My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

You are on your own. The Army is MIA and our government is gone! There are no communications of any kind. Cities and towns have gone dark, and zombies fill the streets. The dead have risen and it would seem to be the end of the world. Help me, Mommy!

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Michael Barakofsky
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My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Hello all, it would appear that there are those who liked my idea so I will post here on how my idea formed, fleshed out, and is comming together.

Background Info (stuff the characters are never likely to find out):
In one of the Rifts titles, I don't remember which one, I read how the comming of the Rifts sent shockwaves across the megaverse. The DR world was a parallel dimension that got to feel some of these shockwaves. In DR Altrucure had been released to the world and nearly everyone had been vacinated, well that was the problem. Altrucure had an unknown mystic element that was triggered by the magic radiation of these shockwaves. Everyone who was innoculated was soon to get sick, sick and die.

Info (stuff the characters can learn):
People got sick and started to die, then the dead got back up and started going around and killing others, the Zombie Apocolypse had begun. However only 80% of the population got sick and died of the 20% to survive 30% got sick but didn't die instead their bodies were able to alter The Wave and change the disease to make it possible for them to fight the Zombie threat. This 30% of humanity are mutants humans that by the end of year 1 Z.A. (Zombie Apocolypse) learned they were changed and are better fit to fight the tide of evil spreading across the globe.

How:
Roll a character as normal for Dead Reign, then either have the player roll % 01-30 indicates a mutant or if the player wants to allow to select being a mutant. Roll for number of powers on the HU2 Experiment table, minor powers get rolled from HU2 any major powers that might be present are not powers but instead are physical mutations rolled for on the Nightbane Characteristics table replacing combo 2 with Beauty table, combo 3 with Animal table, and combo 4 with Stigmata table. I allowed my players to have 1 mutation manifest to help them be better off against the Zombies. I also ruled that certain powers pre-determined physical mutations Superhuman PS = Mechanical Limbs: Arms, Extraordinary Spd = Mechanical Limbs: Legs, Wingless Flight = Rocket Jets.

The Game:
I started my players off at the moment when the dead began to rise, the week prior was story board to set the mood. The players who were mutants, their characters missed on some of the info of people dieing and such as the mutant characters were unconcious almost the whole week due to getting sick. The players found themselves in a world turned on its head, and don't know where to go all they know is they have to survive and maybe make their hometown a safe haven.

The Setting:
My player group probably has it easy compared to most, our home town only has a population of around 30,000 so to increase the challenge I raised the % of zombification, as far as the players know they are the only ones not to become zombies.

Rule Changes:
(Due to some of the complaining I have noticed in other threads I felt as though I needed to add this section here in order to explain how it might seem that my group is having a potential easy time with the zombies.)
Under normal situations and conditions where range and freedom to move is on the side of the players I ignore the Nat 17 or better rule to hit. I apply normal called shot rules 12 or better to hit with a 15 needed to inflict damage and all bonuses apply. The head being a small target incurs a -3 on the strike roll.
When the zombies get up close, melee range 4 feet or less, as long as there are no more than 2 vs a single PC I follow the above ruleing.
If there are 3 or more zombies at close range due to lack of mobility and that they are constantly lunging, biting, clawing, etc. THEN and ONLY THEN do I apply Palladiums Nat 17 rule due to the chaos of being surrounded by zombies and only to the specific character that is up to his eyeballs in drek.
I have also finally found a use for Palladiums Compendium of Contemporary Weapons. With minor modification this book marries up to DR perfectly. In the compendium as well as other Palladium titles firearms have a notation called "Penetration Value" but this value doesn't seem to have any true bearing on game mechanics that I have noticed. Well in my DR campaign it finally does. The PV of a firearm ANY firearm reduces the zombie AR by its amount, then if the natural roll to strike (no bonuses) goes over this modified AR the shot inflicts FULL normal damage, if the natural roll DOES NOT go over the modified AR but with strike bonuses added it does then the damage is 1/2 what is rolled.

The 1st Game Session:
My players spent the majority of our 12 hour session running around our town gathering supplies and finding a place they could fortify to begin the offensive against the zombies. What was funny, we have a National Guard Armory in our home town and the players while trying to see what they could get from it 1 of them decided to kill about 80 various zombies by dropping a LAW into an ordanance locker. The resulting explosions trashed the entire building where the guns, ammo, and explosives were stored. I couldn't help but think with a group like this I don't need to worry about them getting equipment I don't want them to have.
Last edited by Michael Barakofsky on Mon Feb 02, 2009 11:20 pm, edited 3 times in total.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Nightbreed »

Michael Barakofsky wrote:Hello all, it would appear that there are those who liked my idea so I will post here on how my idea formed, fleshed out, and is comming together.

Background Info (stuff the characters are never likely to find out):
In one of the Rifts titles, I don't remember which one, I read how the comming of the Rifts sent shockwaves across the megaverse. The DR world was a parallel dimension that got to feel some of these shockwaves. In DR Altrucure had been released to the world and nearly everyone had been vacinated, well that was the problem. Altrucure had an unknown mystic element that was triggered by the magic radiation of these shockwaves. Everyone who was innoculated was soon to get sick, sick and die.

Info (stuff the characters can learn):
People got sick and started to die, then the dead got back up and started going around and killing others, the Zombie Apocolypse had begun. However only 80% of the population got sick and died of the 20% to survive 30% got sick but didn't die instead their bodies were able to alter The Wave and change the disease to make it possible for them to fight the Zombie threat. This 30% of humanity are mutants humans that by the end of year 1 Z.A. (Zombie Apocolypse) learned they were changed and are better fit to fight the tide of evil spreading across the globe.

How:
Roll a character as normal for Dead Reign, then either have the player roll % 01-30 indicates a mutant or if the player wants to allow to select being a mutant. Roll for number of powers on the HU2 Experiment table, minor powers get rolled from HU2 any major powers that might be present are not powers but instead are physical mutations rolled for on the Nightbane Characteristics table replacing combo 2 with Beauty table, combo 3 with Animal table, and combo 4 with Stigmata table. I allowed my players to have 1 mutation manifest to help them be better off against the Zombies. I also ruled that certain powers pre-determined physical mutations Superhuman PS = Mechanical Limbs: Arms, Extraordinary Spd = Mechanical Limbs: Legs, Wingless Flight = Rocket Jets.

The Game:
I started my players off at the moment when the dead began to rise, the week prior was story board to set the mood. The players who were mutants, their characters missed on some of the info of people dieing and such as the mutant characters were unconcious almost the whole week due to getting sick. The players found themselves in a world turned on its head, and don't know where to go all they know is they have to survive and maybe make their hometown a safe haven.

The Setting:
My player group probably has it easy compared to most, our home town only has a population of around 30,000 so to increase the challenge I raised the % of zombification, as far as the players know they are the only ones not to become zombies.

The 1st Game Session:
My players spent the majority of our 12 hour session running around our town gathering supplies and finding a place they could fortify to begin the offensive against the zombies. What was funny, we have a National Guard Armory in our home town and the players while trying to see what they could get from it 1 of them decided to kill about 80 various zombies by dropping a LAW into an ordanance locker. The resulting explosions trashed the entire building where the guns, ammo, and explosives were stored. I couldn't help but think with a group like this I don't need to worry about them getting equipment I don't want them to have.


Thanks for showing the whole setup and details about your first session. Still wonder what made them blow up the armory to take out the zombies, but if it worked for them..... (though i would not have done that)

If you can could you tell me who's what in your group? From what you say there are a few mutants among them and i'd be very interested in knowing how they made out stat-wise and what mutations they have.

Thanks again and i look forward to further updates! 8)
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Nightbreed wrote:Thanks for showing the whole setup and details about your first session. Still wonder what made them blow up the armory to take out the zombies, but if it worked for them..... (though i would not have done that)

If you can could you tell me who's what in your group? From what you say there are a few mutants among them and i'd be very interested in knowing how they made out stat-wise and what mutations they have.

Thanks again and i look forward to further updates! 8)


Ok, well for starters just to let you know I have a small group of players, counting myself there are only 4 of us and due to work schedual conflicts only 3 of us can ever get together at any single time. Due to this I often make a character that I play as a PC in the games I run to provide a little extra assisstance for the player group.

I know I am gonna catch flames for this but hey dont blame me for liking to play as much as run. I am fair to the other players when I am running and basically play my character as the good little soldier that takes orders and goes along with which ever idea seems best sounding (even if it means that he ends up walking point which equals sniper bait).

1 thing before I begin to detail the characters, when rolling for stats I allow my players to roll for the base attributes 3D6 re-roll 1's, 2's, & 3's then re-roll the single lowest attribute. I started doing this almost 10 years ago when we were cursed with bad stat rolls where no character qualified for any OCC in Rifts I mean the highest roll was averageing 6 to 8 if the player was lucky. Then one of my players found an entry in the conversion book that said multiple reaches could be rolled for as well. So now it has evolved that when a player rolls a 16-18 for an attribute they can roll 1 extra D6 if that roll comes up a 6 they get an extra D6 and on the rare occasions that roll comes up a 6 there is a final 3rd D6 that can be rolled allowing for truly exceptional starting stats (starts with a 34-36) however the 3rd reach is extremely rare.

That having been said heres my character first.
Race: Human/Mutant
OCC: Hound Master
Stats (I think my dice even like the zombie genre I haven't rolled this many 6's durring character creation since I was a teenager.)
IQ: 26, ME: 25, MA: 22, PS: 38, PP: 25, PE: 31, PB: 21, Spd: 33
HP: 43 SDC: 72
Special Apptitude: Quick Reaction Time: +2 Initiative.
Mutations: Powers:
Healing Factor (Active): +6 PE
Superhuman PS (not active yet): +26 PS
Extraordinary Spd (not active yet)
Mutations: Physical
Mechanical Limbs: Arms & Legs (not active yet, though starting to show as a child zombie managed to take a chunk out of his arm and as it heals the wound slowly replaces with metal)
Gun Limbs (Will be active once the arms have completed turning bionic effectively): on the top of the right forearm: .50 cal sniper rifle with 50 rds ammo, top of the left forearm: 12 guage shotgun with 50 rds ammo. The ammo regenerates to full every hour (cost a permanent loss of 10 PPE leaving the character with 3 PPE)

Note: My hound master effectively has 8 dogs that he is training as each player wanted to have their favorite pet or pets (turned into being 8 dogs and 3 cats) with them and took steps to rescue them durring the begining of the game.

Joe
Race: Human/Mutant
OCC: Soldier Rescue MoS (the player is a firefighter)
Stats
IQ: 20, ME: 22, MA: 21, PS: 28, PP: 23, PE: 30, PB: 22, Spd: 23
HP: 40 SDC: 224
Special Apptitude: Quick Reaction Time: +3 Initiative.
Mutations: Powers:
Extraordinary PE (Active): +11 PE, +160 SDC, +10 HP
Radar (not active yet)
Mutations: Physical
Mechanical Exoskeleton/Metal Skin (not active yet): +180 SDC, +2 PS, +1 PE, (Natural AR: 14 house rule) when active
Gun Limbs (not active yet): the player has yet to decide what gun or guns he wants.

Andy
Race: Human/Mutant
OCC: Scrounger
Stats
IQ: 30, ME: 25, MA: 27, PS: 33, PP: 27, PE: 30, PB: 20, Spd: 21
HP: 35 SDC: 47
Special Apptitude: Fast Learner: +4 Elective Skills
Mutations: Powers:
Radar (Active)
Power Channeling (not active yet)
Wingless Flight (not active yet)
Mutations: Physical
Rocket Jets (active once the wingless flight becomes active, the source of the flight it will provide a +80 mph to the flight speed treated as an afterburn effect that can be sustained for PE in minutes)
Bony Exoskeleton (not active yet)

Jeff
Race: Human
OCC: Soldier Commando & Law Enforcement MoS (the player was in the military and also worked some in law enforcement)
Stats
IQ: 25, ME: 21, MA: 20, PS: 30, PP: 29, PE: 31, PB: 20, Spd: 34
HP: 37 SDC: 52
Special Apptitude: Fast Learner: Law Enforcement MoS.
Note: Jeff was the one that decided to use the LAW against the zombies. The zombies were trapped in the room where the explosives were being stored. The plan: open the door lure the zombies outside and blast them with the LAW, THE Problem: a bad role on the die missed the called shot and the rocket went into the room with the explosives and KA-BLOOY!
Last edited by Michael Barakofsky on Sat Jan 24, 2009 9:36 pm, edited 2 times in total.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

My FIRST thread to get sticky :D :D :D :D :D COOLNESS!!!! Thanks.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Ok update number 1, had an unexpected game session that just finished a short while ago. It was a short session only 4 hours give or take. As I said the player of Joe is in real life a firefighter and he had the idea of turning the primary fire station of our home town into the characters base camp. A rather good idea considering how much the building has in the way of emergency medical supplies and such. I rolled % and it still had 46% of its stockpile of medical supplies and other first aid and emergency response gear stored inside.

