Zombie Apocalyse- OCC- General Discussion

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Dave's problem with finding guns-

Ok, let's think this one through.

You could probably wait till the zombie hit the place and have more refugees inside to tear open the boxes and find the guns. But if the zombies get in the shelter this room will be the first they overrun.

Lynne's intimate connection to Earl could help, but its safe to say that Earl didn't say to Lynne- "Hey Lynne I am hiding these stolen guns in these boxes, just in case the ATF asks you under interrogation."

But Lynne has got good listening skills and a criminal mind, so perhaps she knows more about what's going on than it appears.

How can Lynne be used to find the guns? It is safe to assume she doesn't know where exactly the guns are hidden, but perhaps she knows something that will help Dave find the guns faster.

What questions should Dave ask Lynne? What order should those questions be posed?

There are other characters at the T-Bone that might also have clues about the guns.

For example-
Rita- knows the guns are hidden in the fallout shelter, but perhaps she doesn't know exactly where the guns are. But she would know that Earl and Hammond are moving contraband goods- why? Spousal privilege might allow a husband to tell a wife what he's up to. Wife would be reluctant to confess as that would make her an accessory and can't be forced to confess on the witness stand.


The other waittress and kitchen staff? Thomas being dead is useless.
Charlie is often in the back as the main cook. Ashley might know something about Lynne. Mitchell probably knows about as much as Dave. Horst is dead, but Flip might know something. What about David the Trucker, who does business with Hammond and Earl in the backroom. Could the bodies of Earl and Hammond provide clues?

At the moment, the guns could help the group survive. But you would not expect Hammond and Earl to leave contraband firearms just lieing around? However, they might have been lazy about the storage if they were moving the guns fast.

So yes, the guns could be either in the first room of the fallout shelter. But the guns could also be hidden deeper.

It is possible that the guns are not too well hidden but were supposed to move pretty soon.

It is possible that they are packaged for safe movement.

It is possible that, being involved in contraband smuggling- (as evidenced by liquor and cigerrettes) that there might be a record.

It is possible that a transaction here might be part of a series of transactions between two criminal enterprises that different stakes in the connection but also a commitment to secrecy.

This is all being offered to help Suaside think about this situation for Dave. It is safe to say, by now, that Dave has reason to suspect some of the criminal behavior we have seen thus far in the game.

A hint- you are about two steps removed from finding the guns quickly.
 
There might be another, secret way into and out of the fallout shelter. If the guns are packed for quick transport, they may be close to this second exit. Dave should ask Lynne if there is any other way in or out. Besides, if there is another entrance then zombies could get in that way too, so it pays to know about it.

Stompie posted in Systematic Annihilation last night, so hopefully he'll post here soon too. Flip and Wallace are both about to be very busy. The truck in Brownson should be parked to form a barrier between the approaching zombies and the chopper. Then people could climb on top of the trailer (perhaps by climbing on the cab first) and shoot at them from there. We also need to get Flip's story straight for when he talks to Buzz.
 
Stompie lives.

...Wow- I realy sould have re-procured wallace's rifle... Oh well, I've always wanted see an alcaholic redskinned Dirty Harry in action... against the undead.

Sorry I havent realy posted on Zombie Appocalyps. I posted on systematic anhiliation last night; and then went to sleep.
 
Nice to see you guys back. Note to Michael- you will have to edit.

With regard to the Diner- you will probably not be able to get everyone in one location or the other in time, but you might be able to move them faster if you split them into one group going up and the other going down.

How do you want to split them up?
 
Whoops, hadn't realized that there was an incoming message. Yes, Stephanie would have checked the tape before leaving the room and acted upon it if necessary.

If Dr. Hausmann can be brought up to the roof in time, we'll do it. If not, she'll have to go downstairs. Bo and Jim Kerr will go where she does. Mrs. Foo should get up to the roof with Father McCormick's help if there's time, but if this requires a Dex roll on her part it's probably better for them to go down so that others can move up the ladder faster.

