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Zompocalpyse

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OOOH SHIT ZOMBIES!!!

Welcome to Zompocalpyse! An RPG with building/managing aspects where you, the player, create your character and lead your people through these trying times!

Firstly, where are you based (roll 1d100)

1-25= New York City (face it, being in urban areas suck)
26-50=Somewhere in New England (less crowded than NYC but still populous enough to cause troubles)
51-75=Somewhere in the South (more farms, living space, unlooted towns etc)
76-100= Somewhere desolate (a practically complete safe area with food and supplies aplenty)
>>
Rolled 30 (1d100)

Hoping for the South
>>
Rolled 37 (1d100)

Let's see.
>>
Rolled 27 (1d100)

>>251644
>>
Rolled 54 (1d100)

>>251644
>>
Rolled 44 (1d100)

>>
Looks like we're firmly in New England, could someone details roughly the lands of the state? Lots of big cities with sprawling surburbs? farmlands? Any military bases; naval, airforce or something?
>>
Somewhere with islands and a boat. A half mile of water would do a lot for security.
>>
>>253759
agreed
>>
Hey guys I am here, I usually don't stay up that late however. I will be here most of the day.
>>
>>253843
So, are we all making our own characters and part of a same group, or are we rolling for one character? If so then it looks like we're in New England, what's next.
>>
You'd all be rolling out your own character, but to keep it simple, you have 13 points to spend in one of six categories and you all start at 1 and then write in your weapon of choice (preferred weapons get +2 on attacks), your name and 3 skills with 1 negative one e.g alcoholic, hot-headed, dictatorial etc.
>>
Shit forgot categories:

Strength:
Dexterity:
Resilience:<--(it's Constitution)
Intelligence:
Wits:
Charisma:
>>
Rolled 30 (1d100)

>>253845
So if we're in different places I can see some people being completely isolated from everyone else, is that intended?

Rolling anyways since this is interesting.
>>
>>253850
If you've played State of Decay, I got a lot of influence from that.

I was thinking more along the lines of a group of survivors in some shitty safe-house. A kind of "started from the bottom, now we're here" story.
>>
>>253851
>State of Decay
My Nigga

Strength:4
Dexterity:3
Resilience:4
Intelligence:3
Wits:3
Charisma:2

Gonna go with Heavy weapon(axes and sledgehammers).
Gonna need a list of the skills available before
>>
>>253853
Make them up! They have no technical value to them other than how you would make decisions or how the decisions I make affect you etc. Like a dictatorial kinda guy will want to keep order no matter what, while a meek or anxious guy may opt out of scavenging runs or is just generally scared.

All I ask is be reasonable, don't put down something like "can run forever or can bend steel" you are a normal human in a shit world.
>>
I would have no problem with you adding in your own little bonuses based on traits like Great eyesight helps you with scoped weapons or being a bodybuilder gives you more stamina or a better attack etc.
>>
>>253856
Powerhouse: Can carry more, can hit harder, can run longer, but is a bit slower moving all that weight along.
Nearsighted: Malus to long range firing
Down his luck: find less loot overall, sometimes though they are of better quality than the regular stuff

Gerald Montgomery
>>
Gerald Montgomery

Strength:4
Dexterity:3
Resilience:4
Intelligence:3
Wits:3
Charisma:2

Heavy weapon(axes and sledgehammers).+2 to Heavy Weapons

Powerhouse: Can carry more, can hit harder, can run longer, but is a bit slower moving all that weight along.
Nearsighted: Malus to long range firing
Down his luck: find less loot overall, sometimes though they are of better quality than the regular stuff

That is your character sheet now.

I think I'll start with just you but I need a smoke first, I will brb.
>>
Day 1:

It's been one month since the outbreak. The army abandoned their last military checkpoints two weeks ago when it simply could not be contained and have retreated to naval carriers and oil drills in the ocean leaving those who are living to their own survival, you are one of these survivors.

It's a cold, fall morning in the town of East Brookfield, MA. It is a small town but only about 15 miles west of Worcester, the second most populous city of New England. Most of the people have either fled west or have succumbed to the virus. Your "safehouse" is a gated-in boat club right next to a river and lake and to the west is the town center which is practically untouched but being this close to the city, the spillage of zombies through here has grown exponentially in the month since the outbreak began.

Mulling over your choices, you have managed to boil it down to three:

>Go towards the town center
>Stay and assess the situation of your safehouse
>Head east towards the city
>>
Strength:6
Dexterity:4
Resilience:2
Intelligence:1
Wits:2
Charisma:4

Weapon of Choice: Blunt weapons (improvised baseball bats and such)

Tommy Jacob Walker

Skills
Home-run Hitter: Stronger attacks if he's using a proper A-grade baseball bat.
Old Athlete: Despite ending his career a couple years ago, Tommy is still faster/stronger than the common man.
Adrenaline: Used to controlling and using his bodies adrenaline to accomplish his goal, however this can turn on him and send him into panic.

Negative Traits
Smoker: Is addicted to cigarettes ever since he switched to them in high-school, and the end times seems like a really hard time to quit. Has trouble breathing if he's exhausted and sometimes goes into nasty coughing fits.

Anxiety: Doesn't do well in high-stress situations, can go into panic attacks if he doesn't have anything to calm down.
Background

Tommy was raised by his divorced, sports-loving father, who pushed him into playing baseball from an early age. Tommy didn't exactly enjoy the sport but made many friends among the club, and as he grew he began to exude a natural talent for the game. His amazing performance continued into his teenage years, and with his fathers constant motivation (which just felt like pressure) a professional career didn't seem too far-fetched. Unfortunately the stress from trying to perform well impacted his studies and his mental health. Tommy found solace in light drug use after spending some time with the more artistic students, his stress was relieved and he could finally ball without any pressure or stress. Unfortunately it didn't take long for his father to find out and go berserk, nearly attacking him for what he considered 'destroying his own life'. Afterwards he tried to explain drug tests and how his use of the drug would destroy any chances of a pro career. Tommy tried to go clean but eventually realized he couldn't perform well without some form of stress relief, so he turned to smoking, which wasn't so uncommon among his friends.

Cigarettes didn't help as much as his favored smoke, but it still did the trick, and if he could keep his career on track it was worth it, right? Time passed until he finally had a chance to try out for a pro team, he did well and actually landed a spot as a backup. When the time came for him to shine, he crumbled, he couldn't hit a single damn ball. No amount of stress relief would save him when the lights were all on him, the crowd, the screaming. It was all too much. Needless to say he was cut from the team for playing awful, which crushed his life. Tommy fled his hometown and settled down somewhere in New England, his life had been spent training for that one thing, and it was destroyed in an instant. Now he just works as a gas station worker, filling up cars and cleaning windshields.

Currently he is age 24
>>
>>253870
>>Stay and assess the situation of your safehouse
Let's see what we need to make our life more bearable.
>>
>>253875
Damn, good job!

Well, look above and you'll see that there are three choices to make.

I am trying to keep the writing as open-ended as possible so that way there isn't a specific choice for specific situations, both good and bad can come out of choosing something.

There will be d20 rolls mostly except during combat which will be dependent on your weapon of choice which I will list now:

Non-Projectile weapons: Small (knives, daggers, hatchets etc) 2d6 for damage
Medium: (baseball bats, rebar, "pointed sticks") 2d8
Large: (Axes, Sledgehammers, Shovels) 2d10

Projectile weapons (requires an accuracy roll of 1d20 first)

Small: (pistols, SMG's, revolvers etc) 1d6 per shot with a maximum of three per turn so you would write first 1d20 and THEN 1d6 per shot so 3d6 or 2d6 etc

Medium: (semi-auto, burst, sniper rifles) 1d8 per shot

Large: (RPG's, LMG's, Mounted guns) 1d12 per shot

Shotguns: 1d4 far away, 1d6 medium range, 2d8 up close.

You can revise your character sheet to have these numbers on them and remember, your preferred weapon gains a +2 bonus always but only for preferred weapons.
>>
>>253870
>Stay and assess the situation of your safehouse

Not going to head out without my partner in crime over here, in particular i want to check for any holes in our defense or objects we can scrap for parts.
>>
Rolled 35 (1d100)

The above will be DM's event roll and depending on the number, a slew of different situations could arise.