Given some of the other buildings that our town has and the rather low population density combined with the closest neighboring town being in excess of 30 miles away I ruled that there were only a few bodies that were stored at the station, the remainder of the zombies there were the staff of the station that got attacked and turned, 18 shamblers, 5 runners, 2 meat eaters, & 1 gun bunny (a thinker) in all. (Using the terms my players have started to use to describe the zombies)

After cleaning out the fire station and setting up shop, Andy had an idea of converting the grassfire truck into a mobile flamethrower unit, after a quick conference with the firefighter if that were possible I ruled "ok". Being an oil field community fuel and other flamable liquids/gasses arent hard to come by & my group has just the right mix of skills to be dangerous (to themselves as much as to the zombies at times). So we ended today with the scrounger Andy trying to jury-rig an ignition system into the nozzel of the water cannon on the grassfire truck. (The truck is called a "Mopak" or something like that)
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Nightbreed »

Michael Barakofsky wrote:Ok update number 1, had an unexpected game session that just finished a short while ago. It was a short session only 4 hours give or take. As I said the player of Joe is in real life a firefighter and he had the idea of turning the primary fire station of our home town into the characters base camp. A rather good idea considering how much the building has in the way of emergency medical supplies and such. I rolled % and it still had 46% of its stockpile of medical supplies and other first aid and emergency response gear stored inside.

Given some of the other buildings that our town has and the rather low population density combined with the closest neighboring town being in excess of 30 miles away I ruled that there were only a few bodies that were stored at the station, the remainder of the zombies there were the staff of the station that got attacked and turned, 18 shamblers, 5 runners, 2 meat eaters, & 1 gun bunny (a thinker) in all. (Using the terms my players have started to use to describe the zombies)

After cleaning out the fire station and setting up shop, Andy had an idea of converting the grassfire truck into a mobile flamethrower unit, after a quick conference with the firefighter if that were possible I ruled "ok". Being an oil field community fuel and other flamable liquids/gasses arent hard to come by & my group has just the right mix of skills to be dangerous (to themselves as much as to the zombies at times). So we ended today with the scrounger Andy trying to jury-rig an ignition system into the nozzel of the water cannon on the grassfire truck. (The truck is called a "Mopak" or something like that)


Very interesting, the bionic commandos vs the zombie horde. :D

Seriously though i appreciate all the updates, looking forward to the next installment.
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Michael Barakofsky wrote: (The truck is called a "Mopak" or something like that)


Ok correction don't know where I got Mopak from (maybe something I heard on TV) but the unit is called a UNIMOG. It is way funky looking but can travel cross country where even the dirt roads fear to traverse at 60 mph and the crew in the cabin have a smooth floating on air ride not even noticing the bumps (is that the right term for near 2 foot change in altitude of the tires :lol: ) in the terrain. Hopefully I will have a new installment this weekend or by next weekend at the latest.
Last edited by Michael Barakofsky on Mon Feb 02, 2009 11:22 pm, edited 1 time in total.
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Therumancer wrote:Hmmm.

Well the only bit I can say is to not forget the special aptitude for the characters from page 162.

I only mention this because it struck me as being a fairly integral part of the game, and it occured to me that with two Soldiers neither of them chose/rolled a second MOS?

Also while you have probably already thought of it, just a reminder about Flight. While I have no real problem with it myself, it can be a headache for a lot of GMs. The characters who can fly at 200+ MPH are basically going to be operating in a risk free enviroment a lot of the time as they can keep away even from Hunters in flight with no risk and anything ground based without guns is more or less a non-factor.

In HU it's easy to counter flying heroes with flying villains, but in Dead Reign or Nightbane (I have more experience with the latter) there just isn't much that can match the speeds of even minor powers.

>>>----Therumancer--->



>>>----Therumancer--->


To be honest I didn't even look at the character flesh out section that p. 162 is part of. Its in with the optional quick character creation section and after having read the quick character gen out of Robotech Shadow Chronicles I wasn't impressed and figured Palladium simply did a copy/paste in DR so I didn't look at it. I must thank you for bringing it to my attention.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

2nd Update

Well the group has finished securing the fire station as their base of operations. It is also the emergency command bunker/center for our home town and has some really cool capabilities. I did a little checking into it this past week and found that the underground center can support 100 people comfortably for 3 years (assuming you can stomach MREs for 3 years). Has its own water collection and cleansing system (I'm a bit of a redneck so I didn't catch all the technical jargon) and generator. From what I was told and allowed to see its ritzy digs for surviving a zombie apocolypse.

Securing the station took 3 days and the tasks were being split between the character so while 2 characters were busy making defense measures the other 2 were going around to the nearby conveience stores and loading up on fuel for vehicles as well as food stuffs and other usable supplies. (My dice went commy against me and they only had token zombie resistance)

Our group then took out from the station and started to try to find another truck that Joe knew of that would be good to hold and haul 8,000 gallons of fuel. While looking for it the characters came across a group of 60 shamblers trying to break into a small cafe out in the middle of nowhere that had 15 survivors holed up inside. We decided to engage the zombies to try to save the people, I figured the range to cross the highway was at 100 feet and we were across the highway from the zombies so we pulled our vehicles over and used them as barricades and began blasting away at zombie heads.

The zombies in this first big encounter were slow, way slow, we got them all killed before they could completely cross the road. The worst damage sustained by our characters was to Andy. He rolled a natural 1 on a strike (for me a nat 1 can result in bad stuff happening. I roll % 01-10 = VERY Bad, 11-20 = bad, 21-50 = not good (usually an ally hit instead of the intended target) 51-90 = general miss (hit wall, or something else not important) & 91-00 = silly mistake (forgot to take weapon off safety or forgot to reload, etc.) I rolled an 01 for the nat 1 strike. I ruled that since Andy was using explosive shells in his shotgun the round detonated causing 30 points of damage to Andys right hand, arm, and main body and destroying the shotgun. Andys new nick name is Lefty (the player doesnt know it yet but the damage caused the Bony Exoskeleton mutation to start and his hand will regrow this one time as his skeleton structure undergoes a rapid growth spurt making the character look like Doomsday (the external bone growth not the grey skin) from the Superman comics.

The group has taken in the 15 survivors and started to form a small militia to begin purging our town of the zombies.
Survivors: (I still have a lot of fleshing out to do on these)
1) Waitress: Female: worked at the cafe.
2) Cook: Male: worked at the cafe.
3 & 4) Oilfield Roustabout: Male.
5) Computer Tech.: Female: was having a late dinner when it all happened.
6) Professional Truck Driver: Female: dinner break also.
7) Farmer: Male
8 ) Gang member: Female
9) Police Officer: Female: transferring the gang member and stopped in for a cup of joe.
10) Police Officer: Male: partner to above.
11) Professional Deer Hunter: Male
12) Store Owner: Male: the owner of the local country western clothing store.
13) Communications Engineer: Female: she has been given the responsibiltiy to keep our radios working inorder for the group to maintain contact while running around town.
14) Reporter: Male: from the local newspaper.
15) Automotive Mechanic: Female: obvious what her job is going to be.

At the begining of this campaign our home town had a population of 28,657 according to the most recent census that I could find. That means the zombies are broken down as follows:
(NOTE: I didn't count the first adventure into killing off zombies in our town it was used for an introduction)
Slouchers/Shamblers: 21,210 (-60 now = 21,150)
Crawlers/Creepers: 2,865
Fast Attack/Runners: 1,432
Flesh Eating/Meat Eaters: 1,432
Thinkers/Gun Bunny: 1,146
Pattern: 286
Mock: 286

Thats where we stand at the moment as our campaing was called short yesterday due to the player of Joe being called out on a fire, so we had to stop early, cant fault a man for saving lives.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Lord Death »

I like the story very much keep it up and look forward for more.
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Therumancer, I must thank you for bringing p.162 to my attention. I had my players roll on it and if you look above you will notice that I have corrected the character entries to reflect the special apptitude.

Ok, 3rd update

1st for those of you interested the player of Jeff was in town this weekend and I have posted his stats with his character above.

New player added (I was surprised by this, My own mother asked to join the game. I knew she had a likeing for the classic monster movies but I never expected her to actually want to join in a game).

Ruth
Race: Human
OCC: Shepard of the Damned
Stats
IQ: 32, ME: 25, MA: 25, PS: 21, PP: 32, PE: 36, PB: 21, Spd: 39
HP: 41 SDC: 45
Special Apptitude: High Perception: +4 Perception rolls

In todays session we got the survivors fixed up with some gear and appointed to duties around the station. A week (7 days) was spent tending to wounds recieved from the previous game sessions and when the bandages came off Andy found that his right arm now had a boney exo-skeleton crust and that his hand had grown back. His mutation will finalize in 3 more weeks of game time where he will be requiered to make a save vs pain every time he does any type of serious action or fires any weapon with decent recoil (.357 or better). The save vs pain is because his skeleton is growing and pushing through his skin and sudden movement or impacts will cause the skin to rip around the growth points as well as increase the pain in his body (I am sure that some of us can remember what it was like when we were children and we went through a sudden growth spurt the aches and pains in our legs or such as the bones elongated, now picture that across the entire body for 3 weeks non-stop.)

Ruth (played by my mom) was introduced using a flying accident, the character was inbound to our towns local airport in a small charter flight. When her plane was about 30 minutes out from the airport the pilot died (one of those who got sick late in the events of The Wave and would be ignored by the zombies). Ruth un belted the pilot and moved him into the passenger cabin and took the pilots seat, she then tried to radio a may-day.
Jeff who was in the command center and had the radios scanning all freqs happened to catch the call, upon hearing of her situation and the pilots death Jeff immediately cut Ruth off and instructed her to throw the pilot out of the plane. The amount of enthusiasim the player used to do this with caused us to lose 5 minutes of game time as we were all laughing too hard to talk.
Ruth using her IQ attribute # and Jeff walking her through the steps of an emergency landing (reading it from the computer database there in the HQ) providing his IQ skill bonus to aid her was able to successfully land the plane at the airport. My character was dispatched to retrieve her and having been airborne and out of pocket for the majority of what has been going on (Ruth had been on a religious sebatacle retreat for the last month) I informed her of the dead walking. I asked her where she was from and she told me that she was a local I said "good, counting you there are only 20 survivors left." She asked me to explain what I knew and I did. (Sadly somethin came up and my mom had to leave at this point).

Jeff freaked out about Andy having a boney arm and my arm healing over with a metal plate. He stepped out to get a smoke and talk with Andy. I had an idea (I have been both player and GM/DM for so many years its easy for me to know when a wild hair is based on DM info or a good player guess, this one was a good player guess) I was curious to know what was going on with Andy and myself, the only thing that was new recently in our lives (beside the zombies) was the Altrucure vaccination. My idea, go to the hospital get the records of everyone who had recieved the shot and also get records of everyone who had been recorded as dead before the dead rose, and compare them to see if there is some kind of connection. Jeff and Andy figure its a good idea so we load up and go to the hospital.

Close to the hospital Jeffs band scanner starts to pick up a weak signal, someone is calling for help. A female doctor/surgeon named Sally (4th lvl most outstanding attribute I rolled a PB: 28 for her, I will make a list stating NPCs at some time in the future). She was barricaded inside the radio room at the hospital and was trapped by zombies. We went on the war path to try to save her. In the ER our group comes face to face with their first Mock Zombie which was in the restroom, it spoke to them saying "hang on I just gotta finish washing my hands and the bathroom will be all yours." When it turned around and we saw its left eye was hanging by its optic nerve out of its socket Andy blasted it at near point blank range in the head with his (only surviving) shotgun, rolled a Nat 20 to hit. We then proceed to make our way to the radio room where the doctor is. Along the way we lure some zombies into the cafeteria and blast them with 2 hand grenades, Jeff rolled a Nat 20 so I ruled that he lodged his grenade into the mouth of one of the zombies.

Outside the radio room there were 15 zombies clogging the hallway. We open up with our weapons on their maximum setting (full auto or burst mode for the 2 combat shotguns), after alerting the doctor and instructing her to lay as flat to the ground as possible. The 15 zombies fell easily to our assault we then decapped them to ensure they wouldnt get back up. The doctor unbarricades the doors and opens them upon seeing her first male rescuer (Jeff in this case) she immediatley falls in love with him :D :twisted:
Jeff was :eek: :eek: :? . (The player had decided to make his character like himself a "confirmed bachelor for life".)

