OCC- Zombie Apocalypse- rules and guidelines

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welsh

Junkmaster
Ok, I am thinking of starting a new zombie roleplay thread. The idea will probably be based on older concepts- a group of individuals come together to deal with a hoard of zombies.

Rules of forum manager, posted above by gunslinger apply.
http://www.nma-fallout.com/forum/viewtopic.php?t=3816

I imagine this will start at about the beginning- when zombies begin to take over the world.

Chapter 1 will involve characters meeting up.
Chapter 2 + we'll take it from there.

Ideally the characters should be realistic. I would suggest base your character on some loose idea of you.

Rules- We might go with Call of Cthulhu quick start rules-
http://www.chaosium.com/article.php?story_id=87

or Fallout pen and paper rules
or even d20 modern of Cthulhu d20.

Your thoughts?

I'd like to know who's interested. Keeper would be me.

I like a rather flexible and fun game, lots of character and dialogue.

I don't want super heroes.

I want real people caught in a bad situation. I don't much like characters who don't do much but pose or react. I expect players to take the initiative and do stuff.

Key rule is commitment. I would expect a player to post at least three times a week minimum. If you don't post for a week, you're character dies.

I also expect good writing. If you can't write more than a paragraph, than don't apply.
 
Setting-

My thoughts are to start the story as retrospection, then tell the story of how the character got there.

THe retrospection will introduce the two characters I will bring in and what that story will lead up to. That takes place about a year plus after the zombie infestation begins.

The RP itself will take place from Day 1 of the zombie infestation. Characters meet in a truck stop in roadstop between Sidney and Kimball in Western Nebraska just shy of Wyoming on Interstate 80.

nebraska-map.jpg


Or perhaps a suitably desolate place in South Dakota.

It looks a bit like this-

401_Cafe_Side.jpg


And the land looks a bit like this-

west_of_sidney-BS.jpg


An empty grass wasteland.

th_sidney.jpg


which can occassionally look pretty, with the right light-
_field.jpg


_windmill.jpg


You can almost understand why the Boss did an album named Nebraska.

Ahh western nebraska-


Western_Nebraska1.jpg
 
Well folks- I have been working on canned characters for all of you- ranging from truck drivers, to state troopers, to CDC doctors, EPA inspectors, a PI, a dog, an indian cook, a stupid co-ed, and more. I hope to have the list pretty soon.

I am open for character ideas but I do think we will stick with CoC rules posted above.

Also once the canned characters are given you can suggest changes. I also expect that you will probably get to play a few characters if you wish- as the body count will remain high.

As the story is told as a retrospective of two survivors, essentially all other characters are expendable. Be aware that mortality might be high.

Furthermore, while we will borrow heavily from Romero style zombies (shoot them in the head and they die, reanimated corpse, don't get bitten, etc) this will have a few more additive elements to give this a bit fresh.,

Why a truck stop in the middle of nowhere? Hmmm... A city might be overkill fast. Besides I am thinking of this more like Maximum Overdrive meets Night of the Living Dead.
 
Ok, some of the answers-

I do like Invisible Castle but there are a lot of on-line rollers. Generally I do most of the rolling for you, unless I ask you to roll a character trait.

Helpful to familiarize yourself with the CoC start up rules I posted above. But I am not a stickler on the rules either.

All the characters start at the truck stop. Where they go is up to you.

I am open to your own character creation as well. Send me a pm with your character and I'll let you know. So there is still room for a criminal character, but I'd like to no more about them.

Added- I like to keep things secret. Everyone has secrets about themselves that they keep private and other things they keep secret. What you get is mostly the public of these characters. There is more private- but I will reserve that for the players.

Zombies from the ground? Maybe.

More characters can come depending on where the players go.

Is that everything?

Ideally your players are not that familiar with zombies- unless your character has an occult fetish or is the video junkie.
 
Note that a careful look at the FEMA maps I found would suggest that there is something worth nuking in our corner of Nebraska-

ne.jpg
 
ACtually, not so much conspiracy but, you are located near a big missile base-

http://www.strategic-air-command.com/bases/F_E_Warren_AFB.htm.