I will tell you guys when to roll d20's and what not but I think allowing me to throw out random d100 event rolls keeps you on your toes so without further ado...
>>
>>253881
Best thing would be to pool our knowledge of the Zeds, can they open doors or climb up a ladder? Do they detect by noise?
>>
>>253886
"When the outbreak first started I saw this....Sorry, just, it was a pretty gory scene. Ehm, this one guy that lived across the street from me was in his car waiting for his wife to get the kids, only thing is, the car was turned on. Poor fucker didn't even realize it before he was surrounded by 10 of those things. Wifey came back to his man gettin' torn apart...It's still hard for me to talk normally, thinkin they might just surround me the same way..."


(just shootin the breeze, honestly i'd need GM to give us some details for me to actually pool my characters experiences with the zeds)
>>
Looking over your new-found home, you notice RIGHT off the bat that this place isn't "up to code." By that I mean the surrounding fence has large openings, there is no gate behind the boat clubhouse so a zombie could just kinda...wander in. The windows aren't busted but they are also have thin panes of glass. Also you notice you only have two row-boats and a paddle-boat. You have food stores that will last you a few weeks and you can boil water from the river but the fishing supplies are dangerously low (line, reels, lures and hooks) but thankfully the boats aren't in disrepair.

Mostly, your problems are the fence and finding materials to upkeep the gate and boats.

>>253888
I want to keep it open-ended as a narrative to leave open your options to create your own dialogue. I've actually had problems where people would say "that is NOT how my character would go about this" or "can you change up the personality?" I feel like me writing dialogue only brings up further issues and therefore I leave it to the player to write in what they want. You could have had little to no experience with Zeds or a born zombie-slayer.
>>
>>253888
Yeah, loud noises seems to attract them, so we should stock up on stuff that make noises and use them to create a distractions. Firecrackers, kitchen timers, old style alarm clocks, they are small enough and plenty enough for us to find around, never leave the safe house without a few.

Bright lights also seems to lure them in, especially at night, I've saw a few of them gather around a fire and I managed to pass by by being rather sneaky, if we can put a fire away from our camp we could clear a portion of the area, at least for a while.
>>
Whoops, roll a d20 plus Intelligence for this event!

Eventually, you'll get in the groove as to what dice rolls you'll need.
>>
Rolled 9 + 3 (1d20 + 3)

>>253895
>>
Rolled 18 + 1 (1d20 + 1)

>>253895
>>
>>253897
nice save
>>
Rolled 69 (1d100)

Scouting around the area, you notice that, thanks to some divine miracle, you see sheet-metal next door behind the next house over. He must have been a welder but regardless, you thank every god for this opportunity. Sneaking over to the house next door, you and Gerald take as much of the metal sheets as you can, you find some nails in the tool-shed as well as a couple of small hammers.

The two of you get to work immediately. Patching up holes, digging a trench to begin work on the back fence.

By the end of the day, most of the holes are covered up with sheet metal and the very beginnings of a gate in the back has taken shape...but it was a lot of noise....
>>
Thankfully however, the noise wasn't loud enough and only a couple of zombies begin to show up.

Begin combat: 4 slow zombies with a health pool total of 25.
>>
Rolled 8, 4 = 12 (2d10)

>>253904
I guess
>>
>>253905
I know, combat can be kinda boring right now, I am making this up as I go so once I get some good combat mechanics down, I will try to make it more dynamic than just telling you to roll dice. It's a little bit difficult on 4chan to make dice rolling more interactive but hey, I'll try.
>>
Rolled 4, 1 = 5 (2d6)

>>253892
"Firecrackers, that's good, noise might be our greatest tool here. If bright lights actually lure them we could make some traps pretty easily, but y'know that also means it might not be safe to have any lights up at night, which is a problem because I need to see the zombies to bash them." Tommy makes an audible gulping sound, he starts to look unnerved, as if he's remembered an embarrassing childhood memory.
"Thing is..I...I saw one that seemed to break the rules that the other ones followed, I only saw it for a few moments, it was oozing this black stuff, think it was blood or something...It didn't give a damn about eating, or noise, or anything, it just stood their looking around, like it was confused or something, and then...." Tommy goes silent and kneels on the ground, rubbing his forehead a bit.
"It just sprinted off, faster than anything I've ever seen...You probably don't believe me, shit, I don't believe me either." Tommy smiles after a little while,
"Maybe I didn't see it actually, I was freakin' out real hard too I gotta' say, this was still back when shit was REAL crazy." His smile drops after a few moments, replaced with a look of concern.


>>253899
(lol thanks, the idiot became smart for a moment!!)


>>253904
Tommy doesn't notice the zombies until one finds it's way through one of the few remaining holes in the perimeter, seeing the shambling horror causes him to almost shit himself, but since he's been rationing for so long he maintains bodily control. Tommy looks to Gerald "Sh-SHIT! W-Watch out Gerald we got visitors, make sure they don't sneak up behind you either, not sure how many there are!"

Tommy makes use of the small hammer and runs towards the closest visitor, bashing the suckers head a couple times with the blunt side, paying close attention not to stay within the zeds reach for too long.

(So I'm not really sure if I start with my preferred weapon or not, and also I'm guessing small hammers fall under the 'small' category?)
>>
>>253906
You've read Deniable Asset Quest? It had a dice system that was considered one of the best for fast paced combats and other stuff. It took a bit to get one's head around it but once you did it allowed for a lot of nervous, on the fly thinking
>>
>>253909
Care to explain it? I would love ideas.

Yes, you can start with a preferable weapon and when you write in your attack you also add +2 so yeah, pretty much in order to not explain every weapon in the world, consider small weapons 1 handed or dual wield, medium to be light 2H and heavy to be harder to swing 2H.

If there are ways to make combat more interactive and interesting toss me ideas!

So far, two zombies are down but one starts shambling towards Tommy at an increased rate and is almost upon him.

(I have plenty of zombie ideas, these are lvl 1 uber noob zombies)
>>
>>253913
http://pastebin.com/KypPFgFr
>>
>>253915
Okay, yeah, DEFINITELY using this system. It's amazing but minus out all the augments and technology.
>>
>>253913
>one starts shambling towards Tommy at an increased rate and is almost upon him.
get behind something so it has to get around you and get it when it round up the obstruction, a table or a big potted plant, bashing their knees works as well.

Hell I could try throwing a chair at the fucker's back
>>
Here, read these rules I will be using this system after this battle.

Phase 1: Tactical Assessment

The QM, from here on referred to in the first person, gives a description of the area that the players are about to engage in. This includes the layout of the room, where enemies are located, what enemies there are, and other points of interest, such as civilians, technology, and other things that don’t strictly fall into the scenery or hostiles categories.

Player may upgrade their senses with gene mods or implants, or enhance their neural processing power with further implants to give them a more complete tactical picture. For instance, an eye implant with thermal vision may detect a guard crouching behind a reception counter that un-augmented vision would miss. Processing power allows more of the room to be surveyed before we move on to the next phase.


Phase 2: Plan of Attack

At this point, the players will decide and vote on a plan of attack for the room. The plan of attack is a sequence of actions that the MC will take. Each action is rolled on with a 3d10, and are given varying difficulties. For example, moving to cover is almost always a low difficulty check, as in DC 3 or something like that, while shooting a man from 100 meters with your handgun would have a much higher DC, perhaps around 26.
>>
>>253916
The QM later on made another quest where the MC was a bat wielding mafia enforcer that fought supernatural shits and was cracking heads left and right
>>
Minus all the gene implants and mods of course.

Phase 3: Rolls

Players roll 3d10 to determine success of their actions. Rolls are applied to their respective actions, IE, if the first action is “move to cover” the first roll is applied to it, and so on. Failing a roll can range from a missed shot to you becoming pinned or even hit while moving to cover. I guarantee that no single crit fail can kill you. However, a series of failures may.