With the doctors help we find the medical records for the vaccinations as well as download the data on the deceased. Andy decides to want to try to take the server back to HQ with us (yeah he thought we could carry the server up from the basement and out the building while avoiding zombies) After a little discussion we decide to at least try to swipe the blades out of the server. Heading down to the basement we find one of the storage areas for the dead. The only way to get to the server room is through this body storage area, now filled with 1,000 zombies. After being noticed by the 2 thinkers in the room we close the doors and run back up stairs. Our group gets cornered in the doctors office there in the hospital (luckily her office is on the ground floor). We blockade the door and then knock out the window and make a run to our vehicles. Once back at HQ the doctor takes Jeff to a private room to "thank him" for her rescue (que the romantic music).

ZOMBIE COUNT
Slouchers/Shamblers: 21,150 -31 = 21,119
Crawlers/Creepers: 2,865 -12 = 2,853
Fast Attack/Runners: 1,432 -5 = 1,427
Flesh Eating/Meat Eaters: 1,432 -8 = 1,424
Thinkers/Gun Bunny: 1,146 -3 = 1,143
Pattern: 286
Mock: 286 -1 = 285
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Update #4

Its been about 3 days since the group picked up Dr. Eastman and Andy decided to head north of town with a small team to get the solar cells off the roofs of the houses there. Joe also took a team and went to the north end of town to try to find a new location that we could use as an emergency fall back site.

Joe and his team found another firestation that we could use, a pattern zombie had been doing a good job keeping it clean for us. It recieved its paycheck in the form of flying lead currency. (Jeff can be a bit trigger happy).

My character was on the team going after the solar panels, we arrived at the first house and as we were getting out of our vehicles 3 runners came from around the building screamed at us and bolted into the house knocking in the door as they went. Andy tried to shoot one of them but all he did was take out a window in the house. Right on the heels of the zombies entering the house the group hears a blood curdling shriek (I think we all know women, in my case my mom, that can scream so loud that it echos in your ears for several minutes and turns your blood to ice water just from seeing something like a mouse or a bug.) It was a female voice and sounded like someone in trouble inside the house.

Andy bolts for the door with my character hot on his heals. Just 2 steps inside the door Andy makes a perception test to notice a crawler trying to reach up and trip him. He dodges by jumping up and landing foot first splatting the crawlers head. Me being right behind him and also running I ruled that I needed to make a base 10 dodge to avoid colliding with Andy. I rolled a nat 1 and crashed full force into Andy from behind both characters tumble to the ground.

As we try to get up we notice the room has 6 shamblers, the 3 runners, and 1 mock zombie in it. The mock was the one who had shrieked and lured us into a trap. Maximo (one of the NPC roustabouts) was at the doorway and had failed his HF test, I failed my HF as well. Andy tried to back up and get out of the room but the runners attacked. 1 tackled me, 1 pinned him to a wall, and the 3rd jumped at Maximo but with a nat 1 on the roll only got a face full or door frame.

As the shamblers approach the mock steps over armed with a 3 wood golf club and decides my head is a golf ball. With a nat 20 on my roll I am able to push the runner that is on me such that its head blocks the swing. Maximo ignoring the runner at the door frame drops a med. burst from his rifle into the mock before she gets a second swing on my head nearly incapacitating her (only 1 point left) she flees on her next action. Andy kills the runner on him just in time to be set upon by 3 of the shamblers all biting, clawing and kicking at him. With another nat 20 for me I finish smashing the head of the runner on me but before I can rise to my feet 3 shamblers are on me, all kicking at my head I parry 2 but get an excedrin sized headache from the 3rd. (With a save vs pain I remain active).

By this time farmer John has made his way to the window and blasts 1 of the shamblers on me splattering its head on the wall behind us. The remaining runner tries again for Maximo but is parried and then Maximo shots the runner in the head at point blank range killing it. Andy doing his best to fight off the 3 shamblers on him can only defend against their attacks and do minimal damage in return. Between farmer John and myself we kill the last 2 shamblers on me as Maximo caves in the head of one of the shamblers on Andy. At this time the shambler that had been nawing on Andys arm like a dog on a bone finally cracks the boneplating causing Andy to collapse from the pain (failed save vs pain). Farmer John reloads his shotgun, I get to my feet, and Maximo kills the zombie on Andys arm. The last shambler finally manages to chew through Andys leather armor and takes a bite out of Andys chest. I proceed to kill the last shambler by kicking its head into the wall splattering it.

Joe and his team arrive in time to find us alive (barely) and me trying to use my paramedic skill on Andy to patch up the hole in his chest. I botched my roll bad (rolled a 99 and only have like a 63% I think) Andy makes his save vs pain and hauls off and slugs me upside the head with a haymaker with a nat 20. (He did more damage to me than the zombies did). Joe takes over with the paramedic skills as I lay on the ground admiring "all the pretty colors". 4 hours later we head back to HQ with 2 solar panels and power storage batteries in possession. The doc places me and Andy on complete bedrest until further notice.

The following day Joe and Jeff decide to search the houses and building across the street from HQ (I was begining to wonder if anyone was going to think of that). At the first storage building they find where some of the bodies that should have been at the firestation were (random zombie encounter rolled a 1D6x100 slouchers and I rolled 300 of em). Jeff quickly closes the door and secures it from outside. Then he and Joe each knock out a window in the door and throw I.E.D.'s into the storage building. They decide to wait till Andy and myself are up and running before proceeding further.

ZOMBIE COUNT
Slouchers/Shamblers: 21,119 -306 = 20,813
Crawlers/Creepers: 2,853 -1 = 2,852
Fast Attack/Runners: 1,427 -3 = 1,424
Flesh Eating/Meat Eaters: 1,424
Thinkers/Gun Bunny: 1,143
Pattern: 286 -1 = 285
Mock: 285
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Citizen Lazlo wrote:The game sounds like it's pretty damn fun.

:ok:


It has been so far, the guy who plays Jeff was a hardcore PFRPG & Rifts only player and even he is warming up to it.

I am currently stating out the 16 NPCs the group has saved. I hope to have it posted by the end of the weekend.
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Nightbreed »

Michael Barakofsky wrote:
Citizen Lazlo wrote:The game sounds like it's pretty damn fun.

:ok:


It has been so far, the guy who plays Jeff was a hardcore PFRPG & Rifts only player and even he is warming up to it.

I am currently stating out the 16 NPCs the group has saved. I hope to have it posted by the end of the weekend.


It's been a fun read that's for sure! Looking forward to reading more. :D
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Ok people, here are the NPCs if there is any more info you need to know about them just ask, and no none of them are mutants (dang it).

1) Waitress: Female: Faith Stoddard, Level: 3, Alignment: Anarchist
IQ: 13, ME: 12, MA: 15, PS: 11, PP: 11, PE: 14, PB: 13, Spd: 14, HP: 25 SDC: 26
Skills of Note: Aerobic Athletics, Pilot (PT) Automobile: 72%, Computer Operation: 76%, Brewing (Professional): 50%/55%, Cook (Professional): 65%, Sing: 55%, General Repair & Maintenance: 60%, Housekeeping: 55%, Recycle: 55%, Wardrobe & Grooming: 73%, Dance: 45%, Sewing: 55%, Gardening: 49%, Play Musical Instrument: Violin: 50%, First Aid: 65%, WP: Handgun, Preserve Food: 45%
Age: 22
Physical Build: Lean and athletic
Height: 5 ft 9 in
Special Aptitude: Quick Reaction Time: +1 initiative
Outlook: Fated Hero
Disposition: Nice

2) Cook: Male: Brodie Tuller, Level: 4, Alignment: Principled
IQ: 8, ME: 10, MA: 16, PS: 12, PP: 14, PE: 19, PB: 8, Spd: 13, HP: 36 SDC: 37
Skills of Note: Physical Labor, PT: Automobile: 75%, Computer Operation: 79%, Brewing (Pro): 55%/60%, Cook (Pro): 70%, Fishing: 60%, General Repair & Maintenance: 65%, Housekeeping: 60%, Recycle: 60%, Wardrobe & Grooming: 77%, Sewing: 60%, Gardening: 53%, Play Musical Instrument: Harmonica: 55%, First Aid: 70%, WP: Shotgun, Preserve Food: 50%, Skin & Prep Animal Hides: 50%
Age: 34
Physical Build: A bit overweight
Height: 5 ft 11 in
Special Aptitude: Charismatic: +5 MA
Outlook: Dedicated Hero
Disposition: Hero

3) Oilfield Roustabout: Male: Ramiro Bustos, Level: 2, Alignment: Unprincipled
IQ: 12, ME: 13, MA: 15, PS: 27, PP: 14, PE: 20, PB: 14 Spd: 20, HP: 27 SDC: 34
Skills of Note: Basic Electronics: 45%, Basic Mechanics: 55%, Body Building, Drilling (home made skill like Mining but for the oilfield): 60%, Automotive Mechanics: 78%, Mining: 60%, General Repair & Maintenance: 60%, Jury-Rig: 40%, Salvage: 55%, Physical Labor, Radio: Basic: 65%, PT: Tracked Vehicles: 74%, PT: Automobile: 63%, PT: Truck: 60%, Demolitions: 73%, H to H: Basic, WP: Shotgun, WP: Handgun, Navigation: 55%
Age: 20
Physical Build: Average
Height: 5 ft 9 in
Special Aptitude: Fearless: +5 vs. HF
Outlook: Idealistic Hero
Disposition: Fatalist

4) Oilfield Roustabout: Male: Maximo “Cantina” Cantillo, Level: 4, Alignment: Unprincipled
IQ: 13, ME: 14, MA: 12, PS: 30, PP: 15, PE: 22, PB: 17, Spd: 15, HP: 43 SDC: 43
Skills of Note: Basic Electronics: 55%, Basic Mechanics: 65%, Body Building, Drilling (home made skill like Mining but for the oilfield): 70%, Automotive Mechanics: 84%, Mining: 70%, General Repair & Maintenance: 70%, Jury-Rig: 50%, Salvage: 65%, Physical Labor, Radio: Basic: 75%, PT: Tracked Vehicles: 82%, Chain Works (variant of Rope Works): 55%, Whittling & Sculpting: 55%, WP: Handguns, WP: Rifles, PT: Automobile: 69%, First Aid: 60%, H to H: Basic
Age: 30
Physical Build: Built, muscular & chiseled
Height: 6 ft 3 in
Special Aptitude: High Perception & Solid Gut Instincts: +2 Perception
Outlook: Dedicated Hero
Disposition: Hero

5) Computer Tech.: Female: Judith Windship, Level: 4, Alignment: Principled
IQ: 15, ME: 25, MA: 12, PS: 14, PP: 20, PE: 13, PB: 15, Spd: 11, HP: 27 SDC: 16
Skills of Note: Basic Electronics: 55%, Computer Operation: 84%, Computer Repair: 70%, ECM: 60%, General Repair & Maintenance: 80%, Jury-Rig: 50%, Sensory Equipment: 55%, Technical Writing: 55%, Radio: Basic: 80%, Optic Systems: 60%, Surveillance: 55%, TV/Video: 60%, Math: Advanced: 75%, Computer Programming: 69%, PT: Helicopter: 61%, WP: Rifle
Age: 32
Physical Build: Lean and athletic
Height: 5 ft 8 in
Special Aptitude: Quick Reflexes: +1 attack, +1 dodge
Outlook: Pragmatic Hero
Disposition: Optimist

6) Professional Truck Driver: Female: Sarah Noble, Level: 2, Alignment: Principled
IQ: 13, ME: 22, MA: 12, PS: 20, PP: 13, PE: 26, PB: 14, Spd: 15, HP: 37 SDC: 62
Skills of Note: PT: Automobile: 73%, Automotive Mechanics: 68%, Combat Driving, H to H: Basic, Land Nav.: 52%, Physical Labor, Radio Basic: 65%, Roadwise: 42%, Streetwise: 30%, PT: Truck: 90%, WP: Blunt, PT: Motorcycle: 78%, PT: Tracked Vehicles: 72%, Dance: 40%, Body Building, Boxing, Outdoorsmanship, WP: Handgun, WP: Shotgun
Age: 25
Physical Build: Built, muscular & chisled
Height: 6 ft
Special Aptitude: Natural Combat Driver: +1 initiative, dodge, & roll
Outlook: Dedicated Hero
Disposition: Optimist

7) Farmer: Male: John Bradford, Level: 7 (Age: 68 4th generation farmer), Alignment: Scrupulous
IQ: 13, ME: 19, MA: 13, PS: 14, PP: 12, PE: 25, PB: 13, Spd: 17, HP: 49 SDC: 22
Skills of Note: Animal Husbandry: 90%, Barter: 73%, Brewing: 75%/80%, First Aid: 90%, Herding: 85%, Horsemanship: General: 78%/58%, ID Plants & Fruits: 80%, Physical Labor, Preserve Food: 85%, Skin & Prep Animal Hides: 80%, PT: Truck: 96%, Veterinary Science: 84%, WP: Shotgun, Cook: 80%, Fishing: 85%, General Repair & Maintenance: 90%, Jury-Rig: 70%, Hunting, Carpentry: 70%, Land Nav.: 74%
Age: 68
Physical Build: Lean bordering on skinny
Height: 5 ft 6 in
Special Aptitude: Sure Shot: +2 strike with projectile weapons
Outlook: Pragmatic Hero
Disposition: Nice & Complainer (thinks the commies are behind the Zombie Apocalypse and are trying to create a Red America.)