Francis E. Warren AFB near Cheyenne Wyoming is one of four strategic missile bases in the United States. The base has the distinction of evolving from a noteworthy frontier infantry and cavalry post into the largest, most modern strategic missile facility in the United States. It's motto is "From Muskets to Missiles." The 90th Space Wing is the nation's largest and most modern strategic missile unit. Today, the wing maintains 150 Minuteman III missiles and 50 Peacekeeper missiles over a 12,600-square mile area in Wyoming, Nebraska and Colorado.
Early History
The history of the base dates back to the Railroad Act of 1862, when President Lincoln and Congress set plans for the transcontinental railroad, including a military installation on the eastern slope of the Rocky Mountains in the Wyoming Territory, to protect Union Pacific workers from hostile Indians.
On July 4, 1876, the railroad established its mountain region headquarters at Crow Creek Crossing, later known as Cheyenne. A few weeks later, the U.S. Cavalry moved from temporary headquarters in Cheyenne to a point three miles west and established Fort D. A. Russell. The Fort was named after a Civil War hero killed in action at Chantilly, VA. Thus, 1867 was the beginning of a city and a fort, and both have grown together over the years. The new fort was built next to Crow Creek and was strategically located halfway between Mexico and Canada - only a few hundred miles closer to Los Angeles than to New York.
Detachments of the 30th Infantry and 2nd Cavalry formed the first garrison, under the command of Col. John D. Stevenson. For a brief time, the troops lived in tents, but during the winter of 1867-68 they moved into wood frame quarters. The dwellings were set in the shape of a diamond, instead of a rectangle, to protect against harsh winter winds that howled across the then-treeless plains. The diamond opened to the east and measured 800X1040 feet. The entrance to the original fort was at a point next to present day Chapel 1.
The first troops stationed here lived rough frontier life, which meant coping with the rigors of weather in winter and with Indians in spring and summer. In 1876, troops from Fort Russell participated in the Great Sioux Indian Wars, the same in which Lt. Col. Custer’s forces were defeated.
Fort Russell was made a permanent post in 1884 because of it’s strategic location. In 1885, the War Department ordered the post be rebuilt to serve eight infantry companies. The Army built 27 red brick buildings for $100,000, to replace the older wood frame structures and planted thousands of trees. Construction of new brick buildings continued into the 1920’s and helped establish a military construction pattern at posts throughout the nation.
In 1886, Congress formed four black regiments: the 9th and 10th Cavalry and 24th and 25th Infantry. The 25th Infantry was the only unit that did not serve at Fort Russell. Black Soldiers were called "Buffalo Soldiers", a title originating from their Indian opponents, who credited the black soldier with the courage and strength of the wary bison. The fort ultimately became the largest cavalry post in the United States. Many former stables still exist on base and are testimony to the thousands of horses and mules stationed here.
In 1898, the Spanish-American War brought renewed importance to the post. Soon after President McKinley sent a message to congress, the 8th Infantry left Fort D.A. Russell for Cuba. Later, the Wyoming National Guard mustered into service at the post and departed for duty in the Philippines. In the battle for Manila, the Wyoming Guard was the first battalion to reach the walls of the city and to raise the flag. In 1901, troops from Fort Russell again went to the Philippines to help put down the an insurrection and bring peace to the Pacific. They returned with the Queen Mary Tudor cannon, forged in 1557 and the Bells of Balangiga. The seven-foot cannon, the only one of it’s kind in America, and the bells, which had been used by insurrectionists to launch an ambush on American troops, are on
display near the base flag pole.
In 1906, Secretary of War William H. Taft recommended For Russell be expanded to a brigade-size post. By 1910, the construction of red brick quarters, two-story barracks, offices and stables had tripled the area of the post. During this era, artillery units were assigned to the post, and the size of the facility increased in size to accommodate the area needed to train soldiers with the latest 20th century weapons.
From 1913 to 1916, during the Mexican Revolution, post artillery units were stationed along the border to prevent the struggle from coming on to American soil. During World War I, the post served as a mobilization point and training facility for artillery and cavalry groups. As World War I began, Fort Russell had become one of the largest military posts in the United States.
The post airfield was first used in 1919 by the "Western Flying Circus" led by-then Major Carl "Tooey" Spaatz (later promoted to general and the first Air Force Chief of Staff). Later that year, 125 aircraft used the field, located in today’s Wherry housing area, to determine the feasibility of transcontinental air service and air mail delivery. The success of these tests led to the development of the Cheyenne airfield in 1920 and the abandonment of the post’s airfield.
In 1927, the last cavalry units left, ending 60 years of cavalry history at Fort Russell. In 1930, President Hoover issued a proclamation changing the name to Fort Francis E. Warren, honoring Wyoming’s territorial governer and first state governor. Warren was a U.S. Senator for 37 years. Senator Warren received the Medal of Honor when he was 19 for heroism during the Civil War. Senator Warren’s daughter married Capt. John J. "Black Jack" Pershing, who later commanded the U.S. forces in World War I and was promoted to General of the Armies. Only one other man, George Washington, served in that capacity. General Pershing’s family lived at the fort, in a home still in use today. Other distinguished residents over the years were Gen. "Billy" Mitchell, Dr. Walter Reed and Gen. Mark Clark.
During World War II, Fort Warren again grew in size and 282 temporary buildings were added for training up to 20,000 U.S. Army Quartermaster Corps soldiers. A prisoner of war camp was also constructed.