Maybe there's actually an underground connection between the fallout shelter and the PMS compound, perhaps with some sort of subway between the two. That could be the source of the ground shaking. If so, maybe the guns are near the start of the tunnel. Dave could ask Lynne about this possibility when he asks about other ways in or out, and he could also ask where Hammond and Earl might have kept their records.

Stompie, I think you missed SuAside's post where Bob opens the meatlocker door and talks to Flip. He's going to need to respond to that.
 
So what is the sequence by which you want to send people up. By the time Haussman and Mrs Foo get there, most of the others should be up or down- Samantha, Alice, etc. But both are unarmed.

Highly unlikely that this is an underground subway unless it was built during the Cold War and somehow relates back to Warren AFB. Unless it relates to some secret US goverment facility.

Stompie?

Still thinking about moving this to play@yog-sothoth.com. Not sure how much interest there would be in a blood brother campaign, but there has been a lot of work put into this already, so the start up work isn't so bad.

Players here who are interested in following could play other characters. Handy, I think you would appeciate playing Azadeh or Kimberly, for example. Or perhaps the Tyrants (Hammond or Earl). Maybe even Michael.

Thing is that a lot of the secrets of these characters were not fully revealed and I think, had we more players, the game would have been much more interesting. We could also add different characters or situations that have yet to be introduced. Some minor plot changes, etc.

How many players would follow this game over there?
 
Azadeh should head up first if she can so she can keep shooting with the AR-15. I'd send Bud downstairs, since his investigative skills may be helpful in locating the guns. Samantha ought to go up to the roof second (or is she already there?), seeing as there's a spare rifle there and she can start shooting immediately. If Mitchell or Jimmy don't have a shotgun, one of them should go up next and borrow Luke's. Perhaps Mitchell should go downstairs, since he's from the T-Bone and can help Dave and Lynne find the guns, and Jimmy could go up to the roof. If Beth is going up to the roof, she should go after Jimmy. Alice can go next, since she's unarmed. She may be safer on the roof, but if she goes downstairs and we find the guns she could get a rifle there. If she does go down, she should go before Beth, who is armed and can help guard the rear. People who are waiting to go up or down can help barricade the office windows. This would mean Jim Kerr, and also Beth if she's willing to help.

Can Sally help Dr. Hausmann get up the ladder without taking too much time? If not, they should go downstairs. Bo, Jim Kerr, and Randall will follow them later. If Mrs. Foo has enough time to get up to the roof safely, she and Father McCormick should go there; otherwise, they'll head down. If they go in the same direction as Bo, Bo and Jim will wait until they've gone and bring up the rear, since they're armed. Randall can move ahead since he's unarmed, and Jim can help Bo.

Gary and David are in the garage, but they might not want to stay there after all. One of them could also help block the office windows. The dogs are also in the garage, but they should be taken to the shelter. Though they could run to safety, they could be useful down there. Their ability to track familiar scents (such as Hammond and Earl) might help find where the guns are stored, or records that might reveal where they could be. Rita, Rosie, Bob, and Flip are dealing with Buzz and the other skinheads now, but they can head up or down after they're done there (though the skinheads may want to take Flip with them).

I know the shelter and the PMS compound were built during the Cold War, which is why I thought they might have an underground connection that Horst, Hammond, and Earl could have taken advantage of. There's also some sort of relation between Mr. Foo's listening post and Warren AFB. By the way, what message(s) did Stephanie see when she checked the tape? I can edit her reaction into my last IC post.

I'd be willing to follow to Play@Yog-Sothoth, but as I said I'd much rather keep it here. I know a few players expressed interest in joining on your thread there, but I don't know if there was any follow-through. Did they PM you? Are they willing to play there, but not here? If they won't join, I don't know if we'd get any more players there than we already can get here judging by the traffic on the thread there.

While it would be interesting to play different characters, I don't want to give up the ones I'm already playing, and I don't want to play six or seven characters. Is there any way we could migrate there after we come to a convenient stopping point (say, after this battle) and continue where we left off?

