Dr Archeville Posted March 12, 2010 Posted March 12, 2010 Wherein Colt, Grim, and Jack of All Blades confront part of the city's drug problem. Also, zombies. Working Titles The Interceptors vs. the Reefer Zombies Samedi Bloody Samedi Zombie Powder is a Helluva Drug Time: between Jan 12th and Feb 16th. Yes, both those dates are important. Any particular way y'all want to lead into this? Start the thread with y'all on patrol? Lounging in the brownstone investigating local chronic criminal elements? Colby comes bursting in screaming "ZOMG Zombies!" Cold opening with you three in an empty Fens home, surrounded by zombies battering at the doors and windows?
Heritage Posted March 12, 2010 Posted March 12, 2010 Title-wise I love Zombie Powder is a Helluva Drug 8-)
quotemyname Posted March 14, 2010 Posted March 14, 2010 Interceptors Vs. It makes it sound like one of those old school comic book titles. Batman Vs. The Riddler or something, you know.
Gizmo Posted March 14, 2010 Posted March 14, 2010 On a very special episode of The Interceptors... "You always have all the answers, Grimalkin! Well, what's your answer to that?" "My cowboy is a JUNKIE!" I'm fine with any of the titles.
Dr Archeville Posted March 14, 2010 Author Posted March 14, 2010 And my other question? Any particular way y'all want to lead into this? Start the thread with y'all on patrol? Lounging in the brownstone investigating local chronic criminal elements? Colby comes bursting in screaming "ZOMG Zombies!" Cold opening with you three in an empty Fens home, surrounded by zombies battering at the doors and windows?
Dr Archeville Posted March 15, 2010 Author Posted March 15, 2010 Alright, you asked for it.... Initiatives, please. Also, I'll need a DC 10 Fort save from both Colt and Jack (with a +4 bonus if you've been out with appropriate clothing). Fail, and you'll be temporarily down 1 point of Con, and fatigued (cannot move all out or charge and suffer a –2 penalty to effective Strength and Dexterity and a –1 penalty on attack and defense; doing something else that would normally cause fatigue causes you to become exhausted.).
quotemyname Posted March 15, 2010 Posted March 15, 2010 Colt always wears that long coat of his when out on the job. If we call that appropriate clothing, then he has a +12 to Fort and can't fail. Let me know if you want me to make the roll at my usual +8. As for initiative... initiative (1d20+12=14)
Gizmo Posted March 15, 2010 Posted March 15, 2010 By the same token, Jack's greatcoat is pretty thick and toasty, especially with the hidden armor and padding. That would give him 5 + 4 = 9; can you critical fail a save? Well, regardless: Fort Save vs. DC 10 (1d20+9=21) And Initiative (1d20+9=22)
Heritage Posted March 16, 2010 Posted March 16, 2010 Initiative: 1d20+12=30 Wow, that's got to be the highest init I've ever rolled :shock:
Dr Archeville Posted March 16, 2010 Author Posted March 16, 2010 Initiatives 30 -- Grim 22 -- JoAB 14 -- Colt 4 -- Zombies (25) (I'm still working out exactly what's going on, so no description for the guy on the floor yet.)
quotemyname Posted March 17, 2010 Posted March 17, 2010 How many ep is a shotgun? Can I stunt and just happen to have the great equalizer on hand and toss one to Grim? :P
Dr Archeville Posted March 17, 2010 Author Posted March 17, 2010 Is Colt really Crazy Prepared enough to carry a shotgun in addition to his other, regular weaponry, in order to throw the spare to Grim so she doesn't have to get her hands dirty?
quotemyname Posted March 17, 2010 Posted March 17, 2010 I'm really not sure. I was thinking I'd do it for comedic effect, but now I'm starting to think that Colt may begin to carry more weapons on hand in the future. I have to start using up some of those points that I have no clue how to spend for him. Besides, he has to look out for his girlfriend somehow. It's your call, Doc.
Dr Archeville Posted March 17, 2010 Author Posted March 17, 2010 Sure, spend an HP, he pulls a shotgun from his Coat of Many Guns.
quotemyname Posted March 17, 2010 Posted March 17, 2010 Done and done. Because how can you fight zombies without shotguns?
Heritage Posted March 18, 2010 Posted March 18, 2010 So how does Grim roll to hit with the shotgun and such?
Gizmo Posted March 18, 2010 Posted March 18, 2010 For the attack, just use her ranged attack bonus (+6, I believe). For Toughness DC: Shotgun: A shotgun can fire shot, which does +5 damage with a +2 bonus to hit due to the spread, but it does only +3 damage against targets with any increase in their natural Toughness save bonus. It can also load solid slugs, which inflict +6 damage.
Heritage Posted March 19, 2010 Posted March 19, 2010 "This is my BOOMSTICK!" To hit with shotgun: 1d20+8=21 Toughness DC is 20, or so I'm told.
Gizmo Posted March 19, 2010 Posted March 19, 2010 There's not much Jack can do until the zombies get inside, so he's going to take the full round to examine the room and the undead horde outside with his energy awareness, see what he can turn up. He gets an automatic 20 on Notice, if that's relevant.
Dr Archeville Posted March 20, 2010 Author Posted March 20, 2010 "This is my BOOMSTICK!" To hit with shotgun: 1d20+8=21 Toughness DC is 20, or so I'm told. If it's a spread of shot, it's 20 (and you get a +2 to hit), but it's only 18 if the target has any natural increase to their Tougnhess. If it's a solid slug, it's 21. So which one it be? Once I know, I'll make... posts! EDIT: Nevermind, it rolled so poorly on the Toughness save it doesn't matter. Post coming forthwith!
Heritage Posted March 24, 2010 Posted March 24, 2010 So who's up? Grim again? I think so; gonna post right now!
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