Phase 4: Assault

I finally write the result of your plan of attack and rolls. If needed, we go back to phase 1 and continue looping through the four phases until all hostiles are eliminated or otherwise compromised.
>>
So with two zombies left, both of you make one more attack roll using the old system.
>>
Rolled 3, 1 = 4 (2d10)

>>253922
>>
>>253924
oh my, that's some shit roll there.
>>
Rolled 6, 5 + 2 = 13 (2d8 + 2)

>>253917
>>253922
"WHY DON'T YOU THROW A CHAIR AT THEM?" Tommy yells, whipping around to face the quickly approaching zombie, kick it back before running over to the left-over sheet metal.
"My bat, my bat, where's my fuckin' bat...There!" With a strained expression he grabs the pool cue (his 'bat') raising it up and turning around to face the zed chasing him, with a powerful swing he aims to break the zombies knee's before trying to finish him off.
>>
With the four dead zed's laying around your safehouse, you feel like you can relax a little bit with the work done.

Night 1:

Dusk has fallen on East Brookfield, with most of the patching completed, your group feels a little more ease with the added protection and decide to break open a can of beans and canned pork and have a little feast. All is fine but out of the blue, you hear a banging at the gate, not random banging but as if someone is knocking on the door and then the yelling starts "LET US IN!!!! WE'RE GONNA DIE OUT HERE!!! THEY'RE COMING!!! HELP!!!!"

Do you:
>Open the gate
>Keep it closed and ignore them
>Keep it closed but meet them outside.
>>
>>253930
>>Keep it closed but meet them outside.
>>
>>253930
>Keep it closed but meet them outside.
Tommy stacks some of the zombie corpses to try to get a look at what these people look like, and if anything is actually chasing them.

Tommy looks to Gerald "I don't trust it at all man, this sounds just like that one TV show where they ended up bein' bandits and shit.." He whispers cautiously.
>>
>>253930
Do we have a map of the area? might have to go on scavenging runs now that we're headed for having more people.
>>
>>253933
Let's kill them.
>>
From the looks of them, there are 4 of them, but among them is someone much smaller, a child. In the distance you hear the distinct guttural moans of a zombie, then more, then more until it starts to drown your ears out. The people begin to scream and you hear child-like wailing. "PLEASE, WE'LL DIE OUT HERE!!!" One of them begins to try and smash the gate...

>>253935
at least make a character first lol
>>
>>253935
OH MY GOD THE VOICES IN MY HEAD ARE TELLING ME TO KILL AGAIN
>>
>>253933
>the zombie corpses
Another thing we'll need to find out, if we haven't found it in the settings, does the smell of the dead zombies acts as a repellent of a sort and makes other zombies avoid the place? We could set up a few corpse by the entrance and rotate them when the smell becomes too much, that and look if cleaning products works the same way.
>>
I'm Greg. I once won second in a hotdog eating contest. I'm also a huge liar.
>>
>>253936
Okay, open the gate and tell them to keep quiet.
>Sheesh, people. How could you survive that long without figuring out.
>>
>>253938
We can leave that up to future experimentation if you want to, with Tommy's stats I don't see him being clever enough to try to use corpses or anything as a deterrent, at least not within the first month of this apocalypse.


>>253936
Tommy will let Gerald open the gate, but he's obviously on edge and quickly losing it, not knowing how many zombies might be rocketing towards the gate.
"You fuckin idiots are gonna get us ALL killed by making such a racket.." Tommy readies his bloody pool cue in case any of the dead try to run through the opening.
>>
>>253937
Aww shit, man calm down. It's just Greg trying to stir shit. Light up a smoke will ya, even though that shit isn't good for you
>>
>>253942
I think we'll need to experiment somewhere away from our camp so we don't bring in any zeds to our front door, but yeah gonna have to find the time later on
>>
>>253942
Grab some like a pipe.
>>
In what seems like a flash, before you can open the gate, they have descended upon your mini fort but not before the four people climb the fence in a last act of desperation. With the front gate swarmed by a small horde of about 20 zombies, the panic really begins to set in as the zed's are rocking the gate back and forth. Prepping for imminent death, it seems you have the favor of the Lord today as you hear an explosive bang go off maybe a mile down the street which attracts the zombies even more than an attempt at food....one of you observes this behavior and finds it incredibly strange but you're not one to question a miracle.

Now then onto the group: How do you handle the situation:
>Aggressively
>Deviously
>Diplomatically
>>
>>253940
You gonna need to flesh out a bit more.
Get some stats and some skills/drawbacks
>>
>>253946
>>Diplomatically
Well hello there, nice of you to introduce yourself to the neighbors but we could all do without the zombie gifts don't you think?
Sorry, being cranky doesn't help anyone so how about a fresh start? I'm Gerald Montgomery, and here are my friends....
>>
>>253945
Oh, I need stats?

Strength:3
Dexterity: 3
Resilience: 2
Intelligence: 4
Wits: 3
Charisma: 4

Weapon of choice: Sharp things.

Skills
Great at thinking things up on the spot
Knows how to tie most knots
Extremely Careful

Negative Traits
Can't shoot for shit

Anxiety: Scared of any Earthquake, small or large

Greg (Or so he calls himself) was a boyscout for about 2 years before he ran away from home. He isn't very strong, but he survived somehow. He has a lot of scars that didn't heal over well, though, suggesting he doesn't know much about medicine. Overall, he's mentally stable and can stay calm in MOST situations. He's also kind of... Well, let's just say his brand of humor is only somewhat inviting.

Age: 21
>>
>>253946
Yeah, we can handle this Diplomatically.
>>
>>253943
Tommy looks at Gerald for a moment with a shocked face. "Gerald...How do you know about Greg...I'm the only one that knows abou"
>>253945
Dammit Greg, shut up, I don't need this now. There isn't even a pipe around for me to grab, fuck you!

>>253946
Tommy can't help but wonder why they didn't climb the fence beforehand, but quickly he forgets the thought as chaos descends. The sound of dozens of zombies bashing on the gate rattles the young man to his core, and despite the fact that death is looming precariously over him, he decides to light a cig.
"Five left. Damn, was looking forward to smoking these, too.."
The explosion almost causes Tommy to drop his cig as it falls out of his mouth, but some deft hands stops the disaster from occurring and he fits it back in his lips and takes a drag.
"That wasn't far off, god dammit what is even happening anymore. Haven't had this much commotion in weeks!"
>Aggressively
Tommy immediately punches one of the fuckers in the face and takes a few steps back in case they try to fight back. "FUCK YOU ASSHOLES RUINING MY GOOD DAY, WE HAD SOME GOOD SHIT GOIN' HERE AND YOU JUST RUN IN AND FUCK IT ALL RIGHT TO HELL!!!"
>>253951
This is gonna be strange because Tommy has an imaginary apocalypse-friend named Greg.
>>
>>253948
>here are my friends
*THUMP*
hahaha

sorry, i know that wasnt the best decision but Tommy isnt too bright and in a really bad mood after that chain of events
>>
>>253951
Fuck none of us is good with a gun? That's gonna be fun.
>Extremely Careful
Sounds like you're setting yourself for being a scout/watchtower guard
>>
"WHY DIDN'T YOU OPEN THE GATE THE FIRST TIME AROUND?!! WE COULD HAVE DIED OUT THERE!!" yells what appears to be the second-in-command of this group. A tall, lean man of about 40 puts a hand on the yelling man's shoulder. "Relax Dave. We're inside now and they aren't pointing guns in our face. I would call that a step forward." He takes his hat off and greets you, he must have traveled a LONG way judging by how they have southern accents. "I'm James. This is Dave, Melissa and my little girl Mary-Ann. If that bang hadn't gone off....fuck, we would be joining the parade..." James takes out a small bottle of whiskey and drinks it all down. "It's times like these I wish I had my wife here, but we all gotta lose something, right?" The little girl is absolutely terrified from the way she is shaking and pale.

Out of nowhere Tommy walks up to Dave and nails him in the face, sending him to the ground but not before a fist-fight breaks out.