8 ) Gang member: Female: Gitana Valencia, Level: 1 (age: 18), Alignment: Anarchist
IQ: 13, ME: 15, MA: 14, PS: 13, PP: 22, PE: 13, PB: 12, Spd: 36, HP: 16 SDC: 23
Skills of Note: PT: Automobile: 74%, Barter: 40%, Running, H to H: Basic, Law: 45%, Pick Locks: 50%, Palming: 40%, Pick Pockets: 40%, Prowl: 40%, Streetwise: 32%, WP: Knife, WP: Submachine-Gun, Find Contraband: 36%, Escape Artist: 40%, WP: Handgun, Language: English: 60%, Literacy: English: 50% (Spanish is native @ 98%), Seduction: 30%, Appraise Goods: 40%, Computer Operation: 70%
Age: 18
Physical Build: Lean & athletic
Height: 5 ft 3 in
Special Aptitude: Natural Zombie Hunter: +1 initiative, strike, dodge, +2 vs. disease & HF, +5% vs. coma
Outlook: Nihilistic Hero
Disposition: Fatalist

9) Police Officer: Female: Pamela Skaggs, Level: 2, Alignment: Scrupulous
IQ: 19, ME: 23, MA: 14, PS: 18, PP: 16, PE: 17, PB: 15, Spd: 28 HP: 26 SDC: 55
Skills of Note: PT: Automobile: 80%, Athletics (General), Combat Driving, H to H: Expert, Law: 70%, Military Etiquette: 55%, Radio Basic: 75%, Running, Streetwise: 49%, WP: Blunt, WP: Handgun, WP: Shotgun, Language: Spanish: 68%, Climb: 60%/50%, Swim: 70%, Gymnastics, Boxing, First Aid: 65%
Age: 23
Physical Build: Lean and athletic
Height: 5 ft 7 in
Special Aptitude: Sure Shot: +2 strike with projectile weapons
Outlook: Fated Hero
Disposition: Easy going

10) Police Officer: Male: Silas Wilcox, Level: 3, Alignment: Principled
IQ: 15, ME: 24, MA: 13, PS: 20, PP: 21, PE: 16, PB: 12, Spd: 23, HP: 29 SDC: 83
Skills of Note: PT: Automobile: 78%, Body Building, Combat Driving, H to H: Expert, Law: 70%, Military Etiquette: 55%, Radio Basic: 75%, Running, Streetwise: 48%, WP: Blunt, WP: Handgun, WP: Shotgun, Boxing, Outdoorsmanship, Swim: 70%, Wrestling, Public Speaking: 50%, First Aid: 65%
Age: 28
Physical Build: Built, muscular & chiseled
Height: 6 ft
Special Aptitude: Fearless: +6 vs. HF
Outlook: Fated Hero
Disposition: Snob

11) Professional Deer Hunter: Male: Cody Dale (CD), Level: 4, Alignment: Principled
IQ: 12, ME: 15, MA: 12, PS: 15, PP: 19, PE: 15, PB: 15 Spd: 29, HP: 31 SDC: 27
Skills of Note: PT: Automobile: 75%, Prowl: 50%, Fishing: 70%, H to H: Basic, Hunting, Land Nav: 68%, Outdoorsmanship, Swimming: 80%, Skin & Prep Animal Hides: 55%, WP: Archery & Targeting, WP: Rifle, WP: Handgun, Dowsing: 35%, Wilderness Survival: 45%, Horsemanship: General: 62%/42%, Cook: 60%, Brewing: 50%/55%, First Aid: 60%, PT: Boat Motor: 80%
Age: 30
Physical Build: Average
Height: 5 ft 10 in
Special Aptitude: Sure Shot: +2 strike with projectile weapons
Outlook: Dedicated Hero
Disposition: Braggart (likes to talk about his hunts and “the one that got away”)

12) Store Owner: Male: Justin Freeland, Level: 3, Alignment: Principled
IQ: 14, ME: 25, MA: 19, PS: 21, PP: 20, PE: 13, PB: 13, Spd: 13, HP: 29 SDC: 22
Skills of Note: PT: Automobile: 72%, Barter: 58%, Business & Finance: 65%, Housekeeping: 65%, Computer Operation: 76%, Computer Programming: 61%, Public Speaking: 50%, Recognize Weapon Quality: 50%, Recycling: 50%, Research: 65%, Wardrobe & Grooming: 73%, Radio Basic: 65%, Sewing: 55%, Play Musical Instrument: Guitar: 50%, Locksmith: 45%, Appraise Goods: 45%, WP: Handgun, WP: Rifle, Hunting
Age: 45
Physical Build: A bit overweight
Height: 6 ft 1 in
Special Aptitude: Strongman: +6 PS, +1 Pull
Outlook: Dedicated Hero
Disposition: Nice

13) Communications Engineer: Female: Ida MacGruder, Level: 3, Alignment: Unprincipled
IQ: 23, ME: 20, MA: 16, PS: 12, PP: 13, PE: 12, PB: 15, Spd: 21 HP: 26 SDC: 21
Skills of Note: Basic Mechanics: 74%, Electrical Engineer: 69%, Computer Operation: 90%, Computer Programming: 85%, Cryptography: 59%, ECM: 69%, Technical Writing: 69%, Radio Basic: 84%, Sign Language: 59%, Optic Systems: 64%, Surveillance: 64%, Electricity Generation: 84%, Computer Hacking: 54%, Computer Repair: 64%, Math Advanced: 87%, Artificial Intelligence: 60%, Jury-Rig: 54%, PT: Automobile: 75%, Climb: 59%/49%
Age: 27
Physical Build: Skinny
Height: 5 ft 4 in
Special Aptitude: Charismatic: +4 MA
Outlook: Idealistic Hero
Disposition: Peacemaker

14) Reporter: Male: Manny Rodriguez, Level: 3, Alignment: Principled
IQ: 14, ME: 14, MA: 23, PS: 12, PP: 13, PE: 14, PB: 15, Spd: 11, HP: 29 SDC: 17
Skills of Note: PT: Automobile: 74%, Computer Operation: 81%, Creative Writing (Pro): 50%, Find Contraband: 44%, History: 83%/63%, Tailing: 40%, Public Speaking: 50%, Philosophy: 65%, Research: 70%, Streetwise: 40%, Wardrobe & Grooming: 68%, Radio Basic: 70%, Law (General): 55%, Photography: 55%, Technical Writing: 50%, WP: Handgun, WP: Blunt, PT: Airplane: Propeller: 68%
Age: 47
Physical Build: A bit overweight
Height: 5 ft 10 in
Special Aptitude: High Perception & Solid Gut Instincts: +3 perception
Outlook: Pragmatic Hero
Disposition: Easy going

15) Automotive Mechanic: Female: Betty Springer, Level: 4, Alignment: Scrupulous
IQ: 24, ME: 13, MA: 22, PS: 21, PP: 14, PE: 16, PB: 23, Spd: 14, HP: 36 SDC: 29
Skills of Note: PT: Automobile: 91%, Physical Labor, Automotive Mechanics: 98%, Basic Electronics: 70%, Basic Mechanics: 85%, Computer Operation: 89%, General Repair & Maintenance: 85%, Jury-Rig: 60%, Streetwise: 52%, PT: Motorcycle: 98%, Combat Driving, Mechanical Engineer: 65%, Vehicle Armorer: 65%, Weapons Engineer: 65%, Munitions Expert: 75%, WP: Handgun, WP: Shotgun
Age: 34
Physical Build: Built, muscular & chiseled
Height: 6 ft
Special Aptitude: Natural Combat Driver: +1 initiative, dodge, & roll
Outlook: Dedicated Hero
Disposition: Worrywart (“Just don’t scratch the paint, I worked on it ALL night to get it ready.”)

16) Doctor: Female: Sally Eastman, Level: 4, Alignment: Principled
IQ: 21, ME: 19, MA: 20, PS: 19, PP: 20, PE: 21, PB: 28, Spd: 38, HP: 41 SDC: 34
Skills of Note: PT: Automobile: 80%, Math Advanced: 89%, Biology: 82%, Chemistry: 87%, Computer Operation: 91%, Medical Doctor: 98%/89%, Pathology: 82%, Technical Writing: 77%, Toxicology: 82%, Holistic Medicine: 67%/57%, Brewing: Medicinal: 62%/67%, Chemistry: Analytical: 72%, Chemistry: Pharmaceutical: 77%, Genetics: 61%, Meditation: 67%, WP: Knife, ID Plants & Fruits: 47%, Running, Athletics (General)
Age: 39
Physical Build: Lean & athletic
Height: 6 ft 2 in
Special Aptitude: Quick Reaction Time: +4 initiative
Outlook: Fated Hero
Disposition: Maternal & Complainer (Like Bones from STC “I’m a doctor damn it, not a soldier.”)
Last edited by Michael Barakofsky on Sun Feb 01, 2009 1:30 am, edited 1 time in total.
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by omega2672 »

:D :D :ok:
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Well I finally had time to sit down and tally the earned XP for my character, Jeff, Joe, and Andy. All 4 of the characters are now 3rd level, I will post the updates to the characters once the players have rolled their extra HP and such.

NOTE:
Given some of the complaining I have read on other threads about natural 17 or better needed to hit and damage zombie heads I have added my house rule changes to this thread up in my first post. If you haven't read it yet you might want to scroll back up and take a look at it.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Character Update

My character
Race: Human/Mutant
OCC: Hound Master
Level: 3
Stats
IQ: 26, ME: 25, MA: 22, PS: 64 right arm /38 left arm, PP: 25, PE: 31, PB: 21, Spd: 33
HP: 48 SDC: 72
Special Apptitude: Quick Reaction Time: +2 Initiative.
Mutations: Powers:
Healing Factor (Active): +6 PE
Superhuman PS (active for right arm at this time): +26 PS
Extraordinary Spd (not active yet)
Mutations: Physical
Mechanical Limbs: Arms & Legs (active for right arm at this time)
Gun Limbs (Will be active once the arms have completed turning bionic effectively): on the top of the right forearm: .50 cal sniper rifle with 50 rds ammo, top of the left forearm: 12 guage shotgun with 50 rds ammo. The ammo regenerates to full every hour (cost a permanent loss of 10 PPE leaving the character with 3 PPE)

Joe
Race: Human/Mutant
OCC: Soldier Rescue MoS (the player is a firefighter)
Level: 3
Stats
IQ: 20, ME: 22, MA: 21, PS: 28, PP: 23, PE: 30, PB: 22, Spd: 23
HP: 60 SDC: 224
Special Apptitude: Quick Reaction Time: +3 Initiative.
Mutations: Powers:
Extraordinary PE (Active): +11 PE, +160 SDC, +10 HP
Radar (active)
Mutations: Physical
Mechanical Exoskeleton/Metal Skin (not active yet): +180 SDC, +2 PS, +1 PE, (Natural AR: 14 house rule) when active
Gun Limbs (not active yet): the player has yet to decide what gun or guns he wants.

Andy
Race: Human/Mutant
OCC: Scrounger
Level: 3
Stats
IQ: 30, ME: 25, MA: 27, PS: 33, PP: 27, PE: 30, PB: 20, Spd: 21
HP: 46 SDC: 106
Special Apptitude: Fast Learner: +4 Elective Skills
Mutations: Powers:
Radar (Active)
Power Channeling (not active yet)
Wingless Flight (not active yet)
Mutations: Physical
Rocket Jets (active once the wingless flight becomes active, the source of the flight it will provide a +80 mph to the flight speed treated as an afterburn effect that can be sustained for PE in minutes)
Bony Exoskeleton (active)

Jeff
Race: Human
OCC: Soldier Commando & Law Enforcement MoS
Level: 3
Stats
IQ: 25, ME: 21, MA: 20, PS: 30, PP: 29, PE: 31, PB: 20, Spd: 34
HP: 47 SDC: 52
Special Apptitude: Fast Learner: Law Enforcement MoS.