I've also had another thought: keep Zombie Apocalypse running here while starting a new one there with a different, nearby batch of survivors and running it in parallel. They could start off in one of the nearby small towns, or even Warren AFB or the PMS compound. I've noticed that a lot of campaigns on Y-S have a much faster pace than we do, and while that would be a problem for me since I work full time and unless I'm on vacation only potentially have 6 hours a day online Monday-Friday (in the evenings), that can enable the other group to catch up to ours on the timeline. Once they do, we could merge both groups and move over there.

In the meantime, I'll see if I can dig up another player.
 
if you move to Y-S, i'd only consider joining if i get to make my own chars & get play them the way i want to... i dislike cheating for survival (acting on information the char shouldn't know, acting on information discussed OCC, acting in ways unfitting to the character,...), i'd rather have fun and die when the time comes.


as for the rumbling, there have long been rumours about an underground railroad connecting various cold war bases (often believed to be for munitions and arms shipment, but i suppose i'd be easy to move men through there because it's safer than above ground transport). however, this has long been denied because the costs for digging out such a railroad would be astronomical (as if that would stop the US army...).
 
SuAside said:
if you move to Y-S, i'd only consider joining if i get to make my own chars & get play them the way i want to... i dislike cheating for survival (acting on information the char shouldn't know, acting on information discussed OCC, acting in ways unfitting to the character,...), i'd rather have fun and die when the time comes.

I would probably be willing to hear your suggestions for characters, and then, if the suggestion is ok, would allow you to make the character as you want.

The game would still be restrictive and not free roleplay. YOu'd still be stuck trying to solve puzzles. SO much of the game would be the same.

As for acting on information that you character shouldn’t know- so far what information you have received has been given to you to help you guys survive. As for acting in ways unfitting to your character, thus far I haven’t really seen David, Luke or Bob do anything that their character might not have done.

as for the rumbling, there have long been rumours about an underground railroad connecting various cold war bases (often believed to be for munitions and arms shipment, but i suppose i'd be easy to move men through there because it's safer than above ground transport). however, this has long been denied because the costs for digging out such a railroad would be astronomical (as if that would stop the US army...).

Good points. Are the rumors of an underground railroad real. But then would such a railroad rumble underground so loudly that you could feel it topside. In a sense it almost feels like a minor earthquake. If the PMS and the compound were connected- would they have access to such a railroad? If so why store PMS cargo at the T-Bone. Perhaps the T-Bone is merely a client of the PMS? But if that were true why was Horst stucking waiting on Hammond and not vis-a-versa? Lots of questions.

Mr. Handy said:
Azadeh should head up first if she can so she can keep shooting with the AR-15. I'd send Bud downstairs, since his investigative skills may be helpful in locating the guns. Samantha ought to go up to the roof second (or is she already there?), seeing as there's a spare rifle there and she can start shooting immediately. If Mitchell or Jimmy don't have a shotgun, one of them should go up next and borrow Luke's. Perhaps Mitchell should go downstairs, since he's from the T-Bone and can help Dave and Lynne find the guns, and Jimmy could go up to the roof. If Beth is going up to the roof, she should go after Jimmy. Alice can go next, since she's unarmed. She may be safer on the roof, but if she goes downstairs and we find the guns she could get a rifle there. If she does go down, she should go before Beth, who is armed and can help guard the rear. People who are waiting to go up or down can help barricade the office windows. This would mean Jim Kerr, and also Beth if she's willing to help.

In the end you still have to think about who goes were and what, and this requires some strategic choices.

If you remove your best fighters up first, than they can’t defend the T-Bone or fight a rear guard to let the slower characters move to safety. Moving either up or down will limit their ability to defend.

Your other choice involves moving the fast characters up first and thus allowing the most number of characters to escape quickly, or letting the slow characters up- assuring their survival- while the fast characters take the risk.