Air Force Base
In 1949, 80 years after its founding, the fort became Francis E. Warren Air Force Base. The Air Force assumed command in1947 and in 1949 the fort was renamed F.E. Warren AFB. During the first ten years as an Air Force base, the installation was used as a training facility.
In 1958 the 4320 Strategic Missile Wing was established with responsibility for the first twenty-four Atlas missile sites under Strategic Air Command (SAC). Atlas D and E missile sites in eastern Wyoming, western Nebraska, and northern Colorado were placed under the command and control of F.E. Warren. On 2 Sep 1960 the 564th Strategic Missile Squadron F.E. Warren AFB was declared the first fully operational ICBM squadron. Two years later the new ICBM Minuteman replaced the Atlas. On 1 July 1963, the 90th Strategic Missile Wing was activated. The wing was redesignated the 90th Space Wing on 4 Sep 1997.
Soon the unit became the 90th Missile Strategic Missile Wing. On July 1, 1963, the wing became the free world’s largest ICBM unit. It controlled 200 Minuteman I missiles in the tri-state, 12,600 square-mile area. The Minuteman I sites were converted to Minuteman IIIs in 1975, and in 1986 F.E. Warren AFB became the only base in the nation to deploy the Peacekeeper missile. By the end of 1988, deployment was complete with 50 Peacekeepers replacing 50 Minuteman IIIs.
After an Air Force restructure in June 1992, the 90th dropped its "strategic" designation and became the 90th Missile Wing. SAC was inactivated and Warren belonged to Air Combat Command, headquartered at Langley AFB, VA. On July 1993, the realignment of the Twentieth Air Force from ACC to Air Force Space Command moved the responsibility of ICBM operations to AFSPC, headquartered at Peterson AFB, CO. The realignment was designed to take advantage of the similarities between missile launch and space launch operations. Twentieth Air Force, headquarters for the nation’s ICBM wings, relocated at Warren Oct. 1, 1993. These changes have kept F.E. Warren at the forefront of our nation’s defense and made the wing the most powerful combat unit in the world.
Francis E. Warren AFB is one of four strategic missile bases in the United States. The base has the distinction of evolving from a noteworthy frontier infantry and cavalry post into the largest, most modern strategic missile facility in the United States. Since Plattsburgh AFB closed in 1993, Francis E. Warren AFB has had the distinction of being the longest continuously active base in the USAF inventory; it is also home to the most powerful missile wing in the free world.
Warren was placed on the National Register of Historic Places in 1975. The red brick buildings, built between 1885 and 1930, remain structurally unchanged and are currently occupied by members of the Air Force. The Base Cemetery is the final resting place of more than 850 deceased military personnel and dependents. Burials date from November 1867 and include an Italian and 8 German POWs who died here during WWII
The Warren ICBM/Heritage Museum, and the Warren Military Historical Association take this opportunity to invite you and your family to visit the museum and to become a member of the association. The museum is located in historic Building 210 which was the Army commander’s headquarters at the turn of the century. You will find exhibits in the first floor rooms, as well as building 211 which is an annex to the museum, depicting the history of missiles and that of the 90th Space Wing. On the second floor are uniforms of the past and displays which depict the life of officers and their families at the turn of the century.