Gerald, do you:
>Sit and let it ride out
>Break it up immediately
>>
>>253958
Wait, so I can't break it up?
>>
>>253953
>Tommy has an imaginary apocalypse-friend named Greg.
Now this could bring great banter if he calls his imaginary friend "Greg" but keep calling the real Greg by other names.
>>
>>253960
>>
>>253959
Of course you can't, Greg, you aren't even real.
>>
>>253960
I don't see why he wouldn't just call his "friend" something else...
>>
>>253959
Shit dude, my bad! You are an actual character now so you also have the choice!
>>
>>253958
>>Break it up immediately
Stop making noises for fuck's sake people, there's a little girl here too.
Strange that Gerald's the one trying to calm the situation, when he was younger he'd been right in the thick of it duking it out, that's why he's got his eyesight fucked up by an retina tear after one too many fight ending his boxing career
>>
>>253967
Tommy thinks I'm his schizophrenic friend, maybe I could talk him out of it?
>>
James and Gerald immediately grab their respective aggressor "WHAT THE FUCK DAVE?!! NOT EVEN A MINUTE IN AND YOU PUNCH THE GUY THAT SAVED OUR ASS?!! YOU NEED TO KEEP CALM!!!" Mary-Ann is crying now but Melissa is doing her best to keep her calm. "Do you want to face those things out there again? asks James to Dave.

Dave looks Gerald in the eye "Sorry man......it's just been too much out there. Honestly, I feel like my brain is fried from all of this. We're all just really hungry and scared to death."

The group has to come to a decision:
>They can stay (this will initate the cool part of safe-house maintenance.)
>They must leave (will delay safe-house maintenance for a little while)
>Question them first (will delay all decisions for a day)
>>
>>253971
Who fuckin' cares, they can stay.
>>
>>253971
>>Question them first (will delay all decisions for a day)
When is this taking place? Still got some daylight?
We could search for some beddings if it's starting to get dark; not feeling like throwing a bunch of survivor out in the dark.
>>
>>253971
>Question them first
Tommy stops fighting as he starts to feel Geralds hand on his shoulder, pushing him back from Dave. With a few cuts on his face bleeding, he grits his teeth and starts talking in a low guttural tone, suppressing his rage only to stem the attraction of more zeds,
"No, man, fuck these slackjawed hicks, they're out here wandering in the darkness for no god damn reason, and they decide to run to our little shit hole for help. Fuck, man, do you even realize what they've done to us? The only reason we're all here havin' this little pow-wow is because that explosion went off, and I don't even know what caused that." Tommy turns his back and walks off, lighting another cig, taking the biggest drag of his life. His voice is much more calm now, if dry and scratchy.
"Now we got these hobo fucks living with us."

As Dave speaks Tommy's eyes widen as if he had an epiphany, suddenly he smiles wide and looks at Gerald, laughing sarcastically.
"Y'hear that Gerald? They're fuckin hungry, might as well feed em', huh? Feed the weak assholes who nearly got us all killed, and the kid too! Can't have enough dead weight around here!...Fuck this, you deal with em'." Tommy, feeling that he'll go berserk again walks off into the clubhouse to relax over the rest of his beans and his cig.
>>
I guess we're questioning them...
>>
>>253975
Seeing as this is awesome writing, we'll go with this.

James sees Tommy walk off angrily as Dave is dabbing his face with a wet cloth and Melissa calms Mary-Ann down.

"Hey, listen man, if you don't want us here, that's fine. We're just glad that explosion went off and you allowed us to stay here this long without pointing a gun in our face first. If you have anything to ask of us, we'll gladly answer."

With Tommy in the clubhouse Greg or Gerald will ask the first question but from here you can do it in any order from this list:

>How did you get here?
>How did you know there were people here?
>Can you handle weapons?
>Life story
>Skill sets
>Other
>>
>>253983
Skill sets.
>>
>>253983
(Someones gotta ask them why they were running around in the middle of the night, cause thats just a bad idea)
>>
>>253983
Also, what time is it? Guessing its pretty late into the night?
>>
>>253983
>How did you get here?
>Can you handle weapons?
>Skill sets
Not gonna throw you guys out in the dark, you're welcome here at least for the night, gonna need a sitdown in the morning.

I'll need someone to take the 1st watch with either me or Greg, for now you can come share a meal with us.
>>
>>253990
Yeah, it's nearing Day 2, probably 1:00 AM
>>
>>253992
In that case Tommy starts to doze off to sleep. Even with the threat of strangers in his home, he's way too tired to stay up at this point. He's been building and killing zeds all day, after all.
>>
>>253992
I don't need sleep, gotta be careful around these guys.
>>
>>253986
>>253991

"My little family and I have been travelin' now for about 3 weeks. We knew we couldn't stay in Louisville for long so we've been doing our best to avoid cities and major areas for a while now. After we got up here though, that became damned near impossible so we've been sticking to forest paths and trails but we ran out of food so we were kinda forced to head into town. Everything was going fine for a while until we made the mistake of turning a corner, RIGHT into a whole group of them, I mean like a swarm! We managed to outrun most of them for a few miles but they just kept chasing and more kept joining with them. That's where you found us here." he sighs deeply and takes another long drink as you ask the second question "Dave here is good with a gun as am I. Growing up in the South, you kinda just learn these things. He has better control with a rifle than I do. Melissa can handle herself pretty well with anything she can hold in her hands, just saying, wouldn't hand her a sledge." Obviously starving, Mary-Ann is digging into food as Melissa watches who has been quiet this whole time. "I...I want to thank you, for everything you've done for us. If you need someone who can put a patch on you, I know what to do." James smiles as she says that "She's been a life-saver from the beginning. The only thing I know how to do well is shoot em' in the face. Dave though, he was a mechanic. Loved cars and all that before this shit went down." All of a sudden Mary-Ann looks up and tells you directly to your face. "Your fence needs work. My grandpa told me the best way to build a fence is to use three long posts across and to stack two posts together every ten feet." James begins to laugh "My pa loved little Mary-Ann and would take her everywhere he went, from the hardware store to the park to anywhere he went and taught her everything she knew."

So it's apparent you now have a medic, a gunman, mechanic and an...adviser?
>>
Day 2

The sun beams into the windows at about 6:45 in the morning as you all begin to wake up. It's a chilly morning as it always is in New England so you immediately get dressed warmly to go out to the storehouse to grab some food. Looking through everything, with the added four people, you can deduce you now have maybe a week's worth of canned goods. So, the time has now come for the sit-down.

"Listen, we understand if you don't want us here. We talked last night and came to the decision we'll accept if you don't want us around. We'll head out west, see where we can go from here."

Tommy, Gerald and Greg all meet in the clubhouse for about an hour discussing all the pros and cons until they finally reach a decision....

>They can stay (begin safe-house maintenance "tutorial")
>They can leave (you three begin whatever you want)
>>
>>254000
We couldn't do much as we didn't have enough hands to cover ourselves and our home while out on scavenging runs, same as you I'd wager.

We've been trying to find what makes them tick in order to avoid having them sniffing around; Gonna need to test a lot of theories and write down what works and what doesn't at some point.

We're kind of stretched thin as it is, and how we've been introduced isn't helping, that said a good night's rest ought to do a lot of good to everyone, I'll need one of you guys to stay up with Greg here, until the 2nd shift relieve you. I won't bother and say that you can trust us but I'll be level with you, I want my friends and me to live and if you threathen the few meagers hold out we managed, we'll have to part way. I don't want anything bad to happen to any of you, but if I am forced to chose, you can certainly understand?
>>
>>254013
>>They can stay (begin safe-house maintenance "tutorial")
>>
>>254013
They can stay.
>>
>>254013
Tommy is sitting sideways on an old wooden chair with his back leaning against the wall, a cig held firmly in his mouth glows as he takes in a long pull, evidence to his frustration. He exhales and tries to speak, but no words comes out as if he's bewildered. After a few moments he finally speaks,
"I don't trust em', plain and simple. What's to say they don't kill us as soon as they're healthy and armed. If they were stupid enough to come bangin' on our door in the middle of the night, they're probably gonna' get one of us killed doing somethin' equally retarded. Now, on the other hand it would be nice to have some extra hands on deck, yes, but honestly they barely seem worthy of zombie-bait status." Tommy takes another drag and glances out a window to his left, a look of self-doubt crosses his face, betraying his words slightly.
"I want them to stay, but that also means sleeping with one eye open, it means feeding people I don't trust OR like. That's hard for me....I don't like it, but if you guys want them to stay....Maybe we could do a temporary thing. But if they can't pull their weight we have to set em' straight, I ain't bustin' my ass scavenging overtime for those-" Tommy stops himself from the unsavory language, knowing it'll only rile him up even more. He breathes in and out deeply and quietly.