Charlie has two more sets of shots to take, the first coming very soon. When the zombies come in, no doubt many of the characters will begin to panic.

For example, to withdraw Bud and Azadeh- you’d limit your ability to target zombies or draw them to the kitchen. The advantage of the kitchen is that there is a heavy fire door that can be used to block the zombies, buying everyone else a bit more time to escape before the zombies begin to encircle and enfold the T-Bone. Also Azadeh and Bud are currently in the Kitchen, to move them to the rooftop would take time and you could move characters closer to the ladder fast (Mrs. Foo). I think Alice is already either on the roof of making the ascent.

Jim Kerr would probably insist on being among the last to leave, as something of a lawman he’s got a sense of obligation to the public to take a risk.

Can Sally help Dr. Hausmann get up the ladder without taking too much time?
Yes, but you still have to worry about a dex roll for anyone either injured or panicked going up.

Don’t forget, Dr. Haussman’s safety is one of the responsibilities of the helicopter group- to see her safely to Omaha. Here again, you must choose which is the safest choice.

If not, they should go downstairs. Bo, Jim Kerr, and Randall will follow them later. If Mrs. Foo has enough time to get up to the roof safely, she and Father McCormick should go there; otherwise, they'll head down. If they go in the same direction as Bo, Bo and Jim will wait until they've gone and bring up the rear, since they're armed. Randall can move ahead since he's unarmed, and Jim can help Bo.

You do want to avoid a panic in the corridor leading up to the ladder.

Gary and David are in the garage, but they might not want to stay there after all. One of them could also help block the office windows. The dogs are also in the garage, but they should be taken to the shelter. Though they could run to safety, they could be useful down there. Their ability to track familiar scents (such as Hammond and Earl) might help find where the guns are stored, or records that might reveal where they could be.

If you leave the garage undefended, than there is a chance that the skinheads will come through before the zombies do. At close range with shotguns, the skinheads could be very dangerous. Also, you probably don’t have enough time to move them to the office and block up the window before the zombies arrive, as they would have to go through the office corridor which is jammed with people either going up to the roof or down into the shelter.

The dogs- very upset right now. Having them go up to the roof would be a tremendous pain in the ass. If you have tried to move a dog up one of those drop-down step ladders, you know that they are very narrow, very unstable and somewhat tricky, a few feet above the ground and too vertical for a dog the size of either Buddy or Max. They will probably try to go down.

Rita, Rosie, Bob, and Flip are dealing with Buzz and the other skinheads now, but they can head up or down after they're done there (though the skinheads may want to take Flip with them).

I know the shelter and the PMS compound were built during the Cold War, which is why I thought they might have an underground connection that Horst, Hammond, and Earl could have taken advantage of. There's also some sort of relation between Mr. Foo's listening post and Warren AFB. By the way, what message(s) did Stephanie see when she checked the tape? I can edit her reaction into my last IC post.

There might be a connection between the two and if there is, it might not be what you expect it to be. But I won’t tell you for that right now. I will include what Stephanie reads on the tape in the next IC post.

I'd be willing to follow to Play@Yog-Sothoth, but as I said I'd much rather keep it here. I know a few players expressed interest in joining on your thread there, but I don't know if there was any follow-through. Did they PM you? Are they willing to play there, but not here? If they won't join, I don't know if we'd get any more players there than we already can get here judging by the traffic on the thread there.

Not sure why. This is still an NMA site- so anyone who joins would probably be joining mostly for this. A lot of the players there have multiple games they attend. This is why I think that if I posted there, they might join. It’s easier- fewer connections and fewer sites to visit in a day.

I am tempted to post a thread there to see if there is interest in moving the thread there. To be honest, this might be good for me as I have been drawing down my participation at NMA over the past few months.

The main reason I would move has to do with players. If we got more, it would be worth it. If not, its not. The pain of restarting this might be a bit heavy.

