OOC- Zombie Apocalypse Chapter 2- General Discussion

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Yes, it's a shame about Randall. It'll take time to run its course, though.

By the way, if Wallace does shoot at the zombie attacking him the shot is at point blank range. Only he and Sam Black are in a position to shoot at the zombie this round. Well, Baldwin is too, but he's gone bonkers.
 
Mr. handy or Welsh,
Can either of you two give me a layout of the T-bone area so that when I am planning stuff for my characters to do I have an idea which way they are looking at ect ect ect. Also if you could describe or map what is under the diner and under that for me that would be great if this is not any trouble that is.
-steve
 
Mystery illness strikes after meteorite hits village
Tuesday Sep 18 12:51 AEST

Villagers in southern Peru were struck by a mysterious illness after a meteorite made a fiery crash to Earth in their area, regional authorities said today.

Around midday Saturday, villagers were startled by an explosion and a fireball that many were convinced was an airplane crashing near their remote village, located in the high Andes department of Puno in the Desaguadero region, near the border with Bolivia.

Residents complained of headaches and vomiting brought on by a "strange odor," local health department official Jorge Lopez told Peruvian radio RPP.

Seven policemen who went to check on the reports also became ill and had to be given oxygen before being hospitalized, Lopez said.

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Rescue teams and experts were dispatched to the scene, where the meteorite left a 30-metre-wide and six-metre-deep crater, said local official Marco Limache.

"Boiling water started coming out of the crater and particles of rock and cinders were found nearby. Residents are very concerned," he said.

linky: http://news.ninemsn.com.au/article.aspx?id=296907
 
And they say life doesn't imitate art! Zombies, man, its the first symptoms. At least they didn't bitten by the mosquitos from Hell!

I predict that they will find a strange artifact inside the Moon (and yes, it is made of cheese!) which has some bizarre relevance to Egyptian hieroglyphics founds in Tibet, Congo and a lost Mayan City! And when China and Russia send a joint team to destroy the strange artifact, they will find an ancient evil hiding in the core of the planet, that has been waiting for them for a very long time.
 
Shh! You'll give it all away! :wink:

I would have been able to update tonight, but so far only one player has posted since last Thursday's update. I'll give it a couple more days, and then I'll move the story along as soon as I have time.

Welsh made a map of the T-Bone and motel, but I haven't seen it yet. Here's a basic description (perhaps all this should go in a separate thread?):
The T-Bone is 42 yards across from east to west. The junkyard is north of the building. The interior is mostly ruined now, though the walk-in fridge and freezer are intact, as is the garage. The main entrance is in the southwest corner. The garage doors are on the west side. There are also two doors on the east side, one leading into what's left of the kitchen and another leading into the hallway behind the main area of the door. The liquor closet with the stairs going down is also in this hall.

The motel is 100 yards west of the T-Bone. A dirt road leads north about halfway between them. There are around 40 rooms in the motel, with more than half of them upstairs. The front door is on the east side and the back door is on the west. Both are locked. All of the motel room doors face outwards, and are not accessible from inside the motel. Four stairwells lead up from the ground floor to the balcony. All of them are barricaded, though the one on the southwest isn't completely finished yet. The rope ladder is currently hanging from the southwest corner of the balcony. The medic's room is on the southwest corner of the ground floor, and the comm room is on the southwest corner of the upper floor. A tall ladder leads up to the roof of the motel on the east side. A zipline descends to the eastern edge of the parking lot, and can be used by those on the east side of the balcony or the roof to descend rapidly.

Here's the layout of the underground facility, at least as far as the characters have explored:

Level 1: Warehouse
Very large room filled with crates containing a variety of items. Accessed via two flights of stairs leading up to what used to be the liquor closet in the diner. At the far end of the warehouse is a gate, currently unlocked. Beyond the gate, one flight of stairs leads down to Level 2.

Level 2: Detention Center
The stairs past the gate lead down to the reception area, a large room with a desk and chair. The only other exit is a hallway leading away from the stairs.

The hallway contains five doors, two on each side and one at the far end.

The first door on the left leads to the barracks, which has beds and footlockers for 18 people. There is also a large bathroom area with showers accessible from the barracks.

The first door on the right leads to the mess hall and kitchen. A door in the kitchen leads to the pantry.

The second door on the left leads to Captain Duffy's office.

The second door on the right leads to the armory.

The door at the far end leads to the guard room. The guard room has two other doors, one on the side and one at the far end.

The door on the side of the guard room leads to the interrogation room.

The door on the far end of the guard room leads to the cell block. The cell block is a long corridor containing twelve numbered cells, six on each side. There is a door at the far end of the cell block leading to the prison showers. Beyond the showers is the prisoners' common area, and beyond that is a large metal door leading to the hatch chamber.

A door at the back of the hatch chamber leads to the generator room, which is a dead end. Beneath the hatch is a short shaft leading down to level 3. You can use either the ladder or the lift to go up and down. The lift holds at most six people.

Level 3: Deep Mole One
At the bottom of the shaft is the lower hatch chamber. The only other exit is a short hallway leading to the meeting room. The meeting room has an alcove containing a small kitchen and food storage area. There is a door across from the hallway leading out of the meeting room and into the unknown...and certain doom! Mwahahahahaha! :twisted: Ahem.
 
Why is it, even after Mr. Handy asked for it the other day, people can't simply come to this site, read the story, and spend a few minutes (and that is all it really takes) and put what their characters do. I know that everyone has busy lives but so do I and if I can take time out from looking for a job to update then I feel that others can also. If they cannot then I feel that Mr. Handy has the right to go ahead and update even if only one or two people have posted. Those are my thoughts on the subject matter. If I am wrong, then I apolgize beforehand.
 
