Zombie Apocalyse- OCC- General Discussion

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if someone has a damaged nervous system in life, i suppose he'd have the same problem as a zombie.
 
In fact, I believe that the real culprit behind zombies in Haiti and other places in which voodoo is practice is the toxin of the puffer fish that causes both neurological damage and brain damage in small amounts.
 
Kimberly already decided who stays at the truck for you. She's running for the chopper while loading two shells into her shotgun. This uses up her action for the coming round. There are twelve zombies headed for the truck and seven for the chopper, so sending anyone else will leave the truck underdefended. Erica also won't want to leave the chopper. The zombies are at 60 yards, which means anyone shooting will be at half skill even using precise aim, with an additional -5 for a headshot. You might want to wait a round for them to get closer. Michael's Glock has a base range of 20 (40 with precise aim), and it also has a rate of fire of 3. At 60 yards his chance to hit is rather low, though. Joe Barring also has a Ruger P-85 if he or anyone near him runs out of ammo later.

"The Serpent and the Rainbow" is a based on actual events in Haiti about voodoo-style zombies. I believe that toxin is used there.

I've almost finished the master list of everyone's guns and ammo, but I don't think I'll have enough time to clean it up and post it until Monday. I already cleaned up a few things on the first post in the character thread. They now reflect current HP and Sanity totals.

SuAside and Steve, you can still post your characters' actions this round. Jim Kerr can't stay in the hall much longer.
 
Actually, Welsh- I read up on this.

The Fugu Fish (which contains chemicals, known as Tetrodotoxins, the aleged poisons of zombification) is a japanese fish. According to Dr. James Adams, a Prmoinant Toxicologist. Its more probable that the main culprit of the LSD like effects are of a substance known as Scopolamine; most lickely aqquired from the Very common Night Shade plant; which causes an LSD like experiance "Before it kills you".

Also, prominant in Zombie powder, are human remains. These, have a very high PH. Tetrodotixins are destroied by high PH. levels, and would become innert.

(Thankyou Wes Craiven!)

Fun Facts about Scopolamine

Used in common anti-motionsickness pills

Not good for junkies, looking for a cheap high

Tastes like shit.
 
I remember hearing about the human remains in zombie powder in that History Channel special on zombies I saw a month or so ago. Oddly enough, in my first post Stephanie was speculating on the possible effects of extreme pH levels on the "compound", but I wasn't aware of that at the time.

I'm going to go ahead and post the next round now, since it's been a while and we should keep things moving. The list I'm finishing will have to wait a bit. Also, this coming weekend I'll be going to Philcon, so I won't be able to post much after Thursday night until possibly Sunday night. I will be able to post a lot more the following week, since I'm off from work next Thursday and Friday.

EDIT: I finished the update. The results were a bit chaotic. I'm sorry about Buddy. I gave him a couple of chances, but the dice wouldn't cooperate.
 
Handy said:
(OCC- No more zombies outside the diner are at point blank range. Roll to hit normally now.)
I dont get it...

so you're saying they're all inside or no longer approaching the diner?

i fail to see how 60 zombies would already have gotten inside or that the ones left outside would just stop their advance before reaching point blank range.

also note that for the Rita/Ashley gun situation, .38 calibre bullets can be fired from a .357 pistol (but not vice versa, the bullet width is about the same, but the pressure and length isn't)
 
Before this round, over 45 out of 60 zombies were inside the diner (most of them have come in the front over the last several rounds). More got in this round through the broken doors and the garage, and the rest are either going after the dead skinhead (about 12-15 yards away) or the truck (50 yards away). Anyone firing through the hatch at the zombies inside the diner will still get the point blank bonus, though.

Thanks for the tip about the ammo. Either Rita isn't aware that .38 bullets can be fired from a .357, or she didn't want to wait to reload her gun. The .38 still had two bullets left in it, which she just fired. Of course, Rita isn't the sort who shares easily, and .38 bullets fired from a .357 would still only do 1d10 damage and would fire only once per round. The .38 can fire twice per round.