While it would be interesting to play different characters, I don't want to give up the ones I'm already playing, and I don't want to play six or seven characters. Is there any way we could migrate there after we come to a convenient stopping point (say, after this battle) and continue where we left off?

Maybe. I have a few ideas about what happens next. But a lot has happened already. I could start a different thread over there, perhaps about what is happening in a shop in Sidney or Kimball as events begin to unravel.

Problem for me is that this would be too many threads. I have enough trouble keeping atop of both this and Lure at the same time. Plus I am teaching multiple classes and supposedly working on a dissertation. Time is very short and right now I am trying to use time more effectively.

I've also had another thought: keep Zombie Apocalypse running here while starting a new one there with a different, nearby batch of survivors and running it in parallel. They could start off in one of the nearby small towns, or even Warren AFB or the PMS compound. I've noticed that a lot of campaigns on Y-S have a much faster pace than we do, and while that would be a problem for me since I work full time and unless I'm on vacation only potentially have 6 hours a day online Monday-Friday (in the evenings), that can enable the other group to catch up to ours on the timeline. Once they do, we could merge both groups and move over there.

An interesting idea. If only I had the time to run two different campaigns. Mr. Handy, would you be interested in keeping a campaign elsewhere? We’d have to figure some way to draw the two campaigns together.

Not sure about the speed on the Y-S. Seb’s campaign is into Chapter 2 of the Orient Express and I have not kept up on Raiko. My Lure is moving a bit too slow for my liking, but some sections are coming done pretty soon.

Still its an interesting idea. But I don’t want to stretch myself much thinner than I already am. If you are interested in trying to run it and set it up, we can figure some what to make the connection between both of these games.

That said, it might be easier, from my end at least, just to start over.


In the meantime, I'll see if I can dig up another player.

Much appreciated.
 
Good news! I've got one new player for certain, and I've notified another potential player who was looking for this sort of game. My active player in the game I run (Steve) wants to join, but he's having trouble registering. He says the only email account he has is from Yahoo, but NMA won't accept it. Maybe you could help him out. I've asked him for more information about what the error message said, but I'll have to wait for him to get back to me.

The other potential player (Christine) made a post on another board several months ago, but I'd forgotten about her interest. I sent her a PM and bumped her thread to let her know, but she hasn't logged onto the board in a month.

By the way, if anyone is interested in reading (or better still, joining) the game I'm running, it is called Regnum Dei, and it's rather different from what you might be used to. It takes place in the Roman Empire in A.D. 32, close to the time of the crucifixion of Jesus Christ. It uses the GURPS rules (Basic Set, 3rd Edition and Imperial Rome). I came up with the idea about 7 years ago and did a lot of work on it before I finally found enough players to start in September 2003. It's run like a PBEM with one turn per week, but with posts on a forum instead. Players post their actions in the OOC and I write up the turn in IC based on what they do. The forum, Christian Roleplaying Realm, has since been abandoned by its original founder, but it's still there and we've been using it with no problem.

In Character Threads:
http://p207.ezboard.com/fchristianroleplayingrealmfrm15

Out of Character Threads:
http://p207.ezboard.com/fchristianroleplayingrealmfrm18

We completed Episode I in February, and are close to halfway done Episode II. Currently the party is stopping over in Athens on its way to Judaea. They recently got themselves into quite a mess, but managed to survive. If anyone wants to join you could use one of the prebuilt characters or create your own based on 100 points (I can help there). Samuel the scholar and Marcus the centurion are already being played and Pernix the charioteer died in Episode I, but there are still nine available. Katarina the thief is an important part of Episode II's storyline and is in the area. Welsh, you might enjoy playing her if you've got time. At one post per week, I'm the only one who needs to spend a long time on it once you get caught up on the story - you don't even need to know the rules if you don't want to.