If you have more important things to do, you should by all means do them. This is just a game, albeit a tremendously fun one. If you can find the time to post, that's good, but the story will move on without you if you can't. If you're going to have a long absence, you should let me and/or Welsh know, and if possible leave instructions for your characters. If you haven't posted in a week or more, the game will keep moving forward - even if your characters are at risk.

Steve posted a while ago, and I heard from Fearlessfred yesterday and got instructions for his characters. Stompie has been AWOL for a while, though he did return briefly. SuAside hasn't posted here yet, though he has been active on other boards and is still around. I plan to update tomorrow, or possibly even tonight if I have time.
 
Mr. Handy,
Thanks that is all I wanted to know. I was just hoping that this game would not go the way of the Christian roleplaying game. The reason I stopped posting there is because everyone else did also.
 
That game can still continue. Lady_Firehawk is absent, but Julius isn't doing much anyway. If you're still in contact with the other two players, the three of you would be enough to keep it going.

I'm writing the update now. Should be done in a couple of hours or so.
 
There isn't really a point at which Luke's effective skill becomes 45%. It goes from half skill to full skill once the zombies get close enough. The rules would get complicated if skill gradually increased as they got closer. It'll take about four rounds (where you get five shots each) before you have a 75% chance. Until then, it's 35%. If you want to shoot any time soon, you should start now. You'll get more kills by opening fire now, though at the cost of more ammo. Azadeh and Samantha aren't going to wait any longer to start shooting. Willie will wait, since he doesn't have a scope (and his skill isn't that good to start with anyway). Currently he's getting the ammo.

Sam Black can also shoot up to five times this round, if he wishes. His instructions from last round stand.
 
I've been keeping track in this thread.

Luke has 164 rounds left for his M-14 (20 are currently loaded). He also has 97 shotgun shells, 70 .45 bullets, and 93 .357 Magnum bullets. The only usable .357 Magnum left belongs to Wallace. There are plenty of .45 magazines in the ammo crate, so if you want Willie to bring any of them up Luke should tell him while he's there.

He has 45 combat rounds before the first zombies arrive (20 at half skill and 25 at full skill), so he can get off 43 shots at most since he would need to reload twice.
 
Only the first two of those rolls were hits, since Luke's chance to hit is currently 35%. This results in one zombie dead and a second wounded. The third roll of 98 is a miss, since the M-14A1 malfunctions on a 99 presuming it's clean, which it is. The fourth roll causes it to jam, and the fifth roll never happens (it would have been a miss anyway), saving a bullet and a combat round.

To clear the jam, just make a Rifle roll against your full 80% skill. Failure costs you the combat round, but you'll be able to try again after the next update. Critical failure (96-100) breaks the rifle, which would be very bad for everyone. Success means you spend 1d6 combat rounds to unjam the rifle. You have one round left before the next update, and any others will be borrowed from the next set of 5. This is actually not too bad, since those are your last five rolls at half skill anyway.

In this case, I'll give you that fifth roll of 44 as your Rifle roll to unjam the M-14, so all you need to do is roll 1d6 to see how many rounds you spend (including the fifth one here).

I'm going to wait at least a couple of days to update, since I don't have much time at the moment and Stompie has returned, so I'd like to give him a chance to catch up and post.
 
Jon,
Starting tonight and going through Sunday night I will be attending a conference at my church and thus will be unable to post. If everyone else posts before that night and you wish to move on feel free to use my characters and when I get back on Sunday night I will let you know and take back over. Hope that is ok with you.
-steve
 
A couple of thoughts-

(1) Considering past structural damage to the T-Bone, its possible that a horde of zombies might be able to claw the structure down- given enough time. Alternatively, given enough zombies, they could climb over the bodies of the dead zombies to get at those from a higher position. Then again, given past structural damage, eventually it may come down on its own.

(2) Forward defense- given that you have walking zombies and these move slow, you defensive position is limited due to range problems. You could, theoretically, approach to within a decent range and then retreat, staying out of range of the living dead.

(3) Bait and switch- remember zombies are not picky- they go after the closest available potential meal. Not necessarily the closest available easy meal. So a person on a truck that is close is a more favorable target than a lame person that is more distance. This would give the person on the truck a chance to bait the zombie and even switch its direction.

(4) Passive defense works against unthinking enemies- Traps, booby traps, pits, obstructions, etc. Zombies could be led into pits, flame traps, trapped in barbed wire, lured to elevated killing platforms, etc. Given enough ammo and enough time, the zombie advantage of time and numbers could be used against them.

(5) Fire! The problem with fire is wind and other flamable things- like people. What's worse than a zombie reaching for you? A zombie on fire reaching for you! That said, zombies do burn and burning causes damage. Light them up from far away and they will eventually be destroyed by fire. Furthermore, heat can be manipulated with greater heat causing more damage. Gas plus a sticky flamable substance can assure that once a zombie burns, it stay burning. But becareful least accidents happen.
 
Welsh,
Can I use these hints to have McCain say something next time I get a chance to post and in which case Mr. Handy if you could hold off on putting a deadline for us posting until next Sunday night, after this next post which you said should go up in the next few days, then I can do so?
-steve
 
You can always post IC any time you feel like to have your characters say something, unless there's a split-second situation that would mean you wouldn't even have time to speak (which isn't currently the case). Go ahead and have your characters speak, issue orders, etc. Only certain actions like movement and attacking are restricted in terms of how much you can do at the moment.

I don't think I'll be able to update tonight, but Friday night is probable. After that, I'll wait until at least Sunday night to update again.
 
okay well I will not be able to post up until later Sunday night like around 8 or 9 Central Time. If that appears to be a problem with me being the only one missing then go ahead and post for me. JUST DON'T GET MY GUYS KILLED this time.
-steve
 
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