"Alright i think i got it lets do this."
Fifty to Cincy — IC
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Encounter End
Tane's redoubled efforts prove successful as he is able to hoist himself up the cinder block wall, joining the other men atop it. Below, the trio of dead slowly converge. With grasping hands, they reach up toward your ankles, but their uncoordinated clawing and jerky movements allow them no perch on the cinder blocks, leaving them nearly a foot out of reach.
You take stock of the surroundings. On the other side of the wall from the alley is the park you had seen before, the green space spanning along the backside of a few buildings before the suburban spread continues past that. Down the alley, no new horrors emerge for the time being.
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Tane's redoubled efforts prove successful as he is able to hoist himself up the cinder block wall, joining the other men atop it. Below, the trio of dead slowly converge. With grasping hands, they reach up toward your ankles, but their uncoordinated clawing and jerky movements allow them no perch on the cinder blocks, leaving them nearly a foot out of reach.
You take stock of the surroundings. On the other side of the wall from the alley is the park you had seen before, the green space spanning along the backside of a few buildings before the suburban spread continues past that. Down the alley, no new horrors emerge for the time being.
Mechanics
Tane succeeds DC 6 check to climb the wall, effectively ending turn order.
Unless performing some additional trick or maneuver, you will not be required to roll anything to continue along the wall.
Unless performing some additional trick or maneuver, you will not be required to roll anything to continue along the wall.
Tane - "They're Here" Edge
As part of your "They're Here" Edge, your gut tells you that these three horrors are not the only ones in the area — simply those in the immediate vicinity of the alley.
You also have a sinking worry that additional noise might draw the attention of whatever else may be beyond these alleys.
You also have a sinking worry that additional noise might draw the attention of whatever else may be beyond these alleys.
Area Map
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"Shit, now what?" Lane says, watching the three corpses desperately trying to reach them, clawing upward and gnashing their teeth. He looks behind, seeing the larger drop into the park below. That landing's gonna hurt. And the park might have zombies too, for all we know. "Drop down to the park? Or keep going along the wall for now?"
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The four of you move along the alley wall taking slow but sure steps to avoid any potential falls. Below, the dead follow along, albeit at just as plodding a pace. The next building on your left, across the alley, appears to have a metal garage door that is closed. The third and final building on that far side appears to be small apartment complex, with a fire escape leading up from ground level to a third-story rooftop garden.
On the side you walk, the wall comes to an end at a building — this one another apartment complex. The second story units have small balconies that jut out into the alley, two of which are easily accessible from your location.
You also get a better view of the cross-street at the end of the alley. A couple storefronts line the street, lights dark and interiors seemingly vacant. There is another wreck here: a delivery truck overturned and two commuter cars in considerably poor shape. Scattered glass and debris surround them. A few more of the undead dot the road, some ambling aimlessly amidst the sprawl of twisted chassis, while another pair stand unmoving — nearly statuesque.
On the side you walk, the wall comes to an end at a building — this one another apartment complex. The second story units have small balconies that jut out into the alley, two of which are easily accessible from your location.
You also get a better view of the cross-street at the end of the alley. A couple storefronts line the street, lights dark and interiors seemingly vacant. There is another wreck here: a delivery truck overturned and two commuter cars in considerably poor shape. Scattered glass and debris surround them. A few more of the undead dot the road, some ambling aimlessly amidst the sprawl of twisted chassis, while another pair stand unmoving — nearly statuesque.
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"Ok, here's a plan," Nate says clambering from the wall over to the balcony overhanging the alleyway. "The metal door down there should make a ton of noise if we throw a few things at it from up here. That should draw a bunch of them off the street and into the alleyway, we can then exit onto the street and head to the next block and the golf store," he explains, trying the balcony doors and windows to see if either have been left unlocked by the previous occupant.
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The first balcony is bare, the windows shuttered and the door locked. However, as Nate sidles over to the neighboring unit's balcony, he finds an unlocked door. Peeking through a crack in the curtains, the Seattleite finds what appears to be a small one-bedroom apartment furnished modestly and kept rather tidy. Out on the balcony itself is a small metal table with a pack of cigarettes and a pair of folding chairs.
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At Nate's lead, Lane follows behind, stepping onto the apartment balconies. He grips his fire axe firmly, almost expecting to be ambushed at any moment. "Maybe there'll be empty beer bottles or something in one of these places. That'd make a good distraction too, right?" Lane says in a low tone, unsure of what might be lurking. Hope no one's home. Maybe we should've knocked.