I know what you mean about time constraints. I have little free time myself (I'm supposed to be working on a dissertation too, but due to long-term sleep deprivation I have been unable to focus on research). I would be willing to start a parallel Zombie Apocalypse campaign on Yog-Sothoth if that's the only alternative to restarting. I'd start it earlier in the timeline than we are now and we could merge the campaigns when they catch up. Sidney and Kimball are good ideas. Another thought I had was to start it in Omaha. That way it could be merged once the helicopter group arrives (provided they make it there, of course). When the Omaha survivors reach the Crisis Response Center I can use Stephanie's communications as a means of tying the storylines together and keeping the timelines in sync, while not having to worry about the groups being so close to each other that they'd meet up prematurely.

Other than time, the other big problem is that I don't actually have a CoC rulebook. I've got the quickstart rules and the spot rules on combat, though, and I'm sure you could help me with whatever else I would need to know. I'd also need stats on different types of zombies and the mosquito creatures if I'm going to do that, as well as an outline of the timing of events in whatever location I choose to use. But with the new players it might not be necessary.

I also had an idea for a CoC campaign that I wish I had time to run. It would take place in Greece in early spring 1941, where a British expedition has gone to search for an ancient artifact. I've got ideas for a dozen prebuilt members of the expedition and a bunch of NPCs. The story would feature secrets, international intrigue, and the occasional Thing That Man Was Not Meant to Know. Each player would choose a character from the expedition pool while I run the others as NPCs. They would also be available as replacements in the event that a PC is killed, driven permanently insane, or...something... :twisted: Real world events would happen on schedule and impact the storyline. I'd also throw in a few references to Zombie Apocalypse - a couple of characters in this campaign would be ancestors of some of the ZA characters.

Back to Zombie Apoc: I haven't even had a chance to read the new IC posts yet, since I've been busy recruiting and writing this post, but I plan to post later tonight. I agree with holding the garage at least until the skinheads are gone, and the kitchen for as long as possible. I do want to move the faster people up the ladder first, and unarmed people should move up or down before the armed ones do. The dogs should go downstairs, as I indicated before. I may end up bringing Dr. Hausmann downstairs (though we can wait until she reaches the corridor before deciding) since she only has 10 Dex, which means Sally will go with her and Bo and Jim will follow later. Bo will also be one of the last to go, since his shotgun may be useful, but he'll agree to go before Jim due to his wound and Randall can help him.

EDIT: Okay, I see that we're already in the corridor. In that case, Dr. Hausmann should go up the ladder first with Rosie's help, since her safety is my highest priority.Then Father McCormick (he can use the extra rifle). Sally can go up next. When everyone else heading to the roof has gone, Bo will go up to the roof next-to-last, and then Jim Kerr. If time gets too tight, anyone who can't get up the ladder will have to go downstairs. People who could be useful finding the guns in the shelter who don't already have weapons should start heading down there now (Mitchell if he isn't already busy).

Perhaps the rumbling underground was some sort of elevator used to move heavy cargo (that may be how the guns were moved in and out). Since the shelter was intended as a missile silo, the elevator may have been meant to move missiles into position originally. I'm not sure where the top of the elevator would come out, but it must be hidden. If you can locate the elevator within the shelter, the guns may be nearby for quick transport.
 
Updates made, sorry about that, suacide. Post updated, Flip objects to conduction of threats; everything is in order... I think.

I am more mentally incompetent than usual, as I have just aquired an XboX 360; and have a total of 14 hours of sleep, since wednesday.

Heh - i've been playing a game, that has reminded me of you guys... (Not really)

Dead Rising- Is the funniest zombie horror videogame ever. Its given me some interesting ideas... (sadly)

I would recommend this to anyone who's looking for a cheap laugh, and some pretty black humor. The main character is more of a badass than leon-kennedy, Karl Marx, FDR, and the Terminator, rolled into some, weird- badass zombie-slaughtering marxist american president android from the future... - anyway; my point being, this game kicks ass.....
 
@ Handy - Christian Roleplay? Hmmmm..... I have actually been thinking of a Roman era COC game set on a frontier outpost. There is the COC Dark Ages companion that could be helpful, but I always see that as medieval and less ancient world.

