roll SMG skill if you do fire a burst.
 
Mr. Handy said:
The situation with the zombies in the grass may not have been fully clear in the story. Alanen's position is 50 yards southwest of the motel, but not due southwest (more west than south). From where Cole is currently, about 30-50 yards east of the motel, the building blocks his line of sight. He had moved earlier to get a better line of sight on the zombies to the north, and he probably moved further west at the time, which means the motel would further obstruct his view of the grass. In order to see the zombies, he would need to move south for a full round. Until McCain announced them, the only person who had been aware of their presence was Ortega, so he wouldn't have known about them yet, but we can say he and Luke took their actions after McCain warned everyone. Cole would not have been able to fire this round even if he had not lost it.

Luke is even further away. The motel and the diner are about 100 yards apart, and the diner itself is over 40 yards across, which means the zombies are more than 200 yards away. Since his rifle is scoped he can see them, and he can easily fire without a range penalty, but he has to move to the south in order to do so. Cole's movement may have alerted him to the danger from the west, so he can do this, but again it takes a full round to move to his new position. Otherwise he would have had no way to know about the danger from the west. His shot will thus take place next round, which means he does not get any further actions after the next major update. The zombies will get to go before he fires.
ah, well if that's the case...

just scratch all stuff done by Luke & Cole. Luke continues his patrol and Cole remains on his assigned guard spot.


PS: all this couldve been avoided by using a crude map *hint* *hint*
 
Okay, that works. Welsh did mention a crude map he had drawn, but apparently it's very crude. I haven't seen it yet, though.

The next update will likely be on Saturday, unless Gonzalez posts by Friday night. Since Sam Black left the Barrett on the roof (he's still carrying the M4), Bobby Sheen can use that rifle instead.

By the way, we'll probably be getting a new player. Chancedude on rpg.net was looking for games to join and mentioned that he was looking for end-of-the-world scenarios, so I told him about Zombie Apocalypse. He's interested in it and said he will probably join in after he catches up.
 
So far the only character who has been bitten and is still alive is Kimberly.

I'm sorry I haven't updated Systematic Annihilation lately. I should be able to do that and answer your question about it tomorrow night.
 
Awesome

Alright. Ive been playing alot of Cold Fear lately; a mediocre RE4 copy 'n paste.

One thing I like, is the "Curbe Stomp" Ability.

When you down a foe, you're able to finish said foe off with a quick stomp (of the head...)

...Are their rules involving said battery via CoC? (Awesome ability, man!)
 
I suppose a kick aimed at the head would be the equivalent. With Martial Arts skill and a damage bonus this can be pretty powerful. Just don't miss; it's a risky move and a zombie on the ground can still bite.

I'm coming down with something and don't have time to post anything else tonight, but hopefully I can post up tomorrow.
 
One more quick question. Okay I roll San. If I fail then I roll 1d10 and if I lose 5 or more then I need to roll Idea and is it if I get below my idea or get above my idea that I would go temprary insane?
 
You've got it right. Getting below (or equal to) your Idea means you go temporarily insane. Getting above it means you don't.

By looking through the scope, Luke can tell that the two teenagers to the east are in fact zombies. This also means he needs to roll Sanity. If he stays sane, and with 99 San I expect he will, then he can shoot at one of them this round. They are well within his range, though they aren't close enough to threaten the people outside yet.
 
Sanity rules-

Note as Handy says.

When given a sanity roll on seeming something disiturbing a character rolls to find out the sanity loss.

So (1) Roll Sanity loss

That loss is deducted from the character's total sanity. The more sanity loss the character takes, the easier it is for that character to go fully insane.

If you roll 5 or more points of sanity loss, you could go temporarily insane, but only if your mind understand what it sees. This is why you roll and must pass an idea roll. If you fail to understand that, you still suffer sanity loss, but you won't go temporarily insane.

(2) if you roll five or more, roll idea to see if you are temporarily insane.

If you are temporarily insane stop there. The keeper- Handy in all likelihood, will decide the type of insanity.

Normally this is done on a 1d8 roll that determines the results. However the Keeper (sometimes in consultation with the player) can determine the nature of the temporary insanity.

Don't assume merely because you took a hit of 5 or more sanity points, that your character breaks down, throws up, or runs in fear. One could, for example, go into a homicidal mania or become catatonic.

ALso note that if if you lose a significant portion of total sanity you could go indefinitely insane- this is a more profound form of sanity loss.

Finally, merely having a high sanity value doesn't mean that you will be immune from sanity attacks. Some encounters require some sanity loss. The players sanity roll will determine if that sanity loss is 1d4 of sanity loss or 1d20.
 
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