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Nate opens the balcony door and you step inside into a small living room with an attached kitchenette. This main space of the apartment is modestly furnished and kept quite tidy, the only thing too askew is a small stack of library books on the coffee table. A few pieces of framed media adorn the walls — some recognizable as various album artwork and the spare movie poster. On the far side of the room are three doors. Two hang open revealing what looks to be a dark bathroom and the other, you assume, must be a bedroom. The third is the front door. Based on the positioning, you suspect it opens to an indoor hallway or stairwell that serves the other apartment units as well.
Mechanics
Nate gains a pack of cigarettes.
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Nate draws near the door to the bathroom, brushing it open with a quiet shove. One hinge whines a moment before the door comes to a rest against the backstop. The bathroom is dark yet vacant. No dead behind the shower curtain or in the tub.
The bedroom turns out the same. Lane finds a simple queen bed surrounded by an armoire and closet; pulled askew, with many empty hangers on the rack. There are no beer bottles around here, though a particularly fragile-looking glass vase sits atop a nightstand.
The bedroom turns out the same. Lane finds a simple queen bed surrounded by an armoire and closet; pulled askew, with many empty hangers on the rack. There are no beer bottles around here, though a particularly fragile-looking glass vase sits atop a nightstand.
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"Bedroom too. Looks like whoever lived here left in a hurry," Lane says, swatting at the bare hangers in expected frustration. Still, he feels relief at finding the apartment barren. Better this than the alternative. Keeping the vase in mind, he files through the drawers for anything else left behind that might prove useful.
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Lane
You rummage through the dimly lit room, the only light coming from the grey skies through the blinds.
In one of the armoire's drawers, you find a pair of battery-operated handheld walkie talkies, rated up to a couple hundred meters.
1 ENC each.
In one of the armoire's drawers, you find a pair of battery-operated handheld walkie talkies, rated up to a couple hundred meters.
1 ENC each.
Nate
In the bathroom you find various cosmetics of little use but spot a bottle of painkillers, a couple doses still left in it from last year.
In the kitchen, you find the fridge and freezer a complete wash — the power is out, and the food inside has long spoiled. You shut the door quickly before the smell has time to linger.
The cabinets are not much better, with only some of the basics stocked but you do find a jar of honey and a large tub of protein powder.
Opioid, Refined | *
Preserved Food x2 | 2
In the kitchen, you find the fridge and freezer a complete wash — the power is out, and the food inside has long spoiled. You shut the door quickly before the smell has time to linger.
The cabinets are not much better, with only some of the basics stocked but you do find a jar of honey and a large tub of protein powder.
Opioid, Refined | *
Preserved Food x2 | 2
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Nate stops to shove the food and painkillers in his backpack.
"So yeah, anything heavy or breakable," he says, picking up a frypan from the kitchen and heading over to the balcony where he throws it at the metal roller door.
"So yeah, anything heavy or breakable," he says, picking up a frypan from the kitchen and heading over to the balcony where he throws it at the metal roller door.
Mechanics
Attack Roll: [1d20-2]=12-2=10
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The cast iron pan spins through the alley, the throw less than perfect but the aim half-decent. It slams into the garage door with a weighty crack, rattling the door something fierce, the sounds reverberating off the walls of the nearby buildings and alleyway — shattering the otherwise quiet peace of the West End.
Immediately, the three horrors far beneath you reel from the sound, drawn toward the source. They crawl or lumber immediately toward the pan and the severely-dented garage door. You are certain this will draw the attention of more, and very soon.
Immediately, the three horrors far beneath you reel from the sound, drawn toward the source. They crawl or lumber immediately toward the pan and the severely-dented garage door. You are certain this will draw the attention of more, and very soon.
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Lane winces as he hears the clang of metal meeting metal, an anxious pit forming in his stomach as he knows the attention that'll draw. He grabs the pair of walkie talkies, putting one in his pocket and handing the other to Nate. "These might come in handy. Got a vase back in the bedroom too if we need another ruckus, but I think you've got it covered."
Mechanics
Nate (if he accepts) and Lane each gain a battery-operated walkie talkie (1 enc. each).
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Making for the front door of the small apartment, you find it locked, but you unlock and open it quietly. It leads out into a cramped second-story interior stairwell that serves three other units. There is a small sitting area with a couch and a half-height bookshelf next to a window to your left. Stairs to your right instead lead down to what you assume must be the first-floor entryway and main door of the building.
Tane
Your nose picks up the faintest smell, and you breathe deeply to try and recognize it.