"We still don't know what caused that explosion, that might be more important than this, surprisingly."
>>
>>254013
>They can stay
(above was just for fluff and suggesting we should probably go try and find out where that explosion happened)
>>
>>254025
I am with you, but you must also agree that we wheren't doing too hot on our own. We can always train them to handle themselve, and if they can't hack it, well that'll be a lesson for everyone.

That explosion is something we need to investigate and this is something that would require us to leave the camp without protection if it was us three.

Right now we're barely surviving, we need to know as much as we can if we want to live.
>>
Alright so, here's how this is gonna work. I am gonna write down the five resources you need and have with a daily consumption rate. The resources are:

Food: the most basic and needed resource, food and water is what keeps your people alive.

Medicine: the second most common and needed resource. For every sick or injured member of your group, you lose 1 medicine per day.

Ammunition: a stockpile of all the ammo you have which will deplete based on several factors those being; how many infestations are in the area, how many wandering hordes are out there AND it is also the unofficial currency for other supplies.

Construction Materials: This is arguably THE most important resource. You need this for building, upgrading and maintaining your home base.

Fuel: Used for keeping working vehicles running, generators, fire bombs, warmth etc.

Population: How many NPCs there are in your home-base that contribute to depletion of resources and further useful abilities. (pretty much free skills for resources)

Attitude: the overall mood of your home base will affect how your NPCs perform as a group or how much they deplete and certain moods will trigger a d100 event roll.

Storage Capacity: can be upgraded to accommodate more resources.

I will write down all stats in the next post. Soon more rolls will come. Just wanted to establish a base.
>>
>>254039
State of Decay awwright.
>>
This sounds like it's going to be fun.
>>
>Food: 10/25
>Medicine: 5/25
>Ammunition: 8/25
>Construction Materials: 15/25
>Fuel: 10/25
>Population: 4 Lvl 1: Mechanic, Medic, Gunman, Adviser (Defense)
>Attitude: Neutral
>Storage Capacity: 25

10:00 AM

The sun is glowing as if fall doesn't exist. The corpses from yesterday have begun to attract flies and are creating a foul odor but other than that, the only situation on everyone's mind is that explosion. How did it happen? Where did it happen? Who made it happen? Questions without answers attract people to the source like the flies on the corpses. It seems like a unanimous decision to head towards the explosion, but one of you has to stay behind to keep a watch out (thank god there are walkie-talkies). Mary-Ann is going to stay at the safe-house with whoever stays behind.

Lowest of 1d6 stays behind. (kinda like a pulling straws deal)
>>
Rolled 6 (1d6)

>>254058
>>
Rolled 1 (1d6)

>>254058
>>
Rolled 3 (1d6)

>>254058
Escalators, escalators, escalators!
>>
>>254062
Man, of course I'M the one that has to stay with the fuckin walking zombie-bait.
>>
>>254064
>>
>>254069
Oh shut up, Scitzo.
>>
We'll need to find a map of the city, so we can cross out places we cleared.
>>
>>254074
YOU CAN'T CALL ME CRAZY, YOU'RE NOT REAL
>>
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>>254080
Oh boy, here we go again. Erm guys, how about we get going while Tommy calm down, Don't worry it wont take long if you don't do anything to agravate him, like staring at him...
>>
>>254086
Agreed.
>>
Rolled 85 (1d100)

rolling to make a really badass house of cards while those two are jerkin off outside
>>
Greg, Gerald, James, Dave and Melissa pack up a day's worth of food and water and head out towards the explosion and maybe find more supplies. Wandering down Rt.9 West you see that, surprisingly, most shops are relatively unscathed. Most of the looting happened in the city where it's most dangerous but abundant.
A couple miles down the road, you can see the obvious source of the explosion. A charred house with still smoldering embers is before you. Piles of rubble and, worse, body parts are scattered all around you with little to offer in the evidence or supply department. Scanning the area, you notice how quiet it is...it's an eerie feeling but strangely calming. To your left is a gas station, straight ahead is the burned house and to your right is a street that appears to lead to a neighborhood.
>Go to the gas station
>Examine/Investigate house
>Go towards neighborhood

>>254086
dat file name

If anyone has any sweet map making tools or websites (besides Hexographer) that they know of, let me know! I would love to throw up a map but I wouldn't know how to make one.
>>
>>254100
>>Go to the gas station
Food, fuel, maybe some meds and a car, also try to climb to the roof for a view from a higher position.
>>
>>254102
Agreed.
>>
Rolled 37 (1d100)

This is for Tommy. (don't want him to be bored)
>>
>>254108
dont worry about me man, just sittin in here admiring my amazing house of cards
>>
As Tommy is sitting there building his awesome house of cards, Mary-Ann sits down next to you and begins to stare at you. The stares were ignored for a little while, but now you are growing increasingly tense and uncomfortable. For five minutes it's just her looking at you until finally she says "So that fence, it's no good. Are you gonna fix it?"
>>
>>254111
Great series, by the way.
>>
>>254102
>>254104
The group makes a consensus to check the gas station. There could be some small foods and water in there as well as the obvious fuel.

Gerald and Greg roll 1d20+your wits
>>
Rolled 9 + 3 (1d20 + 3)

>>254132
>>
>>254122
what is?
>>
>>254139
House of Cards.
>>
Rolled 6 + 3 (1d20 + 3)

>>254132
late
>>
>>254148
Down his luck strikes again
>>
>>254121
"What, you want me to do it by myself? With these little hammers?" Tommy waves around the little hammers that the group found.

A few moments pass and eventually Tommy caves in, "Alright, if you think it can be done with what we have, then lead the way little girl."
>>
Rolled 67 (1d100)

>>254148
>>254137

Looking through the gas station you find what you'd expect to find that isn't rotten: Ho-hos, Reese's, soda and bottled water. It looks as if all the canned foods are gone except a couple cans of corn.

All of a sudden you hear clang in the back room...
>>
>>254142
That show doesn't look like it has anything to do with a house of cards, GET OUT OF MY HEAD GREG
>>
>>254165
Damn...I thought the stares would get to you for sure....

She leads you out to the fence and shows you what you thought were safe zones, but she proceeds to peel the chain-link fence back like it was a piece of paper. "Here." she points out "and here." as she does it again on another part. "You need to lower the posts down so the fence is IN the ground. Not above it." She grabs your hand and leads to the front gate. "You see how Dave almost bashed that down? Imagine what a few people could do. It's no good! You need to build it higher and bigger!" staring at you the whole time as she talks with little to no breath.
>>
>>254187
>You need to build it higher and bigger!
Inbe4 we'll build a wall and make the zombies pay for it
>>
>>254204
Roll a d20+Intelligence
>>
>>254175
Cautiously, you open the door, it's just one zombie on the ground. It looks like it's legs are cut off and was left here on purpose, but other than that, you can pretty much ignore it.

Taking what you can that isn't useless sugar you gain 2 food to your resources.

Do you:
>Investigate burning house
>Go down Maple St.
>>
>>254235
>>Investigate burning house
Maybe send the gunman on the roof so he can cover us?
Do you mean the int roll for Tommy or just about anyone?
>>
>>254242
Why would we go INTO a burning building? WHY!?
>>
>>254242
yeah, I like how he totally hears a voice ALSO called Greg. I think the picture you posted sums up Tommy's mood MOST of the time.
>>
Rolled 13 (1d20)

>>254187
Tommy is okay with little girls.