EDIT: Gonzalez, don't forget to roll 1d10 damage for the hit you made on the zombie. Also, the Glock has a rate of fire of 3 so you can fire two more shots at the same zombie this round and roll damage for any others that hit. The zombies at 40 yards can be shot without range penalties, just the -5% for the headshot. His chance to hit is 65-5=60%, and a 12 or lower is an impale which would do 2d10 damage.
 
first of all I was waiting for Jim to have the next round announced before I climbed up. I am going up I was just waiting for you all to get around to saying the next round is here.
Second of all why Buddy, why not Alice who is pretty much useless anyway! I liked Buddy. Plus you said at the beginning of the story that only two people were left telling the story. Dogs cannot talk so I figured they could be left also!!!!!!!
Anyway can I pick another character and if so can you let me know which ones from that group have not been picked yet?
 
Steve-the-Zombie-Killer said:
Plus you said at the beginning of the story that only two people were left telling the story. Dogs cannot talk so I figured they could be left also!!!!!!!
people are able to survive. simply because the story goes forth with only a couple of the original group, doesnt mean the rest is dead.
Steve-the-Zombie-Killer said:
Anyway can I pick another character and if so can you let me know which ones from that group have not been picked yet?
not everyone would be interested in that, i think.
 
@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.
 
Hey guys. I'm in the process of burning about 20 copy's of Suite of Old American Dances, and- have alot of down time. (Down time is a nice thing to have.)

Anyway, would it be alright if I picked up a couple of cheracters to replace Flip and Alex the marine Reservist?
 
Yes, it's all right if you take one or two more characters, Stompie. If you take two, though, you won't have a slot left for one of the new characters. They're coming soon.

The same goes for anyone who has less than three characters. You can replace your losses, but remember that you need an open slot to take a new character.

However, before you choose, you might want to wait for the...ahem...dust to settle. :twisted: :cry:

(See my latest IC post for more details. I'll adjust the Character and Death Toll threads tomorrow, since I don't have time tonight.)
 
Ah.. Zombie Apocalpyse- just when you think things have gotten better.... boom, half the cast gets blown away with a roll of the dice.

Remember- that if a person dies, they come back as zombies.

For those caught by surprised- the satchel charge was a pretty big bomb and Handy and I compared notes about how devestating the bomb would actually be- going so far as to predict how much damage would be felt by both the West and East walls, the amount of damage experienced by those inside and outside the diner, taking into consideration even the limited shelter of the liquor cabinet.

Something the survivors may wish to consider is that the danger of a secondary explosion still exists. You have gas grills inside the kitchen and the T-bone is a cafe and garage and gas station. Most of the cars in the lot will have been destroyed.

Don't forget you have two trucks at the T-bone as well- one carrying hardware and another carrying gasoline.

I think with the arrival of new characters, we can start chapter 2.

A suggestion- those atop will have to secure so that no second explosions occur, eliminate surviving zombies (and fend of new comers) but desperately offer first aid to those who need it.
 
you do realise C4 satchel remotes have reversed "dead-man" switches (lol, the irony) and hence no way a zombie could just trigger it by stepping on it, but whatever...
 
SuAside said:
you do realise C4 satchel remotes have reversed "dead-man" switches (lol, the irony) and hence no way a zombie could just trigger it by stepping on it, but whatever...

Really. To be honest with you, I have no idea who remote explosive switches go. All I do know is that Buzz was about to flip the switch when he went down. The skinhead grunt tried to flip the switch, but died before he got the chance, and it seems a zombie has done it for him.

Are you telling me Half-life and all those other video games I have played where you can flip a switch to detonate a bomb are wrong? I feel betrayed.

Oh well...
 
When the new characters arrive is a good place to end this chapter and start a new one. After some thought, I've decided that I'd like everyone who wants replacements to choose one of the new characters. Stompie, since you're down two you may choose one existing character and then one of the new ones when they arrive. Nobody else has lost more than one, so they'll be picking up characters from the new group. It won't be long before they arrive.