Your idea on a COC game in Greece circa 1941 would also be rather interesting. Was this before or after the Germans arrive? I don't know why, but I keeping thinking of Crete. Anyway, I like the idea of pre-gens.

You game sounds interesting... alas, my time is very short these days. Right now I have to prepare for two new classes in addition to dissertating, got papers to grade and another stack comes in tomorrow.

Dude, seriously, focus on your dis. This stuff is fun, but its distracting. With fulltime work, you've got a lot on your plate already.

Its an interesting idea about Omaha- that Omaha could be another destination perhaps of a remote team that is doing data collection. I was thinking more in terms of a country store in the middle of nowhere and a small group of characters getting together. I will have to think about that some more.

Thanks for the efforts in recruitment. Yes I can probably get him on the system using a dumby email account. But I will need his info- which I guess you can pass on via pm.

@Stompie-
Ah ha! So that's why you are posting so infrequently!
 
I've heard of "Cthulhu Invictus," which is exactly what you're looking for. It's CoC set in Imperial Rome, but when I searched Chaosium's site I only found it mentioned once in passing.

The Greece 1941 campaign I had in mind would start before the Germans arrived, but if the players take too long the German invasion will take place when it did historically. This would make things...interesting. :twisted: Crete may be involved as well, since the British had a presence there (and that's where they retreated after Greece fell to Germany). I don't want to give too much away in case I ever do get a chance to run the game, but there is a connection to ancient times as well - the artifact in question once belonged to Alexander the Great. This adventure could also open the door to further adventures, though what shape they would take would depend on how this one was resolved.

I understand completely about not having enough time; I used to teach classes too. I wish I could work on my dissertation, but I need to be able to get sleep first. I know what the underlying physical problem is and it may not be one much longer. At the moment it takes me a very long time to read anything, and it would take even longer to read the dry, technical stuff I need to for my dissertation, let alone to write it. It's an interesting topic, though: I aim to show that a true Artificial Intelligence that can do everything a human can do is impossible given our understanding of the natural laws of the universe. This stuff isn't taking away from that since I haven't been able to work on it lately anyway. Rather, it takes away from the time I have to play computer games, which I've been doing less and less since I joined NMA. In many ways, this is more fun, though.

As for my Omaha idea, I was thinking of starting it in a high school and the surrounding neighborhood, most of which would be empty green space. Because of this, it would be sparsely populated compared to most of the city and a temporary pocket of relative safety, but the characters wouldn't be able to stay there too long. However, to get to the secured portion of Omaha where the CRC is located, they would need to get through zombie infested areas (and the longer they took, the harder it would get). How to do this? Perhaps by repairing the broken down school bus and using it to get everyone through the zombie-clogged streets. The working buses have all been commandeered because of the state of emergency. For this reason (and others), attendance at school is quite low today and there are only about 40 or 50 people in the immediate area. Most students who are present have walked or biked in, but some students, employees, and people outside the school could have cars. Guns are not allowed on school grounds so they'll be rare there, but it won't be impossible to find some. The story would probably have to begin around 7:30 AM, so that the people there would not have seen or heard of the zombies yet, though they'll be aware that something unusual is going on. Of course, as in any high school, there are plenty of secrets...

You're welcome, Welsh. I'm glad to have at least one new player too. I already sent you Steve's info in a PM, but I still haven't heard from Christine.
 
Yeah, Its true... one of the reasons; The others being... Harlot Fest ( Open submission rugby tourny) , Field show (Drum core), Insane ammounts of running... and members of the opposit sex. Oh, and a part time job... (Thats about it) Time is becomeing more constrained. Cercumstance has left, though my schedual is tightening. And, that damn xbox 360 is calling me.... Its telling me to mindlessly slay more of the undead... and level up my dark elven spell sword (oblivian)... Have any of you played the game CoC- Dark corners of the earth? Thats a pretty sick game. Some parts are poorly scripted, but the other parts truly capture horror. plus, its H.P. Lovecraft, in First Person Shooter form...