More here-

http://www.warren.af.mil/index.shtml
 
Note that characters will usually have an agenda of their own and are expected to try to accomplish that. Some of these will be official obligations, others will be personal or emotional.

For example- family ties will matter and players with family close by will try to reassure that loved ones will do their thing.

Others have official duties- the state trooper, the helicopter crew, etc- have a mission to get to Omaha Nebraska were the CDC is trying to respond at a Crisis Response Station.

Some will have official obligations or will try to hide information, others will be able to share information. Not everything is open, but much is kept private.

And while the general threat is the zombies, you know from your zombie flicks that the most dangerous creatures are usually the humans. Also, because a standard Romero story would get boring, these zombies are a bit different.

It may, in fact, be possible to end the zombie apocalypse.
 
By the way, one of the problems on Play by Post is that you guys don't get the "round the table" discussion among players that you would if this was play by pen & paper, so feel free to discuss.

Also, please roleplay all your characters. In your typical zombie flick, the key issue of survival or destruction is less about the zombies and more about how characters work together.

Your characters have different abilities and sometimed redundant abilities in order to help you survive what is going to happen. But those skills and abilities are spread out across the characters.

Some characters will be taking to the road soon, and once they leave they are gone. A few you can do without, but most might be important to you.

Furthermore- a few things to note-
Sidney has a few former military bases nearby. Kimball is very close a large number of ICBM sites. SOme of the older ones have been turned into homes.

Also in Sidney is the HQ of Cabela's one of the largest outfitters for hunting, fishing and the outdoors - or in otherwords survival supplies.
(This might explain what Luke is doing in the neighborhood).

http://www.cabelas.com/home.jsp;jsessionid=HLIV4UV5EQ5WRTQSNOECCOGOCJVYWIWE?_requestid=17455

http://www.cabelas.com/cabelas/en/t...outus/retail/retail_stores/sidney/sidney.html
 
To be honest, you guys don't have to post too extensively for this game. Much of what happens to you is up to the Keeper and the luck of the rolls. It isn't really a free form RPG as other games have been.

Rather this game is much more controlled. You cannot anticipate how people will react or the consequences of things to happen. This will begin to happen to your characters and to the group as the day progresses, but those are not to be anticipated.

For example- let's say you were playing Willie and Tisha are about to go off to Sidney to cover the news there. When they arrive they may find that I-80 has been blocked and is apparently the scene of an accident. Do they stop or go around- well that's up to them. Are there zombies present? that's up to the keeper.

Let's say there are zombies present- do they spot them in time? that might be up to the roll of the dice.

Let's say the zombies attack, tisha tries to dodge the zombies and get back to the car before they consume her. She can choose that action, but whether the zombies get her or not will depend on their dexterity and her ability to dodge- that's up to the keeper.

I think this is a better way to do a zombie game- as bad choices can lead to disaster and much of the game depends on your characters choices and the unforeseen consequences of those choices. Some of this is predictable, but much is not.

A free form roleplay would allow the players to predict those outcomes and act according. But this does not allow that. You have free will and knowledge, but do not have control over fate or destiny.

Any character can be killed- even if you are cautious and risk averse. This is why you are playing multiple characters, the expectation is that most won't survive.

For example- Thomas cut himself on the dishes- how much damage did he take? Is he distracted and walking on a slippery floor? How did the staff respond? That's up to the keeper, not the player.

As for character background and experience- you have been thrust into a collection of participants. There are no superheroes but there are lots of secrets. Everyone is mortal. The backstory is more or less your creation. But I don't want you to get locked up with backstory as your characters are very vulnerable. The nature of this game is basically puzzle solving- how do we survive? As much as I appreciate creative writing- and Mr. Handy's posts have been great for that- the nature of the game is achieving goals.

