@Gonzalez:
Don't forget that Michael still gets two more shots at the zombie he wounded before the next round starts. There's no reason not to take them, so if you don't roll them in time I'll do it.
@Steve:
There isn't any formal announcement in this game when a round is over, but you can tell it's happened when Welsh and/or I post a huge update involving all the characters we're running. Jim Kerr spent the last round going up the ladder just before the zombies broke the doors, and he does not need to roll Sanity or Dex. Alice didn't have to reload yet, as she still had two bullets in the rifle (it holds 6). There are still seven zombies outside, but none of them are at point blank range and they're all going after the skinheads at the moment.
I really liked Buddy too, as did Welsh. I wish it hadn't happened, but a series of unfortunate dice rolls did him in. Lynne has no skill with an SMG and had no business firing one, especially in a confined area with other characters in front of her. The base skill is 15%, which I doubled to 30 since the range was point blank and allowed the burst to increase this chance to 60. She still missed, and she barely missed her Luck roll to avoid hitting the wrong target. She could have hit the chained-up woman, Duke, Max, or Buddy, so I rolled 1d4 to see who it was and Buddy was the unlucky one. Robert could not have been hit because he was beside Lynne covering the door, not in front of her - and he has to survive to tell the story. I made a Dodge roll for Buddy, but he missed it by a little. Then I gave him a Luck roll. Had he made that, only one round would have hit him, wounding but not killing him. Since he didn't, I rolled 1d7 to see how many bullets hit him. He might still have survived had my rolls not been so bad. If you've played Fallout, you may have seen this situation before: just imagine Lynne as Ian and Buddy as Dogmeat.
Things could easily have gone a lot worse had Lynne killed Duke instead. He would have become a zombie, and he would not have been able to kill the zombie in the cell, allowing it to possibly kill the woman in there and turn her into a zombie as well. Robert would have survived, of course, but Lynne might not have and there could have been four more zombies in the prison than there are now.
Guns are deadly in Call of Cthulhu, and hitting the wrong person is a very real danger, just like in real life. It reminds me a bit of a situation in the first CoC game I ever played, a one-shot scenario at a convention in 1993 or 94. The investigators were trying to stop a cult that was about to summon a Big Nasty Monster. At one point two cultists with shotguns came after us, but my character (Jack) and another PC gunned them down before they had a chance to fire. One of the party members, Elsa, had no combat skills, so we gave her a shotgun since it at least has a base chance of 30%.
Later we found the cult's inner sanctum, where they had a woman from the nearby village tied to an altar and were preparing to sacrifice her in order to open a portal for the monster to enter through. One cultist stood near her with a knife, and there was also a bunch of cultists in the chamber. Jack told Elsa to shoot at the big group of cultists. He was going to take out the guy with the knife himself with his 9mm automatic. Unfortunately, Elsa got to shoot first and she didn't listen.
Needless to say, she missed. Worse, she hit the woman - and killed her, which was precisely what Jack was afraid would happen. As if this weren't bad enough, her death on the altar completed the ritual and the Big Nasty Monster arrived! My memories of what happened next are a bit hazy, but we somehow defeated the thing and most if not all of us survived with our sanity intact. Luckily it squished the cultists first - otherworldly entities can be so ungrateful.
At the beginning it's revealed that Robert and Beth are still around to tell the story, but that doesn't mean that they're the only ones to survive. It's possible that others did as well, but that Robert and Beth split off from the main group at some point. We'll see what happens as the story progresses. The reason that none of the other characters are mentioned is that we had no idea at that point who would live and who would die. And Alice is far from useless - look through her secrets again.
One important lesson we can learn from this is that the primary danger in Zombie Apocalypse isn't the zombies - it's often humans. So far, I believe fourteen characters have been killed. Six of them were killed by the evil mosquitos from space all at once(Alex, the Lathan family, and Felice), and six were killed by humans (Horst, Sean, Hammond, Bud, Flip, and now Buddy). Only two, Thomas and Earl, have actually been killed by the zombies. I don't count Bud and Flip since they were mortally wounded by a skinhead's grenade and would have died without the zombies. Two more skinheads were also killed by humans. Dogs might seem safe since zombies go after humans, but zombies aren't the only threat.
If you want to pick a third character, go for it! I'll list the ones still available for you to choose below. There are also more characters that will become available later - if you want to wait you can choose one of them. If you want to play another dog, you can take Max. He's still upset by Buddy's death, but once Samantha comes downstairs she can probably help calm him down - she's good with animals. You can even choose one of the ones I've been running if you really want to, though you'd probably rather play Trooper Joe Barring than Bo. They're both similar, but Joe has better skills and stats in almost every area, has more ammo, and isn't wounded. Also, since you're playing Jim Kerr you probably shouldn't take another character from the helicopter group since there are few of them. As for the woman in the cell that was just rescued, I'm not sure if she'll be playable or not. I don't have a character sheet or background for her, but maybe Welsh does. However, she's in bad shape Sanity-wise, considering everything she's been through. Either her Sanity is down to 0, or it's taken some very heavy hits.
Available characters:
Staff- Rosie, Mitchell, Charlie Moon, Ashley, Lynne, Max, Mrs. Foo, Mr. Foo, Ellen Cody
Visitors- Sally, Jimmy, Bo, Father Roger McCormick, Baldwin, Randall, David, Tisha, Samantha, Jenny Cooper, Gary, Kimberly, Azadeh Samimi, Duke, Erica Spears, Trooper Joe Barring
Helicopter Group- Dr. Brigetta Hausmann, Stephanie Bridges
I'll update the story tonight now that everyone's posted, and I should be able to post the weapons, ammo, and checked skills list in the character thread tomorrow night - I don't have time for both tonight.