I'm still waiting for Ernest Himmingway fps's... Like- Old Man and the Sea: Attack of the Fishmen , or Of Mice and Men: Appocalyps
 
Resist the siren song! There are undead who need slaying here, too, don't forget! Flip has to go talk to Buzz before the chopper gets blown up, after which there are over a hundred zombies closing in on the T-Bone. Wallace is also facing zombies at the airfield, and you need to decide who's going to shoot them and who will refuel the chopper. Joe and Kimberly have shotguns, so they should definitely shoot. Since three are needed to move the barrel, only one of the other four can help them fight the zombies. Michael and Erica are the best shots and can fire multiple times per round, but they're also the only two pilots you have (though you don't yet know that Michael can fly a chopper), so you might not want to put them at risk.

I haven't played the CoC game, since my PCs video card can't handle it. I do have a couple of old point-and-click CoC adventure games that are fun: Shadow of the Comet and its sequel Prisoner of Ice.
 
I had and lost Shadow of the Comet.

Welcome Steve-the-Zombie-Killer.

Stompie- I generally agree with what Handy said above- you have a lot of stuff to do on the thread at the moment. You might want to compare thoughts with Gonzales.

Suaside- Lynne has told you everything you need to know to find the guns.
 
welsh said:
Suaside- Lynne has told you everything you need to know to find the guns.
yar yar, i know. will post tonight.

kinda been captivated by Gothic 3 (and project work), sorry...
 
Will post more tomorrow but today there is little time.

Steve- you can use the function to post your dice rolls. ...really fast, walking zombies are fairly slow.
 
Ah, Gothic 3. Been looking forward to that one, and meaning to replay 1 and 2. I recently got the Gold Edition of 2 even though I had the original to get the expansion, which isn't available separately in English. It burns to have to spend more on an expansion than on the original game, but in this case it's worth it. If my video card isn't good enough for Gothic 3, I'll have to finally break down and buy a new one.

Steve, you did the rolls on Invisible Castle correctly, but you should watch the spelling so that it's easier to search later in order to possibly award skill bonuses for successful rolls. The character name you typed was "Jim Keer," but it should be "Jim Kerr." If you search Invisible Castle on that you'll see the Fast Talk roll I made from him months ago. Jim made his roll, but if there are no nails in the office he might have better luck in the garage. Also, Rita probably knows where to find some (Mrs. Foo already asked her). Still, even if he doesn't find the nails he may find something else such as the ledger, though we might not need that any more. If you don't want to use the URL function, you can also do what I do and put the rolls at the top of your post in a separate OCC section so that the story remains unbroken. Also, it's a good idea to put the scores you rolled and the numbers you were trying to get in your post, in case Invisible Castle goes down and they can't be looked up (which happens on occasion). Since Alice was going for headshots, she hit with one and missed with the other. You can go ahead and roll damage for the hit: for that rifle it's 2d6+4. You need to get 10 or more total damage to be sure of killing the zombie. After rolling damage, you can edit it into your post.

Actually, I keep forgetting lots of things too due to lack of sleep. Last night I got more than I've been getting, though still not quite enough (stupid alarm clock!)

I didn't see Stompie post for Flip. It was SuAside who posted for Bob, who pushed Flip forward so Buzz could see him.
 
I posted for flip, and wallace. Flip plays it coy, and Wallace... Does stuff.

Seriously though, Mr. Handy - These aren't the fun kind of zombies, that you can mow down with a snow blower, or a 15 horse power post-hole digger... or a pnumatic nail-gun. and neither flip, or wallace are badasses.

Anyway, I made my way through Dead Rising (2nd time) at about 2:30 this morning, and then - went to class, four houers after that. I'm cool like that. If you don't know, I have the attention span of a farret on crystal-meth lately, but I'll hold it together for posting.

On to systematic anhilliation. (hopefully)
 
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