Update #5

Dr. Eastman had my character out of commision for 2 days even though my healing factor had me all good and new in just about 4 hours, Andy is still down and going to out of pocket for another 12 days. Thank God for healing factor.

Ruth wants to go out to her home in the country and check up on things and see if her dog is still out there. Prince, her dog is a golden retriever, and we found him doing his job of guarding the property (sort of). Prince had allowed a stranger into the home (was bribed with half of a steak) this stranger named Earl appologizes about the B & E and explains that he is a survivor from the closest big city to our home town some 75 miles away and just got there 4 days ago. He and his GF were barely able to get out of town alive and he had to kill her just 3 days before he got to this house. We invite him to join us in town but he politely refuses, "After what I have been through in a city I'll pass. Cities are no mans lands I will happily stay right here and trade upkeep on the house in exchange for living here if you don't mind." Ruth says ok and we leave him with the supplies that we were going to take only taking all the dog food that Ruth had back stocked.

Jeff has...er...had some friends that lived in this rural community so while out here he decided to go check on them. We found 3 more dogs and 2 dead bodies (truly dead, bullet holes in the heads confirmed). The house had been cleand out before we arrived and there were no supplies left.

Farmer John aslo wanted to go ahead and collect his chicken coops while we are out here and bring them back to the HQ. Out at Johns farm we find that a coyote or some other critter had tried to get the chickens but his dogs saved most of the flock. The 12 dogs of farmer Johns are left to fend for themselves which they are quite adept at doing. The character group Jeff, Joe, Ruth, Maximo, Pamela, and John spend the next 6 hours chasing chickens trying to get them all back into the coops and loaded on farmer John's truck.

As our group heads back to town Ruth wants to stop in at the church she was the Pastor of. At the church we find a terrible sight, some 53 Retro Savages. Ruth's entire congregation has been led astray by one of the former deacons and now believe the zombies are Gods army of retribution cleansing the land of the filth that infests it. Ruth was heart broken that her "Right Hand Man" so to speak could be so foolishly misguided and that so many of her friends are also following this mans wrong teachings. Jeff makes matters worse by slapping the leader of this group only serving to prove his point that those who don't turn their back on technology are evil. The PC group decided to beat a hasty retreat and deal with these people later, leaving Earl with a warning about their presence and instructing him to avoid them at all costs.

That evening at dinner Jeff cooked some of his famous chilli, something I have labeled "Thermo-Nuclear-Flaming-Toxic-Death" (its so hot ones tongue wants to jump out of ones mouth and find the nearest gallon of milk to drown in.) We discuss the state of things with the loonies out at the church. Dr. Eastman also scares the pants off Jeff with talking about the possibility of marriage. Ruth then informs the doctor that she is ordained and can conduct the service. I think Jeff turned a new shade of green :lol: somewhere amidst the rainbow of hues that his skin color went through.

The following morning Jeff decides to go on a raid of the local police station and try to find some more weapons and supplies. While at the police station we encounter 10 mock zombies that were former SWAT still armed and armored. Using 3 of Jeffs IEDs we are able to take them out but not before they give the PCs a rude lesson in tactics and that not all zombies are created equal. The mocks used a tear gas grenade on the party, fortunantly all the characters save mine had gas masks in their carried EQ and were able to put them on. I made a save vs non-lethal poison and pain and took hold of the gas grenade (you gotta love having a metallic hand) and threw it outside through the nearest window. I then took a seat against a wall and used 1 canteen to flush out my eyes as the gas cleared. In the cells we found some 30 more zombies it was like shooting fish in a barrel, yeah it was a waste of ammo but it was safer to shoot them as opposed to opening the doors and giving the former prisoners a chance to bite the party members. The party returns to the HQ after this to take stock of everything gained and decide the next plan of attack.

ZOMBIE COUNT
Slouchers/Shamblers: 20,813 - 30 = 20,783
Crawlers/Creepers: 2,852
Fast Attack/Runners: 1,424
Flesh Eating/Meat Eaters: 1,424
Thinkers/Gun Bunny: 1,143
Pattern: 285
Mock: 285 - 10 = 275
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

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MORE PLEASE :D
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Just to let everyone know, things are slowing down a little over here in my end of the Megaverse. One of my gamers just started to work 12 hour nightshifts and another one has moved into Texas for a better job (ROFL, better job YEAH RIGHT more pay but more stress to go with it.)

So I don't know when I will get to run more of my game for them so I can have something to post here for you all.

As an aside I must say this, this is the first game I have had this much fun running since 1st/2nd edition AD&D.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

To the fans I have generated on this thread who find my campaign fun and interesting I appologize that I have nothing new and might not have anything new for a while. The Rifts campaign that I was running prior to DR has once again taken center stage with my available group, also I am thinking about waiting for the DR sourcebook that was advertised in the latest news letter before I go too much further in my DR campaign.

The ad said its supposed to contain more tables such as for searching buildings and a guide on making a safe haven which is what my group is trying to do. Useful information in my opinion so I am going to hold off for a short on my DR campaign. Unless Palladium (true to form) fails to provide the book in a timely fashion. (Please note I do understand that problems can and do arise, I think Murphy wrote the rules governing gamers, :lol: )

I do promise to all of you that I will continue posting the results of my DR game sessions here on this thread once it is gotten back to. (unless I lose net access or my comp blows up or shudder the zombie apocalypse actually happens :lol: (would be kinda fun if it did :D ))

Just to maybe perk interest I do have a plan for a grand finale to the campaign (at least for the home town section of it) involving a death cult, about 100 innocent hostages, and a sizeable force of zombies in excess of 1,000. I can't say too much incase some of my gamers decide to read this thread, I know 1 has already.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Hi everybody, its been a long time since I posted on the events of my campaign (a little too long for my taste). Sadly my DR campaign has taken a sort of side seat to Rifts and the Minion War series of adventures that my group is doing right now. By side seat I mean we are only playing DR when we need to step back and take a break from Rifts, which is kinda sad as I enjoyed running my previous campaign. Today I had to restart my DR campaign because one of my gamers finally admited to me that my concept of mutation was no longer appealing to him. He did like the idea in the begining but after several game sessions of what he considered to be "play test" he was losing interest in the game. So I took the game back to basics all the characters are purly human no mutations and the entire thread leading up to this point was a nightmare the characters shared and woke up to find it was really happening only without the benefit of some of them changing into super-humans to help better fight the zombies. My friend seems to like how the re-start is going. The cool part IMO is that since it was a dream the characters got to keep the earned XP for what they did in the dream, they lost all their gear they gained in the dream but at least they didn't lose any levels. I am hoping to get to finish this campaign and let everybody know how it goes within a year or 2 (gonna try to have at least 1 DR session a month).

Re-start DR: The characters Michael, Jeff and Andy woke up from their nightmares soaked in sweat at 3 am. Slowly as each character woke up they called each other and learned that they each had the same dream/nightmare only from that characters point of view. They got together at Jeffs house and were starting to try to figure things out when CNN had breaking news about insane mobs of people in NYC. They all gathered around the TV and watched in horror as the very nightmare they had just awoken from was unfolding for real right infront of them.

As quick as they could Michael and Andy went to their respective homes and grabbed their most important gear they could rapidly carry: firearms, ammunition, Andy's 2 dogs Bandit & Oreo and Michael's dog Beauty. Spending only an hour to rapidly gather their gear they returned to Jeff's house to decide what to do. Jeff took the small 400 gallon fuel trailer that he had and went to get it filled full. when they all returned they watched the TV and had their fears confirmed when they noticed that RIOT cops were using live ammo to try to settle the mob and the shots were having little to no effect. The group sat and talked deciding what they were going to do for a game plan (no pun intended).

They divided up the gear they had and secured Jeff's home to be used as a safe house if they were caught out in the open then got in their vehicles and drove down to the main fire station just as they had done in their dreams. In the dream the fire station was a well defendable position and they figured it was worth the attempt to make it so for real. When they got to the fire station they found that it did not have a chainlink fence surrounding it like it had in the dream, this was the only downside that could be noticed from the outside. As they pulled into the back parking lot they noticed 6 people banging on the back security door. The people were banging away like they were frightened and desperately wanted to get inside. While Jeff was moving to the machine gun hatch on his humvee Andy decided to stick his shotgun out the window and lean on the horn of his humvee to get their attention. It was plainly obvious when they turned around that they were not human but were zombies (in truth flesh eaters). Jeff and Andy made their HF save and opened up on the zombies, 3 zombies made it as far as the hood of Jeffs humvee and dinged it pretty good. In short order the zombies were dispatched with a series of called shots to the head from shotgun, machinegun and .357 magnum hollow point fire.

Andy then went around to slice the heads off the zombies that didnt get successful head shots but were downed from depletion of main body. 1 of those zombies was playing possum and as Andy was about to swing his sword the zombie lunged and grabbed Andy's ankle inflicting 6 points of damage to Andy. Andy made a HF check to prevent being shocked by the surprise attack and proceded to slice the zombied head off and punt it away, he then freed himself from the zombies vice-like grip.

The group then proceded inside the building (the security door wasn't locked the zombies just dont know how to use door knobs, lol) after securing the vehicle bay they pulled their vehicles inside the fire station and began to go about securing the rest of the building. In the front 7 offices they found 2 slouchers which were dealt with quickly. The rest of the building was checked and there were no zombies until they got to the cafeteria/dining area. There were a total of 6 zombies in this room, 1 thinker & 4 slouchers sitting at a table looking like they were having a meeting about something and a pattern zombie that was in the cooking area stirring a pot of beans sounding like Lurch from the Adams Family saying "BEEEEAAAAANNNNNNSSS". The entire PC group failed the HF save, fortunately all the zombies failed to make a successful perception check to notice the characters presence. (I guess whatever that thinker was saying to those 4 slouchers was pretty important and as for the pattern zombie/former cook....well who can argue with "BEEEEAAAAANNNNNNSSS"?). The group rolled for initiative to see who went when and they opened fire on the zombies. given obstacles I rulled that the group had 3 actions each before the zombies were on them. Given some pretty bad rolls they barely had the zombies killed before the zombies would have gotten a chance to attack. The cook/pattern zombie was taken out with a sledge hammer to the head, (Michael said "Great now we gotta go find new cooking utensils since all these have zombie brains on them.)

Current Zombie Population
Slouchers/Shamblers: 21,210 -6 = 21,204
Crawlers/Creepers: 2,865
Fast Attack/Runners: 1,432
Flesh Eating/Meat Eaters: 1,432 -6 = 1,426
Thinkers/Gun Bunny: 1,146 -1 = 1,145
Pattern: 286 -1 = 285
Mock: 286
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

This past weekends adventure finds our heroes in the fire station going down into the underground command center/bunker. The stairs leading down enter into the common/rec room. In a rather small broom closet they find one of the fire station attendants that had somehow been locked inside. The attendant once the door was open and after a quick explanation of his presence tried to step out only a mop bucket on his left foot causes him to face plant the floor. While down Andy checked for body heat and a pulse, the attendant passes and was drafted into providing the group with a tour of the command center.

1st stop on the tour was to the command & control room where all water for the rest of the city was shut down and re-directed to flow to the station only. Then the group went through the 10 10-man barracks style rooms continuing on the cleanup of their new HQ. In the 3rd room under the 3rd bed Michael finds a sloucher hiding and failing the HF save gets a headbutt to his chin and upper chest area that sends him sliding the 4 feet across the floor to the 2nd bed. The zombie chased after him as he tried to crawl under the 2nd bed to escape Andy blew the head off of the zombie. In the 9th room in a mini-fridge between the 6th & 7th beds Andy comes face to face with a crawler that was locked away in the fridge. As the crawler reached for Andy Jeff booted Andy out of the way and swung his sledge hammer to splatter the zombies head.

On the way to the cafeteria the group passes by the infirmary and takes a moment to tend to their wounds. In the cafeteria as the group opens the double doors they see 3 zombies towards the center of the room. They attempt to shoot the zombies but only cause flesh wounds then 2 of the 3 zombies break into a run hurdling tables on their way to attack the characters. The group has only 1 chance to kill these new runner zombies before it gets to close quarters fighting. They luck out and manage to blow the heads off these new zombie types, and then they drop the other zombie. As Andy was about to cut the head off the 3rd zombie with his katana a crawler hiding under the table grabs Andy on his good ankle inflicting 5 points of damage. (In the laughing and fun/excitement of the game I accidentally let it slip that there was 1 more crawler in the room) While Michael and Jeff searched for the last remaining zombie in the cafeteria the fire station attendant being a trained paramedic insisted on checking Andy out given the damage to both of his ankels. Sadly the attendant was a mock zombie that had just completed his transformation and intended on making Andy his 1st meal. Andy barely noticed (successful perception test rolled the target number on the nose) the mock was not leaning in for a closer look but was actually lunging to take a bite out of his foot/ankle. Andy drew both his pistols and blew the mocks head off (he barely beat the zombies initiative given he had a straight die roll only with no bonuses due to the sudden attack) just as Michael and Jeff had finished dispatching the last crawler. Andy is now developing a paranoia complex.

