OOC- Zombie Apocalypse Chapter 2- General Discussion

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How many characters can existing players pick up in the next round. I mean right now I have 4 and that may be too many so I am not looking for more but I figure that either McCain is going to be killed in the potental firefight/coup or Alice/ Jim Kerr are going to be killed somewhere down there. If I had to lose anyone I figure Alice since while she can learn alot she has not learnt anything as of yet.
If we cannot get more people cause of the number of characters I am playing I may be willing to give back Alice in exchange for someone else. But we will see in a couple of weeks or so ok?
 
We've already got several interested players at the other site, but we'll see how things work out. I'll have to draw the line at four characters at a time maximum, but chances are at least one of your characters will die before the end of the chapter. If not, you can always let one become an NPC if you see a new one you like better.

By the way, Alice has quite a few skills checked from using them in Chapter 2, so there's a good chance she'll increase a bunch of them when skill XP rolls are made. She also has several skills at decent levels already, so she could teach those. The only obstacle to her being able to teach anyone at the moment is the lack of time. If she survives to reach a safe haven, she'll have time to learn from other trainers as well as to teach people herself (and pass on what she's just learned).
 
Well, the truck was very badly messed up, and a crucial part needed to be replaced. Of course Earl's mechanics were encouraged to work slowly so they could charge more. They were working as fast as they could with him out of the picture and probably could finish in a little over an hour, but they had to evacuate the garage. They might have been able to keep working if more people had been upstairs with scoped rifles (such as the one Jim Kerr took) who knew how to use them, and if some of the survivors had acted as a forward defense, but it's too late for that now. And I seem to recall Alice pointing a gun at Bob before David turned on her. Maybe that had something to do with it. :wink:

Getting to a safe haven is no easy task, and is one of the major challenges of the first day or two. The closest potential safe haven is the PMS compound, but that's currently in enemy hands (whether those hands are human or zombie is unknown). Well, there's also the underground lab. It's got electricity, just no food or water. And how dangerous can it be, really? :twisted:

Warren AFB is a possible safe haven that's not all that far away, but reaching the base and getting access to it won't be easy. There's also places the characters know about (Wallace's family home, Alice's family's ranch, and perhaps others), but they may require longer journeys. Omaha still has some survivors holding out, but who's to say how long they'll last?
 
Yep, that's one of the themes of this story- the difficulty of organizing people and achieving collective action.

Which again goes back to the classic Romero themes of the zombie flicks- that its not the zombies that kill us but our inability to work together.

Which is what I love about this game, though to be fair, you guys are doing better.
 
A tactical thought-

The problem with grenades is that you are not guaranteed a head wound, and thus its a case of going for body damage.

If the grenade lands near a zombie, it can do sufficient structural damage (blow the fucker apart).

But a grenade also has two other benefits-

(1) It will probably knock a zombie on its ass. Fast moving zombies should feel the concussion, although their dexterity means that they should recover fast. Slow zombies- which probably have greater problems with dexterity, will have a harder time getting up.

(2) Limited structural damage. If a zombie loses his legs, he can still come crawling, but that should slow him down. But if its a running zombie you have enough of a chance to convert running zombie to walking zombie. Of the two, you have a much better chance with a walker.

& other note-

On the diner roof- it will eventually come down. Hopefully it won't come down and block up the passage going down (which might be crucial if the Commander at Warren blows a nuke and the fallout comes your way). But even so, it will mean an evact of the roof. Those who go down will likely suffer personal damage.

Azadeh, who is down to a few points- will probably not survive (yet another ethnic hottie bites the dust), and she's one of your best fighters. Samantha and Luke are also not out of trouble yet.

You may try lowering yourself, basically dropping half the distance of a fall, but this might be tricky with zombies grabbing at your legs.

Best place to do that would be the garage- but you would have to get there.

Tricky situation.

Overall, the layered defense is more coordinated. Its a shame you didn't evac the roof earlier.
 