The smell of decay. They're here — you're sure of it.
Even without seeing them, you can tell the building's been compromised somewhere.
The smell of decay. They're here — you're sure of it.
Even without seeing them, you can tell the building's been compromised somewhere.
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Nate leads the way with quiet steps. As you round the turn in the stairwell downward, you hear the echo of wordless grunts and clatter. You peek between the angle of the stairs and the ceiling of the lobby below, you can just make out the lower halves of three figures. They appear to be pressed against the glass facade at the building entrance, ineffectively straddling it. You hear the scratch of nails and the squeak of palms on the glass windows.
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Ok not good, Nate thinks, spotting the walking corpses pressed up against the glass. He glances around the lobby, looking to see if there are any ground floor apartments with open doors.
They had to come from somewhere, and if they're out here then they're not in their apartments anymore - apartments that should have windows leading outside.
They had to come from somewhere, and if they're out here then they're not in their apartments anymore - apartments that should have windows leading outside.
Mechanics
Dex/Sneak: [2d6+1]=9+1=10
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Nate eases down the steps a few paces ahead of the others, getting a better look.
Nate
The lobby is little more than a shared open space, flanked by the doors to four individual units. One appears to be ajar, while across from it, a second looks to have been forced open as there is claw marks and some wood debris scattered around the ground. To your immediate right, next to the stairwell, is a small room with no door, containing an array of eight mail cabinets as well as a dusty soda machine.
The three walkers do not appear to be aware of your presence, continuing to claw and writhe against the glass window with unpleasant, inhuman vocalizations.
The three walkers do not appear to be aware of your presence, continuing to claw and writhe against the glass window with unpleasant, inhuman vocalizations.
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Tane will just take a look around hanging back a bit trying to focus on the smell and feeling he is having
"This place is exposed already we need to move i can feel it and smell it faintly there is a source of where they are attracted to or what but yes this situation feels like."
"This place is exposed already we need to move i can feel it and smell it faintly there is a source of where they are attracted to or what but yes this situation feels like."
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan
Tāne "Blade" Kauri
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan
Tāne "Blade" Kauri
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Well shit, more of those fucking things. Can't catch a break in this district, no wonder those people on the bridge didn't wanna come out here. "Whadya see up there, man?" Woody asks, as quietly as possible, as Nate inches forward. Gotta be some way past 'em, right? If they spot us, the noise'll just bring a bunch more. That'd be bad.
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Lane, Tane, Woody
Nate continues forward down the stairs, his footsteps nearly silent on the shabby carpet flooring. He reaches the first floor, just beyond your view.
Nate
You press forward, your footsteps nearly silent on the shabby carpet flooring that becomes cheap laminate flooring at ground level.
The three walkers do not appear to register your presence, their hands still clawing against the glass facade; pushing their weight against it which appears to be holding.
You edge toward the ajar door to your left. Peeking through the threshold, it looks to be the same floorplan as the unit above, though unlike its neighbor, this unit is in poor shape with belongings and furniture a-scatter. A mirror has fallen from the wall, spreading glass fragments all over the entryway. There are a few dark, red patches on portions of the carpet of the living room. You do not see any movement however.
The three walkers do not appear to register your presence, their hands still clawing against the glass facade; pushing their weight against it which appears to be holding.
You edge toward the ajar door to your left. Peeking through the threshold, it looks to be the same floorplan as the unit above, though unlike its neighbor, this unit is in poor shape with belongings and furniture a-scatter. A mirror has fallen from the wall, spreading glass fragments all over the entryway. There are a few dark, red patches on portions of the carpet of the living room. You do not see any movement however.
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Woody checks his gun out of habit, making sure it is loaded and the safety is off. Guess nothing yet. This sucks. Hopefully it continues to be nothing. "Make sure you guys are ready if something goes down, yeah?" he whispers to the others, not wanting any of them to be caught unaware by any potential hostiles.
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Hmmm, not great, Nate thinks eying the glass scattered over the floor. He decides to retreat, making his way back over to the stairs to tell the others what he has seen.
"Looks like they broke out of an apartment down there. There's another that's open, though there's a broken mirror so they'll probably hear us if we try to sneak inside. I say we make a break for it, get inside and shut the door behind us before they even have time to realise we were there," he says once he has re-joined the others.
"Looks like they broke out of an apartment down there. There's another that's open, though there's a broken mirror so they'll probably hear us if we try to sneak inside. I say we make a break for it, get inside and shut the door behind us before they even have time to realise we were there," he says once he has re-joined the others.
