Zombie Apocalyse- OCC- General Discussion

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SuAside said:
nah, you just describe what you're doing. if you need to roll, Welsh will tell you how & when.

"Stompie ze big green mutant searches for any telltale signs of anything recently passing over the junkyard sand." = track

"Stompie ze big green mutant carefully looks around for anything that might be 'off'." = spot hidden

"Stompie ze big green mutant halts for a moment and tries to locate where the sound comes from." = listen

simple, eh?

if the GM (aka Welsh in this case) thinks it's worth having you roll the skills you described, he'll tell you.

To be honest, I am not even that picky. If you think you should exercise a skill, roll the skill.

If you survive you get a chance to improve the skills you tried, so the more your roll and the more diverse your rolls, the better your chances of improving your skills. Advance a skill past 90 and you get bonus sanity points!
 
Ah-ha! skill modifiers. How do you determine where you hit? i.e Center of mass, extremities, Headshots? And How do you determine running modifiers/ Distance modifers? Or, are they all fixed, either determined by the Keeper (NPC) or - say - myself (For- say wallace) (i.e CqC bonus, Medium/normal range skill v. roll, long range skill - Modifier)
 
Ok - So - When wallace confront's the zed in the junk yard, this will probably be CQC. so - my roll will be a bonus modifier? If it's normal range - its 64% vs 1d100, and then the two dmg roll(s), added together, if hit. I think i've got it.
 
Don't forget Stephanie is at the motel right now too, though she won't be staying after the computer is fixed.

If Baldwin thinks it would be better to detach the trailer, he and Bo can do this while they wait for Bob to bring the fuel. However, this is not an option if they need the trailer in order to carry the fuel (which it sounds like they will), and there's no time to unload the food.

Also, is it possible for Mr. Foo's communications equipment to be moved to one of the upstairs motel rooms and operate from there, and how long would it take?
 
Welsh said:
If you survive you get a chance to improve the skills you tried, so the more your roll and the more diverse your rolls, the better your chances of improving your skills. Advance a skill past 90 and you get bonus sanity points!
but that doesn't really have any use imo. sure i could roll spot hidden & listen in each & every post i make. some of them will succeed, but whats the use if there is nothing relevant to spot or listen to? the sole use of that would be to artificially raise your stats once the xp is handed out.
(just seems kinda silly to me)

welsh said:
Wallace's rig carries gasoline
David's rig is general cargo is lumber and hardware supplies.
Baldwin carries groceries.

(Not sure if I mentioned that before... did I?)
you mentioned Wallace's, but i dont think you mentioned the others.
 
@suaside-

Yes, you can roll spot hidden or listen, but usually you have to be specific about it and I think its fair to say that you've got good reason to do it. Just doing it to improve scores won't help.

Also it doesn't really matter how many times you use the skill. You can say "Shoot rifle" many times, but you will only get one chance to improve the score in a day.

Also, I hate people who roll just for the sake of rolling and improving scores. An upset Keeper can lead to a very hungry zombie.

Also, I hope I am consistent about Wallace, David and Baldwin- I did want one truck to carry gas, one to carry food and one to carry hardware supplies. I am just not sure which carries which- although David does not carry gas.


@Handy-

Good thinking about moving the communications stuff off the ground floor. Perhaps. You will have to roll for it and it will take time- and limit the ability to use local labor to prepare defenses.

Uncoupling Baldwin's rig will take time and will require Baldwin's help. That said, driving a semi with a full 18 wheeler will slow down movement.... your call.

Mind you, your group has about 6 minutes until the first fast zombies are with you, maybe 20 minutes when the first stumblers will arrive. Plus you have one closing on the garage as you speak.

Am I being heavy in details? I think this brings out the story. One of my beefs about Free RPG is that you can make up shit as you go along and can neglect that which is inconvenient.

Here, lots of stuff matters and that which is inconvenient or difficult can kill you. Thus the horror and the danger are expanded and more real.
 