The revelation of multiple weaknesses in the fence brings rays of worry to the mans face, he looks back at the girl, "Just so you know, I didn't build this." Tommy thinks for a few minutes, "The problem is we don't have much in the way of tools or timber, last time we dug we had to use makeshift crap that broke in a couple hours.." He looks around the complex, wondering how safe it would be if he were to start working while everyone was gone. "Ah, fuck it, I'll give it a shot I guess, what's the worse that can happen?" And with he decides to start digging some deep holes for a couple of the posts, he uses a makeshift shovel made from some scrap sheet metal that was found earlier, some rope, and his pool cue, it doesn't work too well but with time it might do the job.

Rollin for fixing up some of the fences weak points.
>>
>>254261
Mary-Ann follows you around the whole time pointing out where it's weakest. For a little girl, she is surprisingly intuitive with this! With her guidance, you manage to fix up most of the weak points but other parts will require more manpower and better tools but for now, you can feel slightly at ease.
Mary-Ann levels up and is now a lvl. 2 adviser (defense)

I gotta call it now, getting ready for work and headed out. Will be here tomorrow!
Thanks guys for keeping this going!
>>
>>254282
Thanks for running, see you later.
>>
>>254282
Cya GM!

>tfw a little girl has more intelligence than you
>>
>>253846
No Luck stat?

Also you need Precision if you wanna wield guns
>>
>>254811
Wouldn't precision fall under dex?
>>
>>254842
No
Dexterity involves how fast and how flexible you are, also your reflexes

Precision is how accurate you can shoot so you wont miss Ex. steady hands
>>
>>254854
"the ability to use your hands skillfully" is the literal definition, which means steady hands would fall under that among the other things you mentioned.

I mean we might as well add Sexuality while we're at it because just because someone is charismatic doesn't mean they're good at sex.
>>
rollin 4 souf
>>
>>254854
Being good at shooting a gun is more of a skill than a stat.

>>252792
Assuming I'm not too late to join...
>>253845
>>253846
'Corporal'

Strength: 4
Dexterity: 3
Resilience: 4
Intelligence: 3
Wits: 3
Charisma: 1
Preferred Weapons: Rifles, blades

Skills:
Marine Training: Before the world went to shit, he had been a Marine. This leaves him more capable with rifle than most others, stronger, and with more stamina.
Bladesmith: Before he was a Marine, he had begun to learn all about making blades of almost any kind. Knives, swords-- you name it, and with the right equipment, he can make it.
Level-Headed: As a result of his experiences as a Marine, he can keep his wits about him in any given scenario.

Secretive: He keeps the majority of his past before 'the event' a well-hidden secret. He also makes an attempt to not show his face, keeping it covered with a hockey mask most times.

'Corporal' began his life prior to the zombies as a fresh-faced 18 year old with seemingly no future ahead of him. He was poor, though decently educated and intelligent, but with garbage grades in school. Eventually, he -- and a few of his friends (that he now presumes are dead) -- all decided, "Well, fuck it" and decided to go be Marines. A four year stint in the service left him with ample skills and the ability to get along well enough in the world he found himself in.
>>
>>255073
>He makes his entrance
>Jumping through a wall from the burning building
Because Corperal is that kinda guy
>>
>>256547
Aw fuck, I misspelled Corperal
>>
>>256556
Damn
>>
>>255073
So that makes 4 of us now, eh?
>>
I am here now! Will wait for others.
>>
>>257087
Here
>>
Just bump if you are here.
>>
>>257109
Tommy reporting for duty, just need the other two now!
>>
Greg.
>>
>>257109
So, new players, what's the running policy?
>>
>>257132
Create a character and join in. That's it. You can check Tommy's stat sheet to see how it's done.
>>
Nice, everyone here!

Greg, Gerald and friends (James, Dave and Melissa) have been investigating the burned out house where the explosion occurred. The only obvious piece of evidence is that among the ruins, there are body parts. Once living or undead is impossible to discern but SOMETHING must have made this go off. Greg or Gerald 1d20 plus intelligence.

>>257132
We have combat roles filled out nicely. We're missing some support roles and non-combative characters.
>>
Rolled 18 + 3 (1d20 + 3)

>>257136
>>257136
>>
>>257136
Well, this is where the explosion went off. Let's go home.
>>
>>257136
Prudence Kozichovich, "Doctor K"
Strength 1
Dexterity 4
Resilience 3
Intelligence 5
Wits 4
Charisma 2
Weapon: Traps/Environmental
Skills:
+Chemist: A practical knowledge of applied chemistry, from the mundanely useful to the dangerously reactive.
+Immune: Rarely sick, and if those mostly healed bite marks are anything to judge by, not a future zombie.
-Once Bitten, Twice Shy: Avoids direct confrontation, will attempt to not enter any structure with only one exit.

> Work out ok?
>>
>>257149
Seems good. I mean the immune to Zombification won't slide, but the ability itself seems pretty good.
>>
>>257132
http://pastebin.com/m2rDBzAm

Here's a rundown on how character creation works, it's pretty simple. Looks like you could still add a skill if you wanted. Immunity is probably too much though.


>>257136
Question to OP, in the pastebin of the combat system we're using it talks about 'action chains', will we be using that part?
http://pastebin.com/KypPFgFr
>>
>>257154
It's possible if it comes down to it!

Sorry guys playing Hearts of Iron IV (sick game, I am Communist Sweden)

>>257149
Immunity is a little OP

>>257141
What you find is that someone tampered with the gas inside of the house. It may have been a month since all shit hit the fan, but whoever managed to do this is quite intelligent.
You also find in the basement where the explosion originated and find shards of a c4 casing lying around, it seems they didn't want to lose precaution, the why is going to be a mystery for a long time coming.

The last choice you have is head down Maple St.
Greg or Gerald, roll a 1d100

Tommy if you are here, roll a 1d20 plus wits.
>>
Rolled 11 + 2 (1d20 + 2)

>>257169
Dear god why did they leave ME here with just a little girl for backup.
>>
Rolled 30 (1d100)

>>257169
>>
Rolled 80 (1d100)

>>257169
>>
>>257169
Skills:
+Chemist: A practical knowledge of applied chemistry, from the mundanely useful to the dangerously reactive.
+Robust Immune System: Rarely sick, and no allergies to speak of.
+Pack Rat: Save the bits and trimmings, they'll be useful later.
-Once Bitten, Twice Shy: Avoids direct confrontation, will attempt to not enter any structure with only one exit.
>>
>>257171
1:00 PM

As you're finishing lunch up, a familiar yet incredibly strange sound is on the horizon. Listening closer by the window, you can hear the unmistakable sound of an engine running and not just running but getting closer. You can't tell what kind of vehicle it is or if it's friendly but all you know is that it is headed your direction.

>Hide
>Investigate further
>Prepare for a fight

>>257174
>>257175
Heading down Maple St. you notice immediately that the neighborhood is a lot larger than you first thought, having to go house to house will take a lot longer as a group but splitting up also poses its dangers. Greg however quickly points out that a lot of these houses don't even look broken into which is incredibly beneficial. As Gerald is walking behind the group, he accidentally takes a misstep in a ditch and rolls his ankle. Gerald you are losing -1 Dexterity for the rest of this event until you can get it safely healed or wait it out.

Do you choose to:
>Split up into two groups
>Stick together
>Head back to base and call it a night

>>257187
I will bring you into the group in just a bit.
>>
>>257192
Stick together. Zeds will be deadly if we're on our own.
>>
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>>257192
>Gerald you are losing -1 Dexterity for the rest of this event until you can get it safely healed or wait it out.
Well shit
>Stick together
>>
>>257201
Oh shit, how'd you do that?! I tried for a good thirty minutes yesterday but couldn't find a way to save a specific part of a picture.
>>
>>257210
I don't know about him but I'd just take a screenshot.
>>
>>257210
>>257213
What Greg said, though the shit make my browser lag and crash like crazy for some raison
>>
So the group decides that after Gerald's minor but still inconvenient injury, they would have to stick together. You proceed to walk up to the first house and turn the knob. Locked (of course) and inside you can hear shuffling and groans. As a group you can:
>Bash down the door
>Break a window
>Leave the house, look for easier prey
>Find another entrance.
>>
>>257192
"Oh shit, oh shit..." Tommy whispers, hearing the slightly familiar sound of an engine. Knowing that this can only be trouble, he quickly moves to find Mary-Ann, "Mary, there's a truck coming I think, you need to hide while I figure out what's going on. Whatever you do, don't come out until you hear from me, okay?" Using one of the weak points in the fence he sneaks his way out of the gated area, moving as stealthily as he can through some bushes, reaching a dense patch foliage overlooking the complex as well as the area the noise is coming from. His heartbeat raises under the prospects of bandits, however he fights the urge to light a smoke, knowing it would quickly blow his cover.