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OOC
Update: Jake confirmed he meant a rush, not a sneak. If that is what you are all committing to, let me know.
If you are looking to do as Nate describes, everyone will need to roll a Dex/Sneak check. (Including a new one for Nate)
As a reminder, the group stealth rules I'm using allow one lead scout to negate as many of their allies' failed checks as the scout's skill level. In this case, Nate has Sneak-1, so (as long as he passes the check) the lowest roll among the others will be dropped.
If you are looking to do as Nate describes, everyone will need to roll a Dex/Sneak check. (Including a new one for Nate)
As a reminder, the group stealth rules I'm using allow one lead scout to negate as many of their allies' failed checks as the scout's skill level. In this case, Nate has Sneak-1, so (as long as he passes the check) the lowest roll among the others will be dropped.
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The four of you tear down the stairs with Nate leading the sortie.
The lobby below is little more than a shared open space, flanked by the doors to four individual units. One appears to be ajar — the one that Nate indicated — while across from it, a second looks to have been forced open based on the claw marks and wood debris scattered around the ground. To your immediate right, next to the stairwell, is a small mailroom with no door and a dusty soda machine inside.
Directly ahead of you lies the main doors to the building, in front of which stand three of the walking corpses. They turn to face you at once, their pox-ridden mouths splayed open with strained growls.
The lobby below is little more than a shared open space, flanked by the doors to four individual units. One appears to be ajar — the one that Nate indicated — while across from it, a second looks to have been forced open based on the claw marks and wood debris scattered around the ground. To your immediate right, next to the stairwell, is a small mailroom with no door and a dusty soda machine inside.
Directly ahead of you lies the main doors to the building, in front of which stand three of the walking corpses. They turn to face you at once, their pox-ridden mouths splayed open with strained growls.
Mechanics
Everyone, roll initiative! From your running start, you will have made a few steps of progress toward the open apartment door.
Map
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Mechanics
Initiative: [1d8]=1
I feel this is a good time to highlight one of the benefits of my gray man focus. "Enemies will not target you in combat unless you are the only practical target or you are making yourself an immediate threat."
I feel this is a good time to highlight one of the benefits of my gray man focus. "Enemies will not target you in combat unless you are the only practical target or you are making yourself an immediate threat."
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Mechanics
Initiative: [1d8+1]=7+1=8
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Mechanics
Init: [1d8]=7
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Once down the steps, Woody immediately takes a shot at the creature nearest their planned exit, before making a run for said exit, hoping that the coast is as clear as they think it will be. If there's more of those zombies on the other side, we're fucked.
Mechanics
Main Action: shoot left zombie
Attack: [1d20+1]=16+1=17 vs AC = hit?
Hit: [1d6+1]=3+1=4 damage
Trauma: [1d8]=4, x2 damage if traumatic
Move Action: run towards the open doorway to the left. Once the area beyond is in sight, if there are visible enemies outside of the door then Woody will stop and stay behind the door (on the inside). If no visible enemies are spotted, he will continue out the door up to his maximum movement range of 10m.
Attack: [1d20+1]=16+1=17 vs AC = hit?
Hit: [1d6+1]=3+1=4 damage
Trauma: [1d8]=4, x2 damage if traumatic
Move Action: run towards the open doorway to the left. Once the area beyond is in sight, if there are visible enemies outside of the door then Woody will stop and stay behind the door (on the inside). If no visible enemies are spotted, he will continue out the door up to his maximum movement range of 10m.