I know you said Wallace's truck had the gas, and I knew the other two trucks had food and lumber, though I didn't know which was which until you posted here. Wallace's truck is also the one that's broken down. I like all the details and how they affect the outcome of things. Freeform can be fun and dramatic, but it does remove the sense of real danger. Most of the crazy things I've had characters do in Systematic Annihilation wouldn't have worked if I had had to roll dice for all of them.

Bob probably doesn't need to ask Earl for a container for the fuel, since he's already provided them and the fuel is sitting in them ready to be carried out when needed. The less Bob says to Earl about what he's doing the better, I think. He just needs to make sure he brings enough. If we're certain the amount of fuel he's going to bring can be carried in the tractor, then Bo and Baldwin will go ahead and disconnect the trailer right away. We'd have to burn some time regardless while Bob gets the fuel and we'll make up some time by having a lighter load. Plus, if anything happens to the truck at least the people at the truck stop will still have all that food. However, if there's any doubt as to whether we'll need the trailer to carry the fuel, we'll just leave it connected rather than risk having to waste time hooking it up again.

What would we have to roll to move the communications gear - Strength, or is there also a skill involved in order to reinstall it upstairs? Nobody at the motel right now has a STR higher than 12, so this may need to wait until we bring more people over from the truck stop. My plan is to move it into the nearest upstairs room, which the Foos will use as their own. The second closest will be used for storage, and the guests can start bringing the food and other supplies they've gathered up there right away. There should be a total of 20 rooms on the upper floor, only accessible by stairs leading up to the balcony around it. My basic plan is that once everyone and everything is upstairs, to destroy the stairs and use ropes to climb up and down (ideally making rope ladders that can be pulled up after use). If there are multiple staircases, they can destroy all but the nearest first. Lookouts with rifles can be posted on the balcony.

Since the diner is not a good defensive position, the Foos intend to let anyone stay at their motel (two people per room) who is willing to contribute all they can to the group's survival. This will mean sharing their food, ammo, weapons, and other supplies, as well as doing whatever labor is required of them and serving as guards if they are capable. Mrs. Foo will probably be heading to the truck stop soon to make the offer, as well as to buy needed supplies. Do the Foos have their own car?

EDIT: Also, does someone who has lost a character want to take over Sean Blank? c0ldst33ltrs4u hasn't posted in three weeks, and I've been running him in the meantime, but I have enough characters and some players are down to two.
 
Hey Mr. Handy-

Moving the communications gear from the ground floor would be difficult but since it all flows from the BUD, it is possible. And yes, you're right. Strength is an issue. You would need help to do this.

Of course you might take advantage of your lack of resources in a very meaningful way.... Tactically one must sometimes turn a weakness into a strength... I wish I could give you a better hint than that.

It's a matter of time.

Destroying the stairs at the Motel 8 would be a bit difficult- as this is a pretty tough structure made to withstand the winter winds and harsh weather of the plains. I am tempted to make the construction of the motel concrete- making destroying stairs very difficult. But I will cut you some ease- a mix of concrete and wood. Some you can break down, others you will have to barricade.

As for loading the fuel- It would probably be easier just to put it inside the rig itself. Otherwise you'd have to figure how to tied a jerry can of aviation fuel to the back of a Mack Truck.

Note that you guys will be doing this as a zombie closes in on the garage.

Also it might not be so easy to convince everyone to go to the Foos hotel- espeically the owners of the T-Bone itself.

Tactical notes here- most of the zombies coming are probably from Brownson itself. More people live in Sidney..... which means if htey are coming, they are still on the way.

Dix and Potter are to the West. Don't forget them.

Tactical question of zombie flicks- do you dig in for a siege or do you manuever outside taking advantage of speed, range and dexterity. In both cases you face a relentless, tireless and numerically superior enemy.
 
Well, one way to turn our weakness into a strength is that since the motel has less resources and people than the T-Bone, it is less of a target. The motel is also west of the T-Bone, so the zombies from the east will reach the T-Bone first. Zombies from the west, on the other hand...