With his only defense being a pool cue, he knows combat won't be favorable.

>Investigate further (stealthily)
>>
>>257221
>Find Another Entrance
Does picking the lock count?
>>
Uhhh, just in case you guys raid some houses, be on the lookout for cigarettes or anything like that, they'll help out Tommy a lot and probably everyone else too. They also seem like the type of thing people would leave behind if they were in an emergency
>>
>>257222
Within a few short minutes, the engine is unmistakably a larger model and can only mean that it's either a truck or a humvee. Peeking through the bushes, doing your best not to blow your cover, you begin to look closer at the road and right over the hill to see a humvee but on it is clearly the makings of raider marks: barbed wire, spikes, men sitting in the open back as it passes by.
Tommy make another Wits roll.

>>257225
If you had a rogue among your group. By "rogue" I mean someone with the capabilities to do so. If anyone has played Wasteland 2 or Divinity: Original Sin, I liked the idea of not being able to access something without the proper skills.
>>
>>257221
>Find another entrance.
We could try to lure the shits by the front door while we sneak in from the back, just toss a rock or something that can make noises, though we might get more than the zombies from this house
>>257226
You got it
>>
>>257229
I was in boy scouts. Does that count?
>>
Rolled 18 + 2 (1d20 + 2)

>>257229
Ohhhhh shit...I don't even have a gun.
>>
>>257233
I like how Tommy seems to always roll well for wits/intel despite having no points in them.
>>
>>257236
>>257236
reminds me of that story where an orc rolled to sneak, only to critfail, then rolled to intimidate everyone around him by yelling "you don't see me" and got a nat 20 or close to that
>>
>>257232
Errr...I don't think they teach lock-picking in boy scouts lol. Knot tying I know for sure!

>>257233
Carefully watching, you see them stop pretty much in front of your home-base. (of course you think) They see the clear patch job of the fence and begin to immediately investigate. Scanning the perimeter, they are trying to look for openings and all of them seem to be speaking Spanish as well (due to the incredibly large population of Latin Kings members in the area. If you guys haven't figured it out yet, I live in Worcester lol) Using your sharp thinking skills on the fly, you pick up a rock from the ground as they approach the door and toss it as hard as you can across the street and it manages to shatter a window across the street. As if made up by dumb video game characters, they all go to investigate the sound giving you time to either:
>Grab Mary-Ann and enough supplies to run like hell
>Engage in stealth combat with two of the guards at the Humvee.

Greg and Gerald, roll a Wits roll (I combine Perception and quick thinking into Wits) Sorry Dr. K that I haven't added you in! Looking for perfect opportunity. I promise you'll be in real soon!
>>
>>257240
Fine. Is there a chimney? Maybe we could Santa Claus our way in there.
>>
Rolled 18 + 3 (1d20 + 3)

>>257240
>>
Rolled 11 + 3 (1d20 + 3)

>>257240
As if I could beat a 18
>>
>>257240
Well what kind of weapons do they have? Do they look buff?


Guys should I take em? I don't want them to take our shit.
>>
>>257240
[Waiting Intensifies]
>>
>>257251
Yes.
>>
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>>257251
Remember noises bring them in the zeds, try to make some noise so the zombies will try to get the gangers 1st
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>>257255
Shut up Greg I can't trust you, you're not even real!
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Both of you surround the house looking for openings and praise the lord you find one! The storm cellar doors are rusted but unlocked and with a little effort, the two of you pry it open, however it does make some noise so caution is advised.

Entering the musty basement, you are forced to turn on a flashlight or risk making more noise and not seeing anything! In the basement, you find things you'd normally find in storage areas of the house: broken frames, tools both power and non-powered. Bikes both child and adult sized, chemicals, lighter fuel and other junk. Upstairs is the unmistakable shuffling of dead feet scraping against the floor. You can choose to:
>continue upstairs
>grab anything useful from the basement and head out
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>>257262
Look around the basement and go upstairs.
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By the way guys (thanks for the map) look to the street on the right side of the lake. You are based right off of Gleason Ave.
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>>257262
There's a door we could funnel them in? If there's a stairway of a sort I could bash their knees as they go down so the rest could shatter their skulls as they are on the ground. Slow and steady
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Shit my bad, the way I described it, you're nearer School St.
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>>257267
>>257240
Sooo, I got pretty good wits roll, so can I tell what kind of weapons they're carrying, if any, and how strong they look physically?
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>>257268
The two men guarding the truck have rifles slung across their backs but are currently carrying large machetes. One of the guards is a smaller man but what it seems he lacks in height, he makes up for in muscle mass. The other guy is a taller man with a well-built physique. (probably prison escapees) If you choose combat, I will describe surroundings.
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>>257266
There is a door! Whether or not it's locked is a different story.
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>>257281
I say we just look around for something in the basement that could be used as a weapon and beat them to death. It's only two, right?
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>>257272
Aww right how fast could some of our newly found survivors could make it back if Tommy sent a call for help, If anything defending our camp shit as it may be should be somewhere up in the list. Greg, the Gunman and either the medic or the mechanic could turn the tide to our advantage is they can blindside the gangers
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>>257284
It'd probably take at least 1 1/2 to 2 hours to get back.
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How would I even make noise to attract some zeds, I don't think I have anything like that on me, I got rocks and a pool cue...

Honestly I don't know why everyone left the camp, you'd think the NPC's would have stayed behind at least.
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>>257286
okay well, we'll need either a watchtower built or have a lookout from a higher vantage point and set up a rotation so we always have someone there.

This is gonna be fun to set up in game and in character
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>>257292
>>257289
For now, want to just try combat?
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>>257294
Might as well, I guess this could be a good point to introduce the newest chars as they help Tommy while we either decide to haul ass or clear out the basement/house
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>>257289

Combat begins: Tommy!


In front of you is the corner of the street facing and west fence. Where you are sitting is right behind the western side in some bushes. Opposite you is the humvee and one man on each side pacing back and forth. To you right is the safe-house with Mary-Ann still inside. You have minimal cover save for the bushes and one side of the humvee.

roll a 3d10 and IN order write out your plan of attack.
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>>257294
This isn't a winnable scenario, that's the problem
Realistically even if Tommy somehow subdues the first guy (which won't be easy even with a sneak attack because he's using a pool cue and not a combat knife), he'll still have to deal with the 2nd guy and the others who will come running back guns blazing, not to mention Tommy has no experience with guns.

His only hope is attracting some zeds and using the chaos to force them to use their guns, causing more zeds to attack.

Best case scenario here I turn our base into a zed infested nightmare, or run away and lose all our shit.


I don't really have a choice besides dying semi-gloriously or running away, (unless someone has a good idea on how to attract some zeds)

Sending in the new guy is the only way I see combat working out here, but he isn't really combat oriented so that's questionable.
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>>257298
Aaaaaah fuck it, All of a sudden across the street you see an immense explosion go off and you see a man running out screaming, set afire. The two other men guarding the humvee bolt in opposite directions as you hear blood-curdling screams from inside the home.

Gaping in horror and amazement, you also catch a figure sprint away from the scene down the street, a strange occurrence because you can clearly make out that it is a woman and that she is carrying all sorts of bottles and is wearing a hazmat suit as well.

Do you:
>Use the distraction to chase her down
>Stay put, don't need any further potential danger
>Grab Mary-Ann and radio the group and run from scene.
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>>257297
Is the car still running? Simplest way to clear out the street would be to steal the truck and raise some hell with the horn, the stone throwing kind of worked so it seems they're the kind of goof that will check the distraction.

A pool cue through the throat ought to leave someone in a bad spot too.