I would think the goals now are-

(1) What's going on?
(2) How bad is it?
(3) How are we vulnerable?
(4) What can we do about it?
(5) How can we maximize our strengths?
(6) for the helicopter crew especially- how do we get to Omaha fast?

The level of danger has been kept slow to allow you to play your characters, develop some sense of who each is and to begin working together. Probably for the first hour of game time not much will happen (although you may lose a few characters) to allow you to begin to respond to some of those goals.

Also- ideally we will get more players, so if you don't want to play all the characters you have, just let me know and I will see about releasing them to new players.
 
APRANET and nuclear attack? You guys are making me work!



ARPANET

The ARPANET and nuclear attacks
A common semi-myth about the ARPANET states that it was designed to be resistant to nuclear attack. The Internet Society writes about the merger of technical ideas that produced the ARPANET in A Brief History of the Internet, and states in a note:

It was from the RAND study that the false rumor started claiming that the ARPANET was somehow related to building a network resistant to nuclear war. This was never true of the ARPANET, only the unrelated (sic) RAND study on secure voice considered nuclear war. However, the later work on Internetting did emphasize robustness and survivability, including the capability to withstand losses of large portions of the underlying networks.
The ARPANET was designed to survive network losses, but the main reason was actually that the switching nodes and network links were not highly reliable, even without any nuclear attacks. Charles Herzfeld, ARPA director from 1965 to 1967, speaks about limited computer resources helping to spur ARPANET's creation:

The ARPANET was not started to create a Command and Control System that would survive a nuclear attack, as many now claim. To build such a system was clearly a major military need, but it was not ARPA's mission to do this; in fact, we would have been severely criticized had we tried. Rather, the ARPAnet came out of our frustration that there were only a limited number of large, powerful research computers in the country, and that many research investigators who should have access to them were geographically separated from them.
 
Another dice roller?

http://www.yog-sothoth.com/dice-roller.html

Invisible Castle goes up and down, so please post your scores in your post- just to make life easier for all of us.

I must remind players- sometimes your warmhearted Keeper will control your character's fate. I will try to keep that at a minimum, but life just has a way of sneaking up and biting a character on the ass sometimes.

So please don't feel compelled to do to much. Your posts are usually responses to choices or openings to take action, to seize the initiative or add to the discussion in someways.

But what your characters see, feel or experience is often outside their immediate control. This is the uncertainty principle of life- that we have limited control of our existential experience.
 
A couple notes on rolling-

I appreciate that you guys are taking the initiative here and don't be upset if you muck it up a bit.

For example- Michael is responding to Felice who is in panic at the killer mosquitos from the great beyond.

But the truth is that Felice is of sturdier stuff- She survived her sanity roll. Probably got a bit frightened, but is generally keeping her head. Ditto Jim.

Also be careful with the skills- Some are easy to figure out, others less so. This is partly my fault as I have been pretty easy on the rolls as most of you are new Cthulhu players.

Persuade- normally takes time to persuade someone. You have to talk them into it, but once they are convinced, they are on your side.

Fast Talk- is quick talk. You are trying to convince someone fast. They may change their mind in the future, but are momentarily convinced.

More later.
 
Ok, other differences in character traits-

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.

Attacks-
Hand-to-hand attacks are usually limited to fist/punch, headbutt, kick and grapple, with grapple getting special damages (depending on circumstances).

Those of you with martial arts- if you have marital arts you do double damage. However, you must roll a score equal to or less than your maritial arts skill.

I am hesitating on the "impale" rules for sharp instruments....

As for sanity... well I will save that for another post.
 
Folks a bit of patience is appreciated as I am running a lot of characters and people are doing a lot of things...Not only are you seeing messages on the public forum, but there are also pms going back and forth.

Ok, a couple of things to note-

(1) your characters know only what they know, think only what they think. They thus have no knowledge of the nature of the meteorites or what has transpired on the North Road until it is reported to them.

Likewise, they have no reason to suspect that there is a horde of angry mutants on the highway unless they have received or heard the reports of Joe Barring.