Don't forget that Luke has a rope on him (unless he left it on the garage roof). That'll make climbing down easier, but not entirely risk free.
 
welsh said:
Overall, the layered defense is more coordinated. Its a shame you didn't evac the roof earlier.
thus taking away visibility and capability to fire on zombies coming from the direction?

well, except the airfarce guys... but would you rely on them? :roll:
Mr. Handy said:
Don't forget that Luke has a rope on him (unless he left it on the garage roof). That'll make climbing down easier, but not entirely risk free.
since you mentioned it by name in one of your previous posts, it'd have been stupid not to bring it ;)
but Luke doesn't intend to climb down. he brought it for the possible need that someone (Willie) would have to be pulled up (because he was closed in by zombies or something).
 
@ Handy-
True, if Luke uses the rope to come down. Actually if he used the rope, he might make it safer to get off the diner roof to the safety of the garage. Only problem is that the roof might come down before a life line is set up.

@Suaside-

Actually the problem isn't in the layering, its in the numbers. Had they had more rifles on the roof, more guns in the field, a more forward defense, than the zombie horde might have been reduced.

Generally speaking, there is an advantage in that humans can usually retreat faster (unless chased by a running zombie) and they can create obstructions and bottle necks. Thus one human advantage is mobility- they can often move faster and they can manipulate the movement of the enemy as well.

The problem is planning.

Stagnant defense has both advantages and limitations.
 
Go ahead and get some rest, Steve. I need to get some sleep myself and wouldn't be able to update again tonight at this point anyway. I'll update tomorrow after you've posted.
 
The monster in the lab is far from dead. The bullet only did 7 damage, and that's not even enough to kill an average human.

If SuAside posts early enough, I may be able to make a second update tonight. It should get very interesting!
 
It's still possible for all four characters to survive. Alice has until the end of next round before she dies on her own, so if you can finish off the creature this round it may still be possible to save her. She may die regardless, but if you play your cards right your other characters can survive the final showdown.
 
hey, steve, at least your chars didn't get instagibbed by a beer keg or eaten by doggies from hell without having any say or chance in it! ;)
 
I'm back.
Wonder what the creature is? An alien? An undscovered subteranian creature?
or perhapes a twenty year old ham and chesse sandwhich that was exposed to gamma radiation?
 
Welcome back, Fearlessfred! You picked a good time to rejoin us. Perhaps one of those speculations is correct. Well, except the last one, that would just be silly. Any ham and cheese sandwich left down there would have to be over 45 years old. :)

I'll wait for you to post IC before moving on, as your characters have a chance to act. Sam Black is on the east side of the motel roof. He could shoot at one of the crawling zombies' heads with only the standard -5% penalty, but he might not want to use his ammo on that and may have something better to do. Ramirez is in the comm room, holding Malone at gunpoint. Captain Lereux did a successful Persuade on him before, but now that you're back you're free to have him act how you please. Joe Barring may take one shot with his shotgun at any of the zombies he can see on the stairs, making a called shot to the head if he wishes, and the zombies cannot attack back this round. They're all within ten yards, so he does 4d6 damage to any one target.

I'll also send you that PM.

Steve, McCain would need to make a separate Persuade roll for each person he's trying to talk to. In this case it will only do limited good. Lereux already Persuaded all of the civilians earlier, so this would merely cancel it out and allow the person to act as a free agent. They're still inclined to side with Lereux, and what Lewis just did has squandered any goodwill McCain might have engendered.

Jim's kick has damaged the creature. You forgot to apply your 1d4 damage bonus, so roll 1d4 and add it to the 6 damage you've already caused.
 
SuAside said:
hey, steve, at least your chars didn't get instagibbed by a beer keg or eaten by doggies from hell without having any say or chance in it! ;)

Ahh but I did have a character, a dog named Buddy, that one turn was fine and the next turn was dead because Mr. handy rolled really really really bad! No say there either!
 
I rolled really really really badly several times there. I was also saddened by Buddy's demise, but that's the way the dice fell. Sometimes wise and swift action can keep your character alive, but sometimes characters can die no matter what they do just by being in the wrong place at the wrong time.
 
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