If turning weakness into strength has another meaning, I'm not sure what it is. It sounds like something out of Sun Tzu, so Mr. Foo might have a better idea. Should he make an Idea roll?

How many staircases lead up to the upper level of the motel? The stairs that can't be broken up can be barricaded using furniture from the downstairs motel rooms. The furniture in the upstairs rooms can be used for its intended purpose. I know it might not be easy to convince some people not to go over to the motel (Azadeh has better skills than Mrs. Foo in this area), but those who don't go may be sorry. Those who do will probably be sorry too, but they'll be sorry later.

For now the Foos do need to stay and dig in. Once there's nobody left to communicate with, then maybe they could go ahead with the evacuation plan they had earlier.

Do the Foos have their own car? It would make sense if they did, so they could drive into town when needed. A car would really speed up bringing people and supplies from the T-Bone to the motel.

Bo and Baldwin will simply leave the rig connected and load the fuel in the back. If Baldwin doesn't think there's enough room back there, he and Bo can unload enough groceries to make room while they're waiting for Bob to fetch the fuel. I'm aware that a zombie is closing in on the garage, but Bo and Baldwin are not (yet).
 
Yes, I would think the Foos have a car. What kind? Let's say a Subarru Outback.

Also while Mr. Foo is aware of the global threat, and some of the events at the T-Bone, he is probably not well versed in the local threats...

If he did, perhaps he would have a better idea.... But at present it seems to me that Mr. Foo's basic strategy is to dig-in.

A hint was raised by Jenny already. Why do we defend this? Which if you think more about it, might offer a potential or partial solution. Consider who else is still alive and under siege. Consider those outside the immediate surroundings of the Motel.


Also note- tomorrow I hope to be traveling and will not be back until probably the 17th, perhaps a few days earlier. So the game will be put on hold until I return.

I will try to do a wrap up post later tonight, but make no promises. Use this time to consider the possibilities
 
Have a great trip, welsh. I think I figured out the solution you were hinting at, one that could solve a few problems at once. I included it in my latest IC post.

For anyone who wants a zombie fix in the meantime, I just found a free web-based multiplayer Zombie Apocalypse game called Urban Dead ( http://www.urbandead.com/ ). I haven't tried it yet, but it looks like fun. You can be a survivor or a zombie (if your survivor dies, you can come back as a zombie).
 
I'm still here and ready to continue.

(EDIT: I posted the Urban Dead info in the wrong thread by mistake earlier.)
Urban Dead is kind of fun. It doesn't require much time investment, as you get 50 Action Points to do things and they recharge at a rate of 1 point per half hour (up to the max of 50). Most things, such as moving and attacking, take 1 AP each, though some actions take longer. For instance, getting up after being killed normally takes 10 AP (survivors can also use revivification syringes to bring zombies back to life). You can burn through all 50 APs in a few minutes. I've got two characters there who are level 4 going on 5: a cop named Bo Richards and a NecroTech lab assistant named Stephanie Bridges. :wink: Bo even had a fight with a zombie named Mr JagerMeister.
 
Pretty cool. Nice to see my characters showing up.

To be honest, I have played with the idea of actually writing this up (PCs, sites, etc... and trying to see of the Chaosium folks would be interested in turning it into a Blood Brothers Campaign).

This has been the most fun in roleplay that I have had in awhile.
 
Mr JagerMeister couldn't have been based on Horst, since he joined Urban Dead in April. He's still a mean bastard, though. After Bo and another cop killed him, he got revived and then waltzed right through our barricade as a human and smashed our generator.

I also found another free web-based multiplayer game from a link off of Urban Dead's wiki called Cthulhu Nation( http://www.cthulhunation.co.uk/index.php ). It's set in England in 1923. I haven't had a chance to try it yet, but maybe I will this weekend.

I like the idea of writing up Zombie Apocalypse and submitting it to Chasoium. I really enjoy it too, and it would be great to share the fun.
 
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