Mr. Foo and the folks at the hotel have no knowledge of what is going on at the Diner, those in the Diner have no idea what's going on in the Junkyard... until they are notified.

This is a bit tricky, but you can't assume your players are acting in response to information that they have no reason to know. If you suspect that your character can deduce on their own roll for an Idea.

For example, Suaside, I think it's a pretty fair deduction that what happened to Horst is the same thing that is happening across the world and is probably is related to whatever is going on down the highway. But you can't eliminate the possibility that Luke is responding to information that you know as a player but which your character might not otherwise surmise. That said, it's a pretty impressive deducation for Luke who has an idea of only 45% (and thus is not the brightest of bulbs!)- I know you are probably feeling impatient to get more action in, but please be patient and roleplay your character in a way consistent with his stats which are not necessarily yours. I realize this is confusing, but again- we need to keep some realism in the game. Luke is afterall only responding to the stimuli that Luke is privy too.

Other Notes-

The folks on the North Road were driving in a northward direction. Should they wish to drive away, they will be going North and away from the T-Bone and the other characters. To go back to the T-BOne, they will have to make a U-turn and drive back through the weird yellow mist with the nasty giant flying mosquitos from outerspace.

Western Nebraska looks kind of like-
Western_Nebraska1.jpg


Big empty treeless areas that you can get a clear view of someone coming from quite a distance with the naked eye. This is a significant advantage.

As for the layout of the T-Bone.

The T-Bone itself is a pretty big establishment. On one side in the parking lot is the garage with numerous bays for vehicles.

Place looks like shit.” Said Duke, but he pulled into the exit ramp.

He was right. The off ramp was only available for traffic going west and ended on a dirt road that went off into the northern horizon. Only two businesses were on the ramp, an old and worn out looking Motel 9 and the T-Bone Truck Stop and Café. Behind the truck stop was a huge junkyard of broken down vehicles, many turned red with rust and corrosion. Surprisingly, on one side of the parking lot was a Bell helicopter, parked as if the pilot had suddently gotten a hanker for some hash browns and eggs.

junkyard.jpg

The Truck stop was a single complex that included both a garage, a central area and a restaurant. There were a half dozen garage doors, but only one was open for maintenance on a diesel truck. In the parking lot were a handful of cars, SUVs, and an RV as well as three trucks. A number of motorcycles were parked near the front door. We could see in the window a number of people were in the restaurant, but most seemed to be watching TV. In front was a big black dog that seemed to be asleep in the morning sun. Another dog was prowling around the junkyard, a shepherd by the look of it.

We parked close to the restaurant and went inside. It was a typical run-down and otherwise forgotten truck stop. A bath area, convenience area, telephones, a garage, and a restaurant. A woman was working a cashier’s station near the front and watched us come in, but didn’t seem to have anything else to do.

401_Cafe_Side.jpg


The T-Bone is on the East side of the dirt road running north, that crosses Route 30 and the Lodgepole, and then continues North. Behind the T-Bone and running along side the North Road on its East Side runs the junkyard- which is pretty big as they lack a trash compactor. Most of the cars are rusty hulks, most are damaged or destroyed wrecks off the interstate, but some are actually in pretty good condition. These vehicles are used for their parts.

Mr. and Mrs. Foo's Motel 9 looks like your typical Motel 8- ugly.

12763_B1.jpg


The noticeable differences are (1) that it has a large satellite dish on top, and (2) while a normal Motel 8 you exit your room and enter a corridor that runs through the middle of hotel, at this Hotel 8, exits face out. One exits the first floor out into the world and the parking lot. On the second floor one exits out to a balcony that runs around the building. There is a stairwell on either end of the building. There is a modest sized parking lot surrounding the motel which is a bit elevated to the west of the North road, but otherwise the hotel is surrounded by more big, flat empty spaces.

(Interesting note- just because zombies are coming from the direction of Sydney doesn't mean that they are not coming from the West, from Kimball).

Defensively- the T-Bone is a single floor structure. It does have a large basement area for storage and surrounding the station are underground gas tanks typical of most service stations. There is an exit to the back of the hotel to a dumpster for the kitchen and another rear exit through a heavy metal fire door which runs through the office area.