Character Sheet
Hassan 'Woodsman' Woods
Background: Scout
Level: 1
XP: 0
Age: 26
Height: 185 cm, ~6' 1"
Weight: 113 kg, ~250 lbs
Languages: Arabic, English
HP: 7/7
Major Injuries: None
System Strain: 0/14
Stress: 5/13
Addictions: Sex addict
Psychic Scars: None
Initiative: +1
DEFENSES AND SAVING THROWS
Melee AC: 13
Trauma Target: 7
Physical Save: 14
Evasion Save: 14
Will Save: 14
Luck Save: 15
WEAPONS
Base Attack Bonus: +0
Light Pistol
1d20+1, 1d6+1, 1d8 trauma die w/ x2 multiplier, 10m/80m
Mods: N/A
Ammo: 15/15
Knife
1d20+1, 1d4+1, 1d6 trauma die w/ x3 multiplier, Shock 1/AC 15*, 10m/20m✝
Mods: N/A
* Melee Only
✝ Ranged Only
Unarmed
1d20+1, 1d2+1, 1d6 trauma die w/ x1 multiplier^,
^ Always non-lethal unless otherwise specified
ATTRIBUTES AND SKILLS
STR 13 (+0), DEX 17 (+1), CON 14 (+1), INT 8 (+0), WIS 13 (+0), CHA 9 (+1)
Sneak-0
Drive-0
Punch-0
Lead-0
Stab-0
Shoot-0
Skill Points: 0
Background: Scout
Level: 1
XP: 0
Age: 26
Height: 185 cm, ~6' 1"
Weight: 113 kg, ~250 lbs
Languages: Arabic, English
HP: 7/7
Major Injuries: None
System Strain: 0/14
Stress: 5/13
Addictions: Sex addict
Psychic Scars: None
Initiative: +1
DEFENSES AND SAVING THROWS
Melee AC: 13
Trauma Target: 7
Physical Save: 14
Evasion Save: 14
Will Save: 14
Luck Save: 15
WEAPONS
Base Attack Bonus: +0
Light Pistol
1d20+1, 1d6+1, 1d8 trauma die w/ x2 multiplier, 10m/80m
Mods: N/A
Ammo: 15/15
Knife
1d20+1, 1d4+1, 1d6 trauma die w/ x3 multiplier, Shock 1/AC 15*, 10m/20m✝
Mods: N/A
* Melee Only
✝ Ranged Only
Unarmed
1d20+1, 1d2+1, 1d6 trauma die w/ x1 multiplier^,
^ Always non-lethal unless otherwise specified
ATTRIBUTES AND SKILLS
STR 13 (+0), DEX 17 (+1), CON 14 (+1), INT 8 (+0), WIS 13 (+0), CHA 9 (+1)
Sneak-0
Drive-0
Punch-0
Lead-0
Stab-0
Shoot-0
Skill Points: 0
EDGES AND FOCI
EDGES
First Edge: Hard to Kill Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. If using Traumatic Hit rules for your campaign, your base Trauma Target increases by +1, turning the base 6 into 7.
Second Edge: Beacon of Hope Something about you inspires others, convincing them that a better future can exist. Gain Lead as a bonus skill and +1 bonus to your Charisma attribute modifier, up to a +2 maximum. Your personal followers gain a +1 to their Morale score. Once per game session, tell an NPC something that speaks to their hopes, whether it’s true or not; they will believe you unless it’s physically impossible, proven false, or would put them in unacceptable personal danger.
FOCI
Foci: Armsmaster-1 You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.
Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
First Edge: Hard to Kill Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. If using Traumatic Hit rules for your campaign, your base Trauma Target increases by +1, turning the base 6 into 7.
Second Edge: Beacon of Hope Something about you inspires others, convincing them that a better future can exist. Gain Lead as a bonus skill and +1 bonus to your Charisma attribute modifier, up to a +2 maximum. Your personal followers gain a +1 to their Morale score. Once per game session, tell an NPC something that speaks to their hopes, whether it’s true or not; they will believe you unless it’s physically impossible, proven false, or would put them in unacceptable personal danger.
FOCI
Foci: Armsmaster-1 You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.
Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
INVENTORY
READIED (Capacity: 6/6)
Worn
Army Fatigues | Enc. 1 (AC 12, Subtle, Primitive)
Duffle Bag | Enc. 1 (over shoulder)
Pockets, Body, and Belt
Knife | Enc. 1
Light Pistol (15/15 rounds) | Enc. 1
Loaded Magazine (15 rounds) | Enc. 1
Fully-charged smartphone | Enc. 1
Hands
.
STOWED (Capacity: 13/13)
Duffle Bag
Knife | Enc. 17 Days Packaged Preserved Food | Enc. 4
Water Jug (full) | Enc. 1
Sleeping Bag | Enc. 1
Tarp | Enc. 2
A kit with cooking utensils and a hobo stove | Enc. 2
Cold Weather Clothing and Footwear | Enc. 2 (0 when worn)
Worn
Army Fatigues | Enc. 1 (AC 12, Subtle, Primitive)
Duffle Bag | Enc. 1 (over shoulder)
Pockets, Body, and Belt
Knife | Enc. 1
Light Pistol (15/15 rounds) | Enc. 1
Loaded Magazine (15 rounds) | Enc. 1
Fully-charged smartphone | Enc. 1
Hands
.