That, or try to diplomance the fuck out of these guys....
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>>257300
I decided to bring Dr K in a way. She has been waiting too long (I say she because your character is female)
>>
Rolled 10, 7, 6 = 23 (3d10)

>>257297
Alright, I guess...I always wanted to die horribly.

Tommy picks up a small branch and breaks off the ends, then sneaks his way towards the humvee while the bandit on his side of the humvee has his back turned, Tommy breaks into a sprint after him, wrapping his forearm around his head and attempting to puncture an artery in his neck with the small branch.

(so im guessing first roll for the sneaking, second roll for the forearm around the head, third for the stab?)

>>257299
nah man, no easy mode, you put me here and now i either die horribly or die gloriously
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>>257299
>>257301
>Non-combat character racks up the highest killcount in one move.
>With Science!
Which street am I running down?
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>>257302
Carefully making your way to the first man directly in front of you, you wait until his back is turned and then in a full sprint gets behind him successfully. Immediately however, when he goes to grab his head, the thug immediately puts up heavy resistance and so when you make the puncture into his neck it becomes a very messy situation. As the man is choking on his own blood he begins gurgling rather loudly which does attract cautious attention from the other guard. He is however taking his sweet time...

Dr. K you will come in RIGHT after this combat. I swears.
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>>257302
Well the action chain would require multiple dices as one set of d10 would be for the sneaking, with a dc for that action that would need 2 dices to beat. Then another roll for the grappling with another dc to beat, but your 10 would give a bonus to that roll and finaly a 3rd roll for the stab.
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>>257311
So how does that work, technically, would I just roll in two extra posts for the other actions in the first post?
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>>257311
AH! Okay! Now I get it! We'll just finish this up like this for now. Really want to get our new friend in here ASAP!
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>>257315
Well the QM would ask for 3 set of dices and the players would roll and he'd take the results.

It'd be something like this
>Sneak: dc 5 due to them being distracted by the explosion
Your dice roll is roughly a critical with the 10 making the next action easier by lowering the DC.
>Grapple: DC 7 due to the guy being fit, but the 10 would drop it down to 5/6
>Kill: DC varies for clean silent kill to very messy and noisy kill that will warn the others, if the grapple ended with a crit we'd get another bonus to lower the DC
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Rolled 3, 7, 2, 4, 6, 1, 6, 10, 8 = 47 (9d10)

>>257310
(alright, well I thought that explosion was just divine intervention, but if it's a character entering the fray then i'm more than okay with it)

Ignoring the giant explosion and screaming bandits running around on fire, Tom will get low to the ground and sneak around the front of the humvee, then tackling the other bandit and attempting to use his own machete against him by grabbing his hands and taking control, attempting to drive it into his chest.

(so i'm guessing i'm rolling 9 dice here, a set for each action?)
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>>257324
It's more like, you'd roll one set first, I describe it, roll another set.
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>>257316
Told you, it's a bitch to get into the groove of the system but once it clicks it becomes a very fun ride that allows thinking outside the box and reward high risk actions by being flashy as fuck.

Rolling over 25 in a set would place the MC into a "Grit mode" where he'd get even more bonus for going Rules of Nature on whatever was in front of him
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>>257329
I see, that's cool. Detailed.

still not sure how we're going to fit strength/dex/res and weapon bonus' into this
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http://suptg.thisisnotatrueending.com/archive.html?tags=Deniable%20Assets%20Quest
If you want to watch the system working in the quest
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>>257334
I think stats for this game is kinda pushed into the non-combat roles but bonuses still count.

Alright so in keeping with continuity and trying to keep Dr K in so she won't leave us (cool character) the other guy begins to approach you as (see above bringing in Dr. K) he bolts in the opposite direction without checking in on his friend.

Dr. K are you still with us?
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>>257334
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>>257340
Yep.
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Fuck yeah!

Alright so, I just want to progress the story.

Tommy is staring awe-struck at the scene when he sees a strange sight. A clearly unscathed person is running from the scene wearing a hazmat suit and carrying around a backpack and a briefcase. She is running down towards E. Main St headed west.

(sorry about all the confusion and shit, this my first OP)
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>>257357
Tommy yells "HEY THANKS FOR KILLING THOSE GUYS, I'M GONNA STEAL THIS CAR NOW."
And then he tries to steal the car.
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>>257367
Oh fuck, sorry guys! I actually gotta head out now!
My bad everyone, I got the call from work. I will be here tomorrow same time!

Will start with Dr. K perspective, then scavenge group, then Tommy.
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>>257375
>if that clusterfuck hadn't occurred Doc K would have been able to play
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>>257375
>>257380
Well sheeit. Oh well, I like the mad bomber intro. Also, working the kinks out of the system has to happen sometime, right?
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I'm here now. Be gentle though, I am hungover as well.
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>>260352
Welcome back
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>>260352
[Loud Noises]
[Bright Flashing Lights]
But, because gentle, no scents.
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Well, because you are here Dr. K we'll start with you now.

As you are running from the scene, you turn behind you very quickly to glance at what is going on due to the noise of the engine but can clearly make out that it is not one of the raiders, but someone else entirely. Friendly or not is difficult to discern. Fearing for your life however is what has been driving you since this shit started...however, you feel that taking a risk this one time may yield benefits. You have two choices mulling in your head.

>Go back and investigate the stranger
>Keep running, it's too dangerous to see if they are friendly or not
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>>260352
Hungover OP best OP.
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Hi.
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>>260388
>Hide, then sneak back.
No point in going into a situation without all the info, right?
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>>260412
You're about a quarter mile down the road when you hide behind a building to catch a breath. Doing your best to keep quiet, you decide to wait a couple of hours before heading back. You notice the building you're hiding behind was a pizza store. There may still be something inside that isn't spoiled and you notice that down the street is another restaurant. Taking this opportunity you have the option to explore one but not both.

>Pizza place
>Fine dining restaurant
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>>260427
>Fine Dining.
Higher quality supplies, and probably spices not pre-mixed into whatever that crap these pizza chains cover their "bread" in. But first things first
>Check the points of entry/exit, gotta have 2+ routes out before going in.
>>
Couldn't be arsed to work on the ghetto map
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Rolled 42 (1d100)

Let's see where fine dining gets you...

Dr. K roll a 1d20 plus your Wits.
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Rolled 8 + 4 (1d20 + 4)

>>260446
>>
Uh so how does this thread work?
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>>260450
You create a character, and then the OP gives you options that you can choose. The stats of your character affect the game. In certain situations you'll need to roll a dice + a certain stat.
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>>260450
You make a character, the QM will try to introduce him/her in a manner that'll let you and the group introduce each other as survivor of a zombie apocalypse, either on a scavenging run or by being rescued/rescuing by the PC enclave.
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>>260454
>>260457
Okay, so we start with 1 base point for every stat and 13 inactive points to allocate? And what does wit do exactly?
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>>260460
Wits works like both Perception and Quick-Thinking.
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>>260448
Making your way towards the fine dining establishment, you quickly point out both exits from the front and rear of the building. The front entrance has a set of stairs going up towards and a patio deck and the back entrance brings you out to the back-lot and woods. Carefully you open the door which is thankfully unlocked. Doing a quick scan of the area you can see that a lot of people were in here when "Event 1" began. Over-turned tables and broken glass litter the ground as well as empty cans, plates and bowls. Doing your best to avoid any noise has become an impossible task but you do manage to make your way towards the kitchen. Looking around the kitchen you can see the long prepping table, scattered pots and pans and a few rotting corpses. From the looks of it, these bodies won't come back as they are eaten right through. Heading towards the storage room, you find what you are looking for: spices, air-compressed vegetables STILL not rotten and some canned tomatoes, pickled eggs and condiments still sealed. Grabbing everything you can, you pack up your satchel. As you are walking out, your bag accidentally hits a pot on the table which knocks it over causing a whole LOT of noise....standing perfectly still, you now hear the unmistakable groans and shuffling of dead bodies come to life.

Do another Wits roll. This will determine your combat preparedness.

>>260460
Also, write down 4 skills but one of them has to be negative so three good skills and one negative one.
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