Public areas- the garage has a half dozen bays for working on cars, only one being currenly opened. The main entrance to the public areas goes through a lobby where Rita maintains the cashier booth. There is a convenience store with a wide stock of supplies for travelers, public bathrooms, some phamplet and tourist info, and the diner. Note that the diner has large windows and curtains. THere are numerous telephones in the tourist area and in the diner- typical of most truckstops.

The building is of wood and concrete construction- functional but not really pleasing to the eye. As a Truck stop it hasn't been used for a long time. Near the truck areas are electrical outlets for the truckers and showers that the truckers can use to refresh.

On the west side is the Mr and Mrs. Foo's Motel 9.

It is fairly easy to spot someone coming down the highway either from the East or the West. To the South is only the highway and then a whole lot of empty Nebraska plains. Keeping going South and you end up in Colorado. Potentially part of the Warren AFB complex in Colorado, over the border is North Sterling. The North east side of the T-Bone is where it is most vulnerable- as it would be easy to move through the maze of junked cars and other vehicles that stretch for about a mile.

Now mindful that you would probably have to hold out against large numbers of Zombies that won't stop coming regardless of the time, given the vulnerability of both hotel and Diner, neither is ideal for defense.

The characters have thus far enjoyed a respite from much of the chaos that happened elsewhere. Based on experiences thus far, I think it fair to say that the ghouls are very dangerous, the flying mosquito monsters are perhaps even worse. Some of the zombies run, others walk- but all will attack the nearest living thing and consume it until it becomes a zombie, then it will move on to the next.

Unlike living creatures- the zombies are single minded eating machines that do not sleep, feel pain, have much understanding, or have reason to exercise restraint. They will keep coming. If they can run, they are faster than humans. They are also stronger than humans. What they usually miss is dexterity- they lack the motor coordination that humans take for granted. They are also guided by their senses of sight, touch, hearing- and their hearing and smell is especially accute, even if their eyesight might be lacking. It is possible that zombies can "sense" the living, thus even a zombie without eyes will be guided towards the characters.

Also zombies have little or no nervous system and they don't bleed. It is actually unclear how they move at all.

So far (and this is based only on what the players have thus far experienced) you have no reason to suspect that zombification affects any living species other than humans.

That said, as players you have experienced slow zombies, fast zombies and flying stingers which look a bit like-

crea_shaggai.jpg


YOu will no doubt experience more weirdness as things continue.

or perhaps
Shan.jpg


(incidently- this image is borrowed from Call of Cthulhu - the Insects of Shaggai aka Shan. However, for our story, these are not the Shans (which essentially burrow into the brain and take over an individual), but rather nasty mosquito like creatures with a habit for spreading chaos).
 
@ Suaside,
Blah, blah blah....

I am the KEEPER!!!! Bow before me!!!!
Seriously, this is about keeping track of rolls. That's it. Easier for me, easier for you.

Does it add transparency? Yes. But its mostly about rolls.


@ Gonzalez-

My fundamental rules of roleplay are-
(1) I expect you to be committed
(2) I expect you to write at your best
(3) I expect you to remain courteous to other players.
and most of all
(4) this is just fucking around. If you got more important stuff to do, than you best do it.

Good luck on your exams and see you in a few days.

Chances are I will slow this game down a bit anyway, I also have deadlines I have been neglecting.
 
Actually, I had hoped someone would be able to deal with Horst and Baldwin. Successful persuade, fast talk, or even a stronger police presence might have stopped Baldwin. Note that I took a lot of time to move Baldwin, and that he was walking into the diner with a wrench behind his back was a clear indication of bad things coming.

Let me restate-
No one who has died needed to die. Each of the deaths could have been avoided or averted.

This is classic zombie fiction- its not the zombies so much that kill you, its the human emotion, failures and mistakes that contribute to disaster.

had someone really been able to persuade Baldwin, or talked Horst into shutting up, Horst woudl not have been killed.

If Alex hadn't run alone to the meteorite, he would have survived.