STOWED (Capacity: 13/13)
Duffle Bag
Knife | Enc. 17 Days Packaged Preserved Food | Enc. 4
Water Jug (full) | Enc. 1
Sleeping Bag | Enc. 1
Tarp | Enc. 2
A kit with cooking utensils and a hobo stove | Enc. 2
Cold Weather Clothing and Footwear | Enc. 2 (0 when worn)
Transactions
$Starting money
-$expenses
$Total
-$expenses
$Total
- ratwizard
- A Wan Smile
- Posts: 6267
- Registered for: 12 years 2 months
- Location: Hellworld
Go: Lane & Tane
Woody's pistol shot rings in the air of the cramped lobby, the cheap laminate flooring doing little to dampen the tinny report. The bullet carves a meaty chunk out of the zed's shoulder, piercing the large glass windows behind that form the building's facade, and leaving a neat hole and a large crack.
The shot does not seem to stop the walking horror, however, and it lumbers after Woody into the hallway of the unit.
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Woody's pistol shot rings in the air of the cramped lobby, the cheap laminate flooring doing little to dampen the tinny report. The bullet carves a meaty chunk out of the zed's shoulder, piercing the large glass windows behind that form the building's facade, and leaving a neat hole and a large crack.
The shot does not seem to stop the walking horror, however, and it lumbers after Woody into the hallway of the unit.
Woody
As you step inside the apartment, it looks to be the same floorplan as the unit above — though unlike its neighbor, this unit is in poor shape with belongings and furniture a-scatter. A mirror has fallen from the wall, spreading glass fragments all over the entryway that crunch under your feet. There are a few dark, red patches on portions of the carpet of the living room. Doors to the bedroom and bathroom are closed, but you do see on the far wall a window in place of the balcony access door.
Mechanics
Woody: shoots and hits, moves
Walker 1: moves
Walker 1: moves
Status
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Map
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Map Info
The room is about 10 meters long and 8 meters wide.
- Scratcherclaw
- YUO ARE SMART
- Posts: 4284
- Registered for: 12 years 2 months
Lane winces as he sees the zombie shamble toward their only escape. Shit, it's after Woody. With quick steps, he follows behind and steps into the room. Keeping a firm grip on his axe, he swings at the back of the shambler, trying to bring it down. Die, already. Or die again. Whatever.
Mechanics
Move Action: Walk toward the room
Main Action: Attack Zombie 1
Attack: [1d20+1]=3+1=4
Damage: [1d10+1]=5+1=6
Trauma: [1d8]=1, x4 if traumatic
Main Action: Attack Zombie 1
Attack: [1d20+1]=3+1=4
Damage: [1d10+1]=5+1=6
Trauma: [1d8]=1, x4 if traumatic
Character Sheet
Lane Bradshaw
Background: Healer
Level: 1
Age: 31
Height: 6'1"
Weight: 200 lbs.
Languages: English
HP: 1/1
Major Injuries: None
System Strain: 0/9
Stress: 5/11
Addictions: Junk Food
Psychic Scars: None
Initiative: +0
DEFENSES AND SAVING THROWS
AC: 10
Physical Save: 14
Evasion Save: 14
Mental Save: 15
Luck Save: 15
WEAPONS
Base Attack Bonus: +0
Big Axe
1d20+1, 1d10+1, 3/15AC, 1d8 Trauma, x4
ATTRIBUTES AND SKILLS
STR 14 (+1), DEX 10 (+0), CON 9 (+0), INT 14 (+1), WIS 11 (+0), CHA 10 (+0)
Heal-1
Notice-0
Exert-1
Stab-0
Background: Healer
Level: 1
Age: 31
Height: 6'1"
Weight: 200 lbs.
Languages: English
HP: 1/1
Major Injuries: None
System Strain: 0/9
Stress: 5/11
Addictions: Junk Food
Psychic Scars: None
Initiative: +0
DEFENSES AND SAVING THROWS
AC: 10
Physical Save: 14
Evasion Save: 14
Mental Save: 15
Luck Save: 15
WEAPONS
Base Attack Bonus: +0
Big Axe
1d20+1, 1d10+1, 3/15AC, 1d8 Trauma, x4
ATTRIBUTES AND SKILLS
STR 14 (+1), DEX 10 (+0), CON 9 (+0), INT 14 (+1), WIS 11 (+0), CHA 10 (+0)
Heal-1
Notice-0
Exert-1
Stab-0
EDGES AND FOCI
EDGES
Focused: I begin play with an extra focus pick.
Comrade: Once per day per PC ally or good NPC friend, as an instant action, allow them to reroll a roll they just made of any kind.