After asking Andy why he just blew away the fireman the team meets another survivor named Ruth. Ruth had heard the sounds of gunfire coming from the fire station and went in to investigate. Ruth finds the group in the cafeteria after they had finished clearing it of zombies.

The group hears a noise coming from the kitchen. Opening the swinging door to the kitchen the group finds 7 more slouchers inside the kitchen, using the doors as a bottle neck the slouchers are quickly dealt with using near point blank range shots to the head. From the kitchen are the entries for the large walkin refridgerator/freezer and the pantry. They find 5 slouchers in the fridge and 4 more in the pantry. To protect the food from as much goo-ification as possible they lure the zombies into the kitchen and kill them with shotguns and bludgeoning weapons. The last stop on the securing of the station is the machine room where the emergency generator, water filtration and air filtration/circulatory units are located. This area is free and clear of zombie infestation.

With Ruth now part of the team the group locks down the fire station and makes a raid on the near by gun shop. Through good placement of vehicles and excellent team work the group cleaned out the gun shop of everything that it had ammunition and weapon wise. They even took all the magazines for reading material and emergency toilet paper when things get bad. Among the supplies that was taken included 3 brass cleaning and bullet reloading machines, even the black powder weapons and ammunition were taken. After returning to the station and dropping off the gear that had been grabbed the group took off yet again to get a semi-truck and flatbed trailer along with a forklift. At the forklift supply/rental center the group not only stole a top of the line forklift they took as many spare parts as possible and the equipment to make an augger attachment for the forklift to help dig post holes for the construction of a fence line around their new HQ.

While grabing a basket of parts to pull out from under a shelving unit to look through Michael comes face to face with a crawler that was hiding in the basket. Andy and Jeff noticed the crawler making a lunging grab for Michael (who had failed his HF save) Andy using his Desert Eagle blew the hand off the zombie (with a roll of a natural 20 to strike) so it couldn't grab his friend Michael and Jeff then blew the head off the zombie. As sunlight was starting to fade the group made 1 last sweep through the parts area to make sure they hadn't forgotten anything and as Andy was reaching to grab 1 last tray of spark plugs another crawler started to drop down from a higher position on the same shelf. Jeff yelled heads up as he raised his weapon, Andy dove to his left and back away from the shelf to get clear and once again Jeff got a killing head shot. The team then rolled back to the station to offload the trailer and call it a night.

The next day the team, after eating breakfast, took out in the truck and Jeffs humvee and hit the local Home Depot. At Home Depot the group cut through the exterior chainlink fence to load the rolls of chainlink fence, barbed wire, and the 4 pallets of solar panels and storage batteries that were stored on the side of the building. After the group finished loading the truck at home depot they headed to the national guard armory to see what could be taken. Along the way both Michael and Andy picked on Jeff about having blown up the armory in their nightmare and told him he better not blow it up this time.

At the armory out front of the weapons storage building was a cougar sunning itself on the pavement. Jeff blew the trucks horn in an effort to scare the cougar off, the cougar looked at the truck yawned and rolled over onto its back stretching. Jeff slowly eased the truck up to the cougar and eventually the big kitty moved over to the main office building to finish its sun bath. The group found 8 total deuce and a half trucks they could use to load the equipment from the armory onto. The group stocked up on .50 caliber ammunition and gained a nice supply of stinger missile launchers, 40 M-16s, 12 M-203s, 24 crates of 5.56 mm ammunition, 5 crates of 9 mm ammo, 10 crates of 7.62 mm ammo, 25 crates of explosive shotgun ammo, 15 cases of M-67 grenades, 6 solar power trailor mounted electricity generators and an entire deuce loaded with crates of MREs. The group even picked up 1 crawler zombie though nobody knew about it as it was hidden in the under carriage of one of the trucks (Yes I, as the GM, must confess that I stole the idea from Tremors 2 where a Shrieker was hiding under Burt Gummers truck.) As the group were preparing to head back to the HQ (it took them a little over 5 hours to get everything loaded and get the towing arrangement figured out) they were stopped, caught red-handed by 2 police officers. A short stand-off occurred as the group negotiated with the 2 officers in an attempt to find a peaceful end to the situation. In the end the officers joined the character group which provided 2 extra drivers allowing to shorten the length of what was being towed by some of the trucks. When they got back to base they used what daylight was left to offload the trucks and get all the gear inside the garage that was going inside the garage. The trucks were then moved to the far corner of the parking lot and the station was locked down for the night.

Current Zombie Population
Slouchers/Shamblers: 21,204 - 18 = 21,186
Crawlers/Creepers: 2,865 - 5 = 2,860
Fast Attack/Runners: 1,432
Flesh Eating/Meat Eaters: 1,426
Thinkers/Gun Bunny: 1,145
Pattern: 285
Mock: 286 - 1 = 285
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

That evening as our growing group of heroes settle down from the days endeavors Jeff assigns a watch rotation to keep the HQ secure. Jeff at 2100 hours to 2230, Michael from 2230 to 000, Pam (one of the 2 police officers) from 000 to 0130, Silas (the other officer) from 0130 to 0300, Ruth from 0300 to 0430, and Andy from 0430 to 0600 where everybody is expected to be awake again.

Durring Jeffs watch at about 10 pm (2200 hours) a jeep comes flying down the street on the west face of the station making a hard right, on to the street running along the north face of the building, at a high rate of speed squeeling tires in the process. The jeep pulls into the employee parking lot behind the fire station and screeches to a halt a few feet from colliding with the brick wall of the building. The jeep is occupied by 5 people 4 guys and 1 young woman. Jeff, after alerting Andy & Michael, headed out the front door and moved along the north side of the building to get into position to see what was happening, Andy, after alerting the 2 cops, left the garage to back up Jeff. Michael taking one of the M-16s headed out the back of the garage to face the possible threat head on. The 4 men in the jeep were gang bangers and the girl was a new initiate that was going to be "jumped in". They threw the girl to the pavement face down and 1 guy kneeled on her shoulders while a second tried to remover her jeans. Jeff having taken his .50 cal sniper rifle blew the head off the guy that was kneeling on the girls shoulders, and ordered the man that had been working on removing her pants to get off her and kiss pavement. That man did as ordered, the 3rd man also obeyed the order to get on the ground. In the bright lights of the parking lot all they could see was Michael standing at the back of the building so they thought he was the one giving the orders. The driver drew his weapon to fire at Michael but Andy was faster and shot the driver with his shotgun, the heavy leather jacket the driver was wearing saved him from the majority of the damage from the shotgun blast and threw him into partial cover from the jeep. Andy circled to get a better shot and Michael moved along the wall to cover the front of the jeep as well. At this time Pam and Silas made it out the back door and stood guard over the 2 other men on the ground. The driver was killed with combined fire from both Andy and Michael. The young woman was taken inside the station and the 2 guys were striped of weapons and their vehicle and forced to walk off into the night to face the tender loving mercies of the zombies for the crime of attempted rape.

Spoiler:
What the group really did was castrate the 2 surviving gang punks before searing the wounds shut with a road flare and sending them on their way as I described. I didn't mention it because I felt it might be too graphic for younger readers that might be on these threads.

The young woman, Gitana age: 18, explained that she was going to join the gang for protection from the zombies but that she didn't know what she was getting into. Our group welcomes her into the fold and Pam takes her to the infirmary and takes care of the cuts and scrapes on her while Michael fixes a tray of left overs for her to eat, Andy relocated the jeep to the area where the group had been parking the unused vehicles in the far corner of the parking lot. Jeff providing cover for Andy noticed the crawler that had been hiding in the under carriage of one of the deuce and a halves that had been parked earlier and shouted a warning to Andy. Andy tried to shoot the crawler but rolled a Nat 1 on the D20, the back fire caused the slide to blow completely off the gun requiering major repair work, Jeff killed the crawler while Andy was drawing his second pistol. They then hurried back inside the HQ and locked it down for the night.

The following morning after breakfast Ruth and Gitana were left behind to keep an eye on the HQ while the rest of the group took off Jeff & Pam in the semi truck, Michael in his truck, Andy driving Jeffs humvee with Silas manning the Ma-Deuce mounted on the turret. The semi was trailer less so the group could pick up a refridgerated trailer from one of the grocery stores in town to help hold onto foodstuffs. At the 1st store approached the group finds 2 refer-trucks, in the 1st one that is searched the driver is still alive and well after a slight little misunderstanding that gets Jeff disarmed and held at gun point the group recruits Sarah Noble into their ranks to assist with driving trucks. The truck that Sarah was driving was loaded with frozen meats (beef, pork, & chicken along with a variety of seafood), enough to last our group for several months when combined with what they have back at HQ. The 2nd truck has a sloucher in it that Michael and Silas deal with easily enough. Jeff pulls the 2nd truck forward away from the building to learn that the trailer was opened and the produce it was carrying had spoiled. While the group was cleaning out the trailer Andy noticed something funny inside the loading docks in a shadowy area, a humanoid shape in the shadows. Andy throws a road flare inside the building to see who or what was hiding in the shadows only to see it was a jacket and ball cap left hanging on a dolly stacked with boxes of lighter fluid beside a pallet of boxed lighter fluid. The flare causes the lighter fluid to go boom, creating a massive fireball that, luckily for the group, consumes all the oxygen in its immediate area almost instantly causing it to go out instead of catching anything on fire. The group was also lucky in that most of the fireball was directed outside the building through the giant open garage door and not contained within the building. Part of the fireball went inside the trailer and flash cooked the spoiled vegies. The group went back to removing the boxes of now cooked & spoiled vegies after about 10 minutes of clearing out the trailer the explosion had attracted some unwanted attention, 8 slouchers were approaching from inside the store. Silas being the only one to notice shouted a warning the group turns to face the approaching zombies and open up with automatic weapons fire destroying the zombies in short order. The group then takes long enough to swap out the semis on the 2nd rig so Jeff could keep the truck he had swiped earlier and then headed back to the HQ to finish cleaning out the trailer and make it useable.

Current Zombie Population
Slouchers/Shamblers: 21,186 - 9 = 21,177
Crawlers/Creepers: 2,860 - 1 = 2,759
Fast Attack/Runners: 1,432
Flesh Eating/Meat Eaters: 1,426
Thinkers/Gun Bunny: 1,145
Pattern: 285
Mock: 285
Last edited by Michael Barakofsky on Sat Jul 30, 2011 9:07 pm, edited 1 time in total.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Nightbreed »

Good stuff to read, i like the trick you did with that crawler. :lol: Always said, it's bad enough with the walking dead, but the real threat will always come from other people. IMHO, your characters were too merciful, but then again, i'm a tad on the ruthless side. :twisted: Looking forward to the next chapter! :ok:
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

The group decides that instead of cleaning the trailer at the HQ to go collect a power washer mounted on a trailer from a local car service station and head out to the home of an old long time friend who has a private well and clean the trailer there. At the service station while the semi trucks remained on the street Michael in his pickup followed by Andy in the humvee pull into the lot to collect the trailer from the back garage. All 4 garage doors are open and in the back stall where the trailer is located there are 7 slouchers waiting for lunch to come by. Well "meals-on-wheels" Michael fails his HF save and runs his truck into a parked car at the back of the lot, fortunately he was traveling at low speed and only did minimal damage to his truck (9 points of damage) the car however was pushed completely off the pavement into the dirt before the pickup came to a complete stop. The zombies proceded to move out of the garage and begin their attack on Michael and Andy. Jeff noticed the events from his semi and climbed out onto the hood of the rig to use his rifle while Pam got out and moved to get a better angle on the zombies. Andy stops the humvee and gets out using the vehicle as a barrier between him and the zombies while Silas pulls up his shotgun to begin the attack on the zombies (initiative is rolled). Silas blows the head off of 1 zombie with his first shot while Jeff grazes the head of a second zombie dropping it but not splattering the head. Andy then fires on a 3rd zombie only dropping it from main body damage not killing it. The 4 remaining slouchers start to move into attack position 3 heading towards the humvee and 1 heading for the pickup. Michael drags himself out of his truck and shakes off the daze of the collision. Silas then takes 2 shots to put down his second zombie as neither attack scored a head shot it too was only down not out. Jeff canoes the head of his second zombie, the one heading to the truck, killing it. Andy drops one of the 3 zombies heading to the humvee with a 3 round burst from his combat shotgun leaving 2 zombies to be dealt with. Pam meanwhile has moved into position, but due to failing her HF save once she got a clear look at the zombies, is a mere spectator to the events. 1 of the 2 remaining zombies has reached the humvee and punches the windshield doing 18 points of damage enough to make a nice crack/impression of its fist. Jeff kills the other zombie as he has a clear shot on it with a natural 19 on his strike to hit the head while Michael seeing the zombie trying to break into the humvee draws his .357 and also scores a head shot with a natural 19 killing that zombie. While Michael inspects the damage to his truck Andy goes around with his katana and slices the heads off of the downed zombies before they can regenerate enough to be a threat. Michael then backs his truck up to the power washer with Andy guiding him they hook up the trailer and the group heads out to the friends house to finish cleaning the semi trailer.