Etc.

Ditto the news crew.
 
Stompie said:
ok... "Stompie ze big green mutant comprehends" heh. Thanks- now Stompie will refer to his self in the third person. How do combat rolls work again? 1d8+1d6 means add the sum of both rolls, right? So - would it be three rolls of 1d100 vs skill 64%, 1d8, and 1d6? For Wallace's .357? (1d100 vs 64% Skill, ) (1d8 + 1d6)?

So a Combat roll.... ahh that's more difficult. Pistols work better at close range. SO much depends on the range. The greater the range, the lower your chances.

But let say its normal range- then you would roll your character's skill to hit (absent modifiers - for example if you shoot while running- you lose points, if you shoot at something moving,- minus percentage points. But if you take careful aim and fire- bonus points but less fire.

Also, different guns have different rates of fire. Most guns only get off one shot at a time. Some less, but a few more.

So let's say Stompie ze big green mutant shoots at running zombie, while he is also running. let's say- 25% for running, -20% for shooting at a moving creature....Good luck hitting that target.

But let's say Stompie shoots at point blank range- right into ze zombie's chest. BOnus points. LEt's say it impales! THen you get double bonus points.

Ah but its a zombie and you did not shoot the zombie in a sensitive part.-

ZOmbie takes bite out of stompie, but stompie has one attack and one defense and tries to dodge, success.

YOu can see how this goes, ya?

That said, trying to bring down a fast moving zombie with a pistol is not so easy.

1 it's moving fast
2- range is pretty limited
3- you have limited fire
4- you have limited damage and better hit the right spot.

A former cop with a .357 goes head to head with a fast moving zombie- fair odds says the zombie wins.

Don't forget what we have seen from zombies- they don't only bite, but they grapple. And they are very very strong.

A couple of other tactical points-

-Fast moving zombies are a minority.
- the older the corpse and the worse the damage, the less likely it moves fast
- all zombies are more strong then they appear.
- zombies have a unique sense for food.
-zombies will chase down whatever meal comes closest.
 
That depends.

Luke's shot on the zombie in the diner was really just Haussman's luck- it was that or death (a bit of a cheat as I was hoping that Hausmann wouldn't be killed quite yet).

Generally I will assume that a shot is aimed center chest.
An quick targeted shot will take an extra moment, but will be harder to score a hit.
An aimed shot will take a full round to aim and shoot.

A rifle firing at a distance will take even more time than a pistol, lets say an extra game round to follow the target at a distance and fire. The benefit is you're range effects are lower.

Mostly these are kept by the keepers and subject to the Keeper's modification of the rules.

For example- Thomas got his head pulled off mostly because I am getting tired of Colds' delay and want to bring some resolution to that scene. I had already rolled that Tisha would an exceptional escape. But the "five days rule" had long since expired on Thomas.

I will try to come up with more specific short hand rules soon.

ALso note-
- The only characters currently at the hotel are -
Mr and Mrs, Foo, Ellen Cody, Father McCormick, Jenny Cooper and Azadeh Samimi.

Alex has thankfully left his gear behind and might be worth investigating.... had you known that he wasn't coming back (or at least not coming back alive).

Felice's gear (and gun) are in the Porsche off the road.

Most of the characters who are in the possession of weapons - have them kept in their cars or in their hotel rooms.

There are other tactical issues that you guys should be considering.

THe van heading towards the T-Bone is also drawing the zombies after it.
Assume that ZOmbies can run non-stop about as fast as a man by half, so lets' say the average zombie can run about a 6 minute mile.

That would mean you have about six minutes before the running zombies on the road show up. Happily there are only a few of them.

The stumblers do not move so fast. YOu probably have about 15-20 minutes before they show up. (This is about the same amount of time as SPears lands in Brownson). THere is a big group of them.

Of course you already have the junkyard zombie closing on our boys in the garage.

The T-Bone- because of its big beautiful windows- is not very defendable. However, it is likely that the T-Bone would have most of the food. That said, it is likely to be overrun.

Also Baldwin has not de-coupled his rig. SO you are driving a full semi to get to Spears.

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 guys may not survive today.
 
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