FOCI
Healer: Gain Heal as a bonus skill. I can attempt to stabilize a mortally-wounded adjacent person per round as an On-Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
Strong Back: Gain Exert as a bonus skill. My Strength is treated as 18 for purposes of Encumbrance. I can carry a downed teammate as if they were 6 points of Encumbrance, and it does not slow down my overland travel.
Focused: I begin play with an extra focus pick.
Comrade: Once per day per PC ally or good NPC friend, as an instant action, allow them to reroll a roll they just made of any kind.
FOCI
Healer: Gain Heal as a bonus skill. I can attempt to stabilize a mortally-wounded adjacent person per round as an On-Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
Strong Back: Gain Exert as a bonus skill. My Strength is treated as 18 for purposes of Encumbrance. I can carry a downed teammate as if they were 6 points of Encumbrance, and it does not slow down my overland travel.
INVENTORY
READIED (Capacity: 7/9)
Worn
ENC 2~ | Cold weather clothing and footwear (Worn)
ENC 1 | Unremarkable backpack (Worn)
Pockets, Body, Belt
ENC 1 | A fully-charged smartphone
ENC 1 | Water Jug, full
ENC 1 | Swiss Army Knife
ENC # | Wallet
ENC * | Disposable Lighter
ENC 1 | Battery-operated walkie talkie
Hands
ENC 2 | Big Axe
STOWED (Capacity: 15/18)
Backpack
ENC 1 | A well-stocked first aid kit
ENC # | Antibiotics, common
ENC 1 | Flashlight with 6 hour battery charge
ENC 4 | 7 days worth of packed preserved food
ENC 2 | 1 days worth of scavenged food
ENC 4 | One day of firewood
ENC 1 | Handheld AM/FM radio
ENC 2 | 1 days worth of scavenged food (Junk Food)
STORED
ENC | Item
CURRENCY
# sp
Worn
ENC 2~ | Cold weather clothing and footwear (Worn)
ENC 1 | Unremarkable backpack (Worn)
Pockets, Body, Belt
ENC 1 | A fully-charged smartphone
ENC 1 | Water Jug, full
ENC 1 | Swiss Army Knife
ENC # | Wallet
ENC * | Disposable Lighter
ENC 1 | Battery-operated walkie talkie
Hands
ENC 2 | Big Axe
STOWED (Capacity: 15/18)
Backpack
ENC 1 | A well-stocked first aid kit
ENC # | Antibiotics, common
ENC 1 | Flashlight with 6 hour battery charge
ENC 4 | 7 days worth of packed preserved food
ENC 2 | 1 days worth of scavenged food
ENC 4 | One day of firewood
ENC 1 | Handheld AM/FM radio
ENC 2 | 1 days worth of scavenged food (Junk Food)
STORED
ENC | Item
CURRENCY
# sp
TRANSACTIONS
Starting sp
-Expense sp
Total sp
-Expense sp
Total sp
CHARACTER GENERATION & ROLLS
-
- Vigilant Resolution
- Posts: 208
- Registered for: 3 years
- Location: Fragments of myself
Tāne sees lane start moving and rushes towards the other zombie nearby Well lets try to get this over with as soon as possible with the least amount of injuries if possible.
Mechanics
Move Action- Move to the left of Zombie 2
Main Action- Attack zombie 2
Attack-[1d20+2]=6+2=8
Damage-[1d4+2]=2+2=4
Trauma-[1d6]=5, x3 if traumatic
Main Action- Attack zombie 2
Attack-[1d20+2]=6+2=8
Damage-[1d4+2]=2+2=4
Trauma-[1d6]=5, x3 if traumatic
Character Sheet
Tāne Kauri
Background: Warrior
Level: 1
XP: 0
Age: 29
Height: 6'2 cm
Weight: 270 lbs
Languages: English
HP: 8/8
Major Injuries: None
System Strain: 0/13
Stress: 5/8
Addictions: None
Psychic Scars: None
Initiative: +1
DEFENSES AND SAVING THROWS
Melee AC: 15
Trauma Target: 6
Physical Save: 14
Evasion Save: 14
Will Save: 15
Luck Save: 15
WEAPONS
Knife
1d20+2, 1d4+2, Trauma 1d6 x3., Shock (3/15AC), Melee
Mods: None
Ammo: N/a
ATTRIBUTES AND SKILLS
STR 14 (+1),
DEX 14 (+1),
CON 13 (+1),
INT 8 (+0),
WIS 8 (+0),
CHA 8 (+0)
Skill-Stab-1 Shoot-0 Punch-0 Notice-0 Survive-0 Skill Points: 0
Background: Warrior
Level: 1
XP: 0
Age: 29
Height: 6'2 cm
Weight: 270 lbs
Languages: English
HP: 8/8
Major Injuries: None
System Strain: 0/13
Stress: 5/8
Addictions: None
Psychic Scars: None
Initiative: +1
DEFENSES AND SAVING THROWS
Melee AC: 15
Trauma Target: 6
Physical Save: 14
Evasion Save: 14
Will Save: 15
Luck Save: 15
WEAPONS
Knife
1d20+2, 1d4+2, Trauma 1d6 x3., Shock (3/15AC), Melee
Mods: None
Ammo: N/a
ATTRIBUTES AND SKILLS
STR 14 (+1),
DEX 14 (+1),
CON 13 (+1),
INT 8 (+0),
WIS 8 (+0),
CHA 8 (+0)
Skill-Stab-1 Shoot-0 Punch-0 Notice-0 Survive-0 Skill Points: 0
EDGES AND FOCI
EDGES
Hard to Kill: Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. If using Traumatic Hit
rules for your campaign, your base Trauma Target increases by +1, turning the base 6 into 7.