The hardware truck was in the parking lot, so it's probably in very bad shape. The gasoline truck is thankfully at the garage, so it's okay for now, but if the fire spreads that far there could be another big boom. The Foos' Outback was at the garage too, so it's undamaged. Baldwin's rig is at Brownson, and it and its cargo of groceries are still intact. The cars in the lot are toast unless they were rather far from the diner, and even then they'll have taken some damage. The chopper in the lot has been damaged by the blast as well. I'll roll to see how badly.

I'm going to post a small update in the IC thread describing the explosion in more detail and some characters' reactions to it, but no time passes yet, so other players still have a chance to post. Then I'll update the character thread and post the list I made, which needs to be adjusted due to the recent mayhem.
 
SuAcide Wrote
you do realise C4 satchel remotes have reversed "dead-man" switches (lol, the irony) and hence no way a zombie could just trigger it by stepping on it, but whatever...

Plastique Satchel charges can be triggered in many different ways. Analog Remotes, Fuses, Plungers, Electronic timers. (Fuses, I'm not sure about. This may be the old Composition B plastic explosives, I'm not sure. ) Clackers, are common. Vietnam era clackers, are a glorafied plunger. Modern era clackers differ, some require the pull of a pin, and three clicks, on the detonator's trigger. Radio remotes are set, with a frequincey. Once activated, sends a radio signal, that activates the charge. Electronic timers... well -no need to explain.

It all depends on what and how you want to blow something up.

(Cheracters)

Wow. I've missed alot in the last two days.

Wallace only has 12 bullets in 2 speed loaders? or 24 total with 12 in speed loaders.

Before I snake a new charecter, I will go over stat's, and double check fatalities. I was tempted to take Father McCormick, but... uhh - He kicked the pervervial bucket.

What about Alex's gear?
 
Wallace started with 24 bullets, 12 of them in two speedloaders. He has since used several bullets. He currently has 4 bullets left in the revolver (I'm about to update the list, which still says 5, but he just fired one) and 12 more in the two speedloaders.

Yeah, McCormick would have been a good replacement. I think you would have liked playing him, and it's a pity he didn't make it. Still, there are plenty left to choose from and I think you'll like the new characters as well.

Azadeh took Alex's AR-15 and his ammo. She has fired an entire magazine and most of a second. There are three full mags remaining. At the moment Azadeh is unconscious, and is likely to remain that way for quite a long time. Alex also had a fighting knife, which may have been on his person. He turned into a zombie and pursued Michael's car, so he is most likely either one of the zombies already killed at Brownson or one of the ones still going after the people at the truck. There likely won't be time to search the bodies, though.

I'll update the story later tonight. If Gonzalez doesn't post by then, I'll assume Michael wants to shoot at another zombie and that Willie is still a bit out of his mind.
 
Yeah. damn shame, about the good Father.

I think I will take a non-combat cheracter, a more good-natured survivor.
 
Someone from work who retired a few months ago stopped in to see us today. I told him about Zombie Apocalypse. He's interested in it and may be joining us.

@Steve-
At the beginning of the story, Welsh allowed the use of Psychology to bring someone to their senses, but Psychoanalysis is the skill that's really used for that. Psychology could help Jim learn Alice's state of mind, but it won't bring her around. It doesn't matter since he failed the roll anyway, and she'll come out of it by herself before too long since she failed her Idea roll. Willie isn't so lucky, and he will need Psychoanalysis to restore him to his right mind. Of course, he may still develop a mental disorder as a result of the trauma - assuming he survives.

Here's the post Welsh made in the rules thread:
welsh said:
Psychology vs Psychoanalysis-

Psychology is basically a human skill to get a read on a person. Is this person probably lieing? Is this a person I can trust? Is this person concealing something from me or are they about to lose control of themselves?

Psychoanalysis- involves actually working with someone who is suffering psychological damage- the ability to diagnose and treat mental disorders. This is normally a time consuming process but those characters that have lost significant sanity points (and have flipped out), might be brought back (at least a little) to their normal sane selves.

@Stompie-
When you rolled damage for Wallace you entered "8+4" instead of "1d8+1d4". Please reroll damage. If you haven't done so by the time I'm ready to update, I'll roll it instead. Also, you rolled his attack roll three times in a row.

We're just waiting for SuAside and Gonzalez to post up. I plan to update tomorrow night.
 
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