Once the trailer is cleaned they head back to the HQ where Sarah Noble is introduced to Ruth and Gitana. The group then decide to hit a near by convience store for some more supplies, Silas and Pam stay behind to guard the HQ and Silas using the forklift modified with the auger attachment begins to drill the post holes for the new fence line. The store is less than 5 minutes away and when the group arrives there is 1 car parked on the side and 2 at the fuel island, all 3 cars are empty and clear of zombies. Ruth backs the deuce and a half she drove up to the front of the store. Inside the group finds a clerk busy at stocking cigarrettes, the clerk Brodie Tuller is a "zombie" (not an actual zombie but he has worked his shift for the last 3 days straight with no relief, talk about a dedicated employee too bad the bosses will most likely try to eat his face now instead of give him a raise) due to his lack of sleep he doesn't notice the group entering the store until he puts the shelf back up into the smoke rack. He starts to greet the customers until he notices all the hardware the group is packing. Jeff was carrying his sledge hammer, Andy had his shotgun readied, Michael's .357 was drawn, Ruth was also packing her shotgun, Gitana armed with a Glock 9mm, and Sarah carrying her .45 auto-pistol. Brodie instantly puts his hands in the air and says "The money is in the register." Andy instructs Brodie to place his hands on the counter while placing the barrel of the shotgun to his forehead and begins to check for a pulse. Brodie due to his lack of sleep and being scared by all the weapons openly displayed proves his humanity in short order by pooping his pants. After a brief explanation from both Andy and Jeff as to whats been going on and Brodie explaining that he has been working his shift for the last 3 days because a clerk CAN'T leave his store unattended Brodie requests permission to use the restroom and clean himself. Andy leads him to the restrooms while Jeff checks the walkin refridgerator using the mirrors to sweep the rest of the store as he heads to the back and Ruth goes to check the payroll check cashing office in the corner. The ladies room which also doubles as the "employees only" restroom and cleaning supply storage closet checks clear but Andy hears either a bump or a thump from the mens room. The door to the mens room is mounted backwards and opens outwards, Andy opens the door to find the drivers of the 2 vehicles parked at the gas island, 1 is busy eating the lower leg of the other after having ripped the other to pieces almost litterally painting the mens room in blood. The meat eating zombie looks up from its meal of calf meat in time to see the bullets from a short burst from Andy's shotgun killing it. The killing of the zombie startles Brodie and he pisses his pants as well. With the store now clean from zombies and Brodie believing that zombies are now real he goes out to his car and gets his spare change of clothes he then goes into the ladies room to clean up and change. When asked if he had heard anything he pointed out that he has a walkman and earphones so he didn't notice any noise stating that when the store is dead he puts the earphones in because he is trying to learn french. The group takes the next 4 hours clearing the store of everything it has and then heads back to HQ to offload and store all the supplies.

Silas not only had the holes dug but also with Pams help had the posts placed and cemented in by the time the group makes it back to base. The group has dinner and then resumes the previously assigned watch rotation for the night with Jeff getting a buy as his watch is when dinner is served.

Current Zombie Population
Slouchers/Shamblers: 21,177 -7 = 21,170
Crawlers/Creepers: 2,759
Fast Attack/Runners: 1,432
Flesh Eating/Meat Eaters: 1,426 -1 = 1,425
Thinkers/Gun Bunny: 1,145
Pattern: 285
Mock: 285
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Nightbreed »

Love how you put the human equation in this episode. " The killing of the zombie startles Brodie and he pisses his pants as well." Just classic! :lol: Looking forward to your next episode. :mrgreen: :ok:
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Nightbreed wrote:Love how you put the human equation in this episode. " The killing of the zombie startles Brodie and he pisses his pants as well." Just classic! :lol: Looking forward to your next episode. :mrgreen: :ok:


I am glad your enjoying how our DR game is going, thank you for the feedback and as soon as we have another DR session I will have more to post.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by dargo83 »

awsome story i love it but i have to say the way u started the game was better. i know the pcs that had the mutations were overpowered compared to the none mutated ones. but u go me thinking of something like that where a pcs mutates but not in such a dramatic way. i took from the half living that after a zombie bit the pc goes into a coma for 1 to 3 days and during that time theres a 10% chance that when they wake up changed in some shape or form. like my girlfried who plays she got bite and now has visions. the ps has to make a save verses coma/death if they save theres no coma and no change.
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

dargo83 wrote:awsome story i love it but i have to say the way u started the game was better. i know the pcs that had the mutations were overpowered compared to the none mutated ones. but u go me thinking of something like that where a pcs mutates but not in such a dramatic way. i took from the half living that after a zombie bit the pc goes into a coma for 1 to 3 days and during that time theres a 10% chance that when they wake up changed in some shape or form. like my girlfried who plays she got bite and now has visions. the ps has to make a save verses coma/death if they save theres no coma and no change.


Sounds like a cool idea, glad I helped to stoke the furnace of imagination. As I said 1 of my players was no longer having fun with the way the original game was going, he was starting to feel as though the flavor of the nightmare spooky monster zombie genre was getting lost to a more comic book mutants vs. the world setting. Since he is one of my 2 core players in my small group I had to make the change to keep him happy, my other core player is enjoying either way though he did like playing a mutant, me I am just happy to be running DR again even if its only once a month give or take.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

To all the fans I have made on this thread and those who have read it but not commented though liking it. I regret to inform you that due to some complication I dont understand I will no longer be posting on this thread. For some reason my home computer can no longer log in to the forums page, heck I cant even look at the forums page from home without being prompted for a login and then being immediately logged out as soon as I log in. I am making this post from another computer, a dinosaur that crashes 95% of the time I try to go online with it. I am very sorry this campaign will not see completion on this thread, I have done everything I can think of but my main computer just will not access these forums anymore, IT SUCKS!!!!!!!! Happy gaming to all and I hope what I have here will still provide fuel for all of your imaginations. Thank you.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

To those who have read this thread I am happy to say that whatever the problem was with my computer seems to have corrected itself. I am happy to reprot that I plan to resume my posting of my DR campaign with tomorrows DR session (sadly it is the next session since the last chapter entry I made above, man almost a year since I ran DR time sure flies when your not paying attention). I hope those who have been reading my thread and enjoying it are not too upset with my lack of posts and my computer problems I am truly sorry for the interuption to this fun and exciting story.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

Here it is as I promised, sorry again for all the hassles and bugs I have been having. Given all the extra zombie types in the 3 additional books that have come out since the main DR book I have taken the time between game sessions to refigure the surviving (if that is the word that can be used since they are really dead) zombie population to include for the new zombie types.

Current Zombie Population
Slouchers/Shamblers: 11,635
Juggernaut/Arnie: 847
Juggernaut/Tubos: 1,170
Parasite Juggernaut: 100
Bug Boys: 2,170
Worm Meat: 2,170
Blow Fish: 25
Silent: 3,000
Crawlers/Creepers: 1,931
Trash: 828
Sewer: None (our home town doesn’t have big city sewer systems so no sewer crawlers.)
Fast Attack/Runners: 1,000
Pretty: 400
Twin Speedster: 32
Flesh Eating/Meat Eaters: 1,425
Thinkers/Gun Bunny: 1,000
Impersonator: 45
Spare Parts: 100
Pattern: 200
Mock: 200
Fast-Slow: 56
Fused/Siamese: 56
Multi-Zombie: 56
Walking Grave: 2

The dawn of day 4 finds our heroes groggy and wishing for another night of sleep. The past 3 days they have been pushing themselves nearly non-stop to get as much done as possible. The group drawn by the smell of fresh coffee slowly gathers for breakfast in the mess hall. Brodie trying to make himself useful is cooking breakfast for everyone. Michael is the last one in, shambling like a zombie following his nose 1 arm stretched out moaning “cooffffeeeeee”. Jeff pours him a cup and adds a shot of JD to it. In his sleepy headed state Michael burns his mouth on the coffee then shambles over to put ice in it to make it cold coffee. The group then settles in for sausage, biscuits & scrambled eggs and discusses the agenda for the day. Silas says they need more fence posts to make a more secure fence line with only a 4 foot gap between posts instead of an 8 foot gap. Also they need to grab more concrete mix and rebar rods, Silas plans to fill the fence posts with reinforced concrete to make them harder to bring down on top of being buried 4 feet deep into the ground. He hopes that when finished the 6 foot high fence once topped with barbed wire and electrified will make a decent zombie barricade. They agree that another run to Home Depot is in order.

After breakfast Jeff driving 1 truck with flatbed trailer and Sarah driving her rig after disconnecting it from the refer trailer, Michael & Andy load up in Andy’s van Michael riding shotgun and Silas taking one of the Deuces head out. First stop is at the yard where the group acquired their 1st semi to grab a second flatbed and forklift. This time there were no zombies to deal with. The convoy then heads for the Home Depot to acquire some more necessary supplies. On the way to HD Michael notices a child on the run from 3 Runners and directs Andy to make a detour to try to save the kid. Jeff in his semi following behind the van radios asking “What’s with the wrong turn?”. As Andy steers the van to try to clip 1 of the Runners but avoid accidentally hitting the kid Michael responds and tells Jeff whats up. Andy successfully knocks the Runner down and Michael tries to shoot a 2nd one in the head sadly his shot was low. Michael then holsters his weapon and moves to the side sliding door as Andy steers the van closer to the child. With a natural 20 on the strike roll Michael grabs the boy and pulls him inside the van. Meanwhile Jeff after hearing what is going on steers his truck to follow behind Andy. He steers to run over the downed Runner and easily does so, while not hitting the head I rule the weight of the truck is more than enough to make that Runner a Crawler and in need of serious regeneration before it can crawl off. Once Andy’s van is clear of the other 2 Runners Jeff tries to run them down as well. In a weird twist the Runners become makeshift hood ornaments instead of road kill. Jeff slams on his breaks sending 1 flying/tumbling down the road and the other swinging by its elbow around the hazard flag post and slamming into the driver side of the rig. Jeff uses his pistol and shoots that Runner in the head killing it, he then tries to run over the 3rd Runner that was having difficulty getting its legs back under itself. As the bumper hits it, it rolls backward into a ball that the truck rolls over splattering that Runners torso & head like a water balloon. At HD they load up all the 10 foot fence poles they can, 6 extra rolls of chain link fence, and the other needed fence making supplies, including electric fencing line and power conversion boxes, Andy plans on tweaking them to increase the amp output to a more lethal level. The group then goes inside to get tools and some supplies that are not stored outside, the young boy is all too happy to stay inside the van behind closed doors. They 1st check what is in the trailers of the 2 trucks parked at the unloading dock. 1 of which is loaded with all manner of PVC pipes, couplings, joints, elbows and other plumbing oriented supplies. Then the group begins moving through the store taking all manner of tools including a table saw and lathe. As the group nears where the lumber is stored they hear a loud crash and shortly after that cursing. They move to investigate and find a survivor pinned under a collapsed shelving unit only the lumber that fell on and around him is preventing him from being crushed. It takes about 30 minutes for the group to get enough stuff cleared off him to free him from the mess. The man that was pinned suffered a bad gash to back of his left thigh and was in need of medical attention. As a quick bandage was made from the leg of his jeans to staunch the blood loss a former employee of HD comes walking around from an aisle 3 rows down sounding off that food had been found. Jeff readies his sledge hammer and moves in to face off with this Arnie. The Arnie wins initiative and tries to punt kick Jeff, the kick is parried with the hammer which jostles Jeff from the force of the impact. Jeff takes his swing at the head and connects solidly, the Arnie attempted to parry (something that hadn’t been seen yet in zombies, a defensive move.) but was just a little too slow. The hammer cracks the head solidly forcing the Arnie to look away from Jeff but then it turns back to Jeff and lunges with a claw strike. Jeff shocked that it was still standing barely parries the attack and attempts to slam the face of the Arnie with the hammer again. Due to a lousy roll to strike the hammer hits but doesn’t even phase the Arnie (failed to roll higher than the AR). The Arnie then performs a pounce attack on Jeff who dodges out of the way. With Jeff clear Andy, Michael & Sarah each fire their weapons killing the zombie. Given that it got its moan off before it was killed the group retreats back to the vehicles quickly. They rapidly load everything they had grabbed from inside the store and Andy asks the new guy his name. Ramiro introduces himself and asks to be taken to a nearby house to get his friend. The group travels in Andy’s van to go to the house where they meet Maximo. Maximo answers the door with a home made weapon: a pump shotgun married to a BAR rifle with an electric start chainsaw attached to the slide of the shotgun. The group spends 2 hours taking everything useful out of the house and loading it on to the roustabout rig parked in the drive. They then get the rest of the vehicles from HD with Michael driving the plumbing truck back to the HQ.