They're Here: You have an intuitive danger sense that alerts you before a zombie attack or impending catastrophe. Gain Notice as a bonus skill and a +1 bonus to your Wisdom modifier, to a maximum of +2. You cannot be surprised, and you have an instinctive sense of whether or not there are zombies, raiders, or other enemies in your general surroundings. If some attack or disaster is about to happen to your home enclave, you may get a day or two of intuitive warning, though not any specifics of the threat.
FOCI Armsmaster: You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.
Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
Hard to Kill: Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. If using Traumatic Hit
rules for your campaign, your base Trauma Target increases by +1, turning the base 6 into 7.
They're Here: You have an intuitive danger sense that alerts you before a zombie attack or impending catastrophe. Gain Notice as a bonus skill and a +1 bonus to your Wisdom modifier, to a maximum of +2. You cannot be surprised, and you have an instinctive sense of whether or not there are zombies, raiders, or other enemies in your general surroundings. If some attack or disaster is about to happen to your home enclave, you may get a day or two of intuitive warning, though not any specifics of the threat.
FOCI Armsmaster: You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.
Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
INVENTORY
READIED (Capacity: 7)
Wearing
2~ | Cold weather clothing and footwear
Pockets
1 | A fully-charged smartphone
Body
1 | Flashlight with 6 hour battery charge
1 | Duffle bag (over the shoulder)
Belt
1|Water Jug, full
1 | Knife
Enc | Item
Hands Enc | Item
1 | Improvised Shield
STOWED (Capacity: 14) Backpack (if carried) Enc | Item
Wearing
2~ | Cold weather clothing and footwear
Pockets
1 | A fully-charged smartphone
Body
1 | Flashlight with 6 hour battery charge
1 | Duffle bag (over the shoulder)
Belt
1|Water Jug, full
1 | Knife
Enc | Item
Hands Enc | Item
1 | Improvised Shield
STOWED (Capacity: 14) Backpack (if carried) Enc | Item
Transactions
$Starting money -$expenses $Total
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan
Tāne "Blade" Kauri
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan
Tāne "Blade" Kauri
- ratwizard
- A Wan Smile
- Posts: 6267
- Registered for: 12 years 2 months
- Location: Hellworld
Lane
As you step inside the apartment, it looks to be the same floorplan as the unit above — though unlike its neighbor, this unit is in poor shape with belongings and furniture a-scatter. A mirror has fallen from the wall, spreading glass fragments all over the entryway that crunch under your feet. There are a few dark, red patches on portions of the carpet of the living room. Doors to the bedroom and bathroom are closed, but you do see on the far wall a window in place of the balcony access door.
Tāne dashes toward the remaining pair of zombies, jabbing at one with a flurry of stabs. As he does, the other lurches at the security guard, clawing desperately for him, slapping his makeshift riot shield aside — a fetid set of fingernails raking at his arms and shoulder.
Go: Nate
Mechanics
Lane: moves, hits and kills
Tāne: moves, hits
Walker 3: moves, attacks Tāne, 20 vs AC = hit for 2 damage. 6 Trauma roll does not beat 7 Trauma Target, no traumatic hit.
Tāne: moves, hits
Walker 3: moves, attacks Tāne, 20 vs AC = hit for 2 damage. 6 Trauma roll does not beat 7 Trauma Target, no traumatic hit.
Status
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Map
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Map Info
The room is about 10 meters long and 8 meters wide.