Once back at the HQ while most everyone begins offloading the supplies Andy goes to inspect the truck parking area while Jeff pulls a truck into parking position. As Andy steps up to the back of the 6th Deuce to inspect inside it after making sure the under carriage was clear, he gets stabbed in the gut by a survival knife. A Gun Bunny had climbed inside the back of the Deuce and was laying right behind the tail gate and was waiting for a life source to get close enough to attack. As Andy yells out getting Jeffs attention Andy tries to throw the zombie off the back of the Deuce. At first he is in too much pain to do so and Jeff steps up to shoot the zombie in the head. Looking over the tailgate Jeff sees the zombie is decked out in full SWAT Riot armor with helmet. He fires 2 shots but both bounce off the helmet then Andy musters the strength to throw the zombie to the ground and follows through with a diving tackle to hold the zombie down while someone else kills it. Andy fails his save vs. Pain and slumps to the side after landing hard on the zombie (rolled a natural 20 for the tackle). Michael having heard the gunfire comes running to see whats going on. Between Jeff slamming the helmet with his sledgehammer and Michael using his sword to decapitate the zombie they manage to kill it. They then rush Andy inside the building and get both him and Ramiro stitched up and fixed as best as possible. Pam and Silas get back to work on building the fence.

About an hour or so before sunset the group hears this strange roaring/whistling sound in the sky. As they search for the source they see a 747 descend below the cloud cover that had built up. To the surprise of the gathered heroes the 747 had the presidential seal on it. It was Air Force 1 and it was crashing. As the group watched it pass by in stunned silence they noticed the rear hatch pop open and someone bail out only a few hundred feet from the ground a split second later a parachute popped open. The group scrambled to retrieve the jumper, Jeff, Ruth and Michael in Jeff’s humvee (Michael manning the .50 cal) and Sarah following in a Deuce. On the way to the landing Jeff gets distracted by the parachute for a split second and hits a curb at 40 mph hurting himself and Ruth (minor damage) and nearly bouncing Michael out of the humvee. At the landing site the jumper is covered by the chute and surrounded by 12 zombies 4 Siamese, 4 crawlers and 4 grotesque amalgamations (1 was a 10 crawler fused together spider thing, 2 had more arms than you could shake a stick at, and the 4th was a slightly overweight 5 ft 6 in zombie with a skinny 6 ft 7 in zombie speared through it from back to front giving a kind of centaur with a rider look.). With the jumper surrounded by the zombies and only Jeff making his HF save he decides to use his flame thrower to try to force the zombies away from the jumper. Slowly it works and after a full melee of concentrated effort the zombies were dispatched and the jumper was rescued. The jumper identified herself as Sally Eastman the presidents personal physician. She also indicated that she was the only non-zombie aboard Air Force 1 at the time of her jump, even the pilot and crew had turned. The jet had been flying on auto pilot and was nearly out of fuel when she made a break for the rear hatch and jumped. About this time there is an explosion in the distance were the jet finally crashes. After getting her into the humvee and taping her ankle Jeff noticed that Michael was holding himself in the turret hatch when asked Michael indicated his injury across his gut from the banging he got from hitting the curb. The team heads back to HQ for the night.

At HQ the boy finally identifies himself as Timmy and indicates that he and his family had been homeless for some time, also his 8th birthday will be next month. The group settles in for dinner and Sally checks Michael, Andy & Ramiro to see how they are. All 3 are placed on bed rest for the next several days and Andy & Ramiro are given antibiotic injections. Jeff taking his watch shift begins playing with the cameras around town and comes across a weather sky camera that is mounted on top of one of the water towers. It is facing in the right direction to see the glow of the fire from the plane crash. Jeff while watching the fire notices the smoke is blowing in the direction of the HQ and that means the wind is also pushing the fire that direction too. Jeff gets Pam & Silas to go with him in his humvee to scout the fire. After plotting its general area and realizing that it can easily become a threat to the entire town Jeff races back to the HQ to get the team together and roll out in the fire trucks to deal with the problem, Andy, the doctor and Timmy being the only ones to stay behind. Andy mans the communication station to keep the team in contact and offer what aid he can via radio. Michael went along even though the doctor put him on bed rest as he is the only one with any firefighting experience, minimal as it is. Due to the severity of the fire Michael makes some dangerous decisions about how to tackle the blaze placing himself and Jeff directly in the path of the blazing inferno trying to prevent any further spread. Gradually the fire is pushed back and the 2nd truck comes up from behind the blaze to catch it in a pincer type of formation. Jeff and Michael come across the tail section of the jet sitting as though the jet nose dived into the ground leaving only the last quarter or so of its length standing above the ground. As they were tackling the fire around the tail the heat finally cooked off the anti-missile flares and chaff lighting up the night sky as though it were the 4th of July. The flares carried the fire beyond the fire break that had been made to prevent the spread. Michael has Jeff pull back to a bulldozer they had passed on the way to the fire. With Jeff driving the dozer (he wouldn’t let Michael in his injured state drive it) and Michael providing water cover from the fire they plowed trees, trailer houses and a few storage sheds back into the control zone that had been hastily formed. The tanker truck had ran out of water and was needing to refill so all the group could do for nearly half an hour was sit and watch the fire burn and pray it didn’t jump anymore. Finally after several hours they got the surrounding area soaked with water and plowed most of the burning wreckage under a dirt/mud cover with the bulldozer. Jeff and Michael remained on sight the remainder of the night watching for and dealing with flare ups sending everyone else home. Dawn was breaking as they pulled back into the HQ parking lot, just as they were shutting down the truck and getting out there was a crack of thunder and the skies opened up with a nice rain storm. They headed inside, Michael chuckling through the pain muttering something about better late than never.

Current Zombie Population
Slouchers/Shamblers: 11,635
Juggernaut/Arnie: 847 -1 = 846
Juggernaut/Tubos: 1,170
Parasite Juggernaut: 100
Bug Boys: 2,170
Worm Meat: 2,170
Blow Fish: 25
Silent: 3,000
Crawlers/Creepers: 1,931 -4 = 1,927
Trash: 828
Sewer: None (our home town doesn’t have big city sewer systems so no sewer crawlers.)
Fast Attack/Runners: 1,000 -2 = 998
Pretty: 400
Twin Speedster: 32
Flesh Eating/Meat Eaters: 1,425
Thinkers/Gun Bunny: 1,000 -1 = 999
Impersonator: 45
Spare Parts: 100
Pattern: 200
Mock: 200
Fast-Slow: 56
Fused/Siamese: 56 -4 = 52
Multi-Zombie: 56 -4 = 52
Walking Grave: 2

NOTE: For those of you who read the player character descriptions above and are thinking “Hey what about Joe?” after this installment of my game I sadly report that the player of Joe no longer lives anywhere near here and can no longer join in our game sessions. Though I still have his character I am debating on introducing him as an NPC or not. That is why it fell to my character Michael to be the only one with firefighting experience.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

I just noticed there is 1 BIG house rule we are playing with that I failed to post in the begining of this thread, I appologize. I am treating the zombies kind of like reverse vampires. In the original Vampire Kingdoms book vampires have hit points but no SDC. My zombies have SDC and no hit points, it makes better sense to me since a zombie is effectivly a flesh and bone automaton on a killing spree.

Vampires not having SDC dosen't make sense either but their invulnerbilities are more than enough to balance for it. Also vampires while undead still possess a true life force (for lack of a better term) zombies while mimicing what they did in life to a degree no longer possess a life force (except for maybe the Mock Zombie) the possession of or lack of this life force is what I use to explain the presence of hit points.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Michael Barakofsky
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Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

This should have been posted 2 weeks ago but our game session got interupted in the middle of a fight and so didn't get finished until this weekend.

Day 5 begins with the crew sleeping from the fire fighting the night before. The down pour lightens up to a gentle rain by noon when most of the group are awake and moving around. Jeff makes himself a quick snack breakfast and begins to plan that days job. Given the bad weather outside working on the fence is out of the question. Jeff decides to load up the team in his humvee and Sarah’s truck to make a run to get supplies to make ANFO. (As GM I don’t really know why he wants to but our area is a perfect location to get it. I am going to use the explosives rules in Rifter 59 to give them a play test.) Ruth, Timmy, Sally and the 3 on bed rest stay behind while the rest make a short drive (30 miles 1 way) to head to a location where the supplies are guaranteed to be found. About 2 miles north of our home town the group comes across a 4 vehicle wreck on the highway with 2 crawlers dragging themselves down the road. Jeff pulls to a stop and wants to shoot them but Silas suggests conserving ammo and splattering them in melee by flanking them and attacking from behind. As Jeff and Pam move into position initiative is rolled Jeff & Pam both go on a 13, 1 crawler rolls a natural 20 (the 1 Jeff had targeted) while the other goes on a 5 (rolled a 7). As Jeff closes in a begins to raise the sledgehammer the crawler spins on a dime with nearly lightning speed and grabs for Jeff. Jeff barely manages to avoid the sudden attack (with surprise penalties he tied the attack roll, defenders always win ties), he then makes his attack not high enough on the roll to hit the head (given the -3 small target penalty I use) but the roll does go over the AR of the zombie causing severe damage to its main body. Pam making her attack puts a dent in the head of her crawler but fails to kill it, it then grabs her leg just above the ankle causing 8 damage and begins to crush her leg. The 1st crawler then takes another lunge at Jeff which is more easily parried and with a successful blow to the head is finally killed off. Jeff begins to move toward Pam. Pam swings again and still fails to kill the crawler which tries to pull itself up on her while biting at her, Pam is able to maintain her balance and sacrifices her nightstick to parry the bite. Jeff kills that crawler as Pam is working on drawing her pistol. Once freed from the vice-like grip the 2 check the area and find 4 more zombies hopelessly trapped in the wreckage and decide to just leave them there since they can’t hurt anyone. About 2 miles from their destination the group find 5 rolled over tanker trucks (had been carrying milk) completely blocking the highway. What appears to have been an accident turns out to possibly be a deliberate attempt to block access to the neighboring town. Crossing a ditch and needing to give the semi a tow to help get out due to slipping the group goes around the road block and passes in front of the old cheese plant which was being used to stockpile the dead in an on sight storage building. As they pass by they notice movement from about a dozen or so body bags that doesn’t jive with the current wind level. Plans are made to return and torch the bodies once the weather is more cooperative. The group finally gets to the storage yard and begins checking the building (once again my dice go against me and the building is clear of zombies). Once cleared the group finds 9 pallets (2.5 tons per pallet) of ammonium nitrate and 50 55gal drums of diesel only 48 are full), they also get 60 boxes with 4 100 foot lengths of rope per box, safety gear (PPE: Personal Protection Equipment), and empty the office area of all the coffee supplies, Maximo also grabs the 7 H2S detectors he found. Gitana breaks into the soda machine and takes all the cans of soda (Coke, Dr. Pepper & Sprite) as well as all the coinage. After taking steps to keep the ammonium nitrate dry the group loads the flatbed and heads home. To avoid the roadblock the group takes another route back to HQ. It is dark by the time the group gets back to HQ and by the time the supplies are offloaded and stored the group is ready to have dinner and call it a night.

Day 6 dawns and most of the team is starting to feel their energy returning. The storm had gained strength through the night and caused some power surges and blink outs but otherwise the night was uneventful. Brodie was in the kitchen making breakfast again, he is the self-appointed cook for the group now. After breakfast Jeff checks in on Michael to see how he is doing. The new doctor, Sally, still has him on bed rest while Andy is able to move around and should be cleared by tomorrow. After talking with Andy Jeff decides to take the same group out again today to hit a few more of the nearby convenience stores. He has Sarah take the empty refer trailer while he drives his humvee and has Maximo take one of the deuces to carry dry goods. At the first store they hit they find the doors locked, Gitana manages to pick the lock while Sarah backs up the truck and Maximo backs in the deuce. There is 1 car in the parking lot which is unoccupied. Breaking in to the car Jeff finds the following: a meat cleaver, an old fashioned wind up pocket watch, a case of disposable diapers, a .45 automatic pistol with 2 full clips, a first aid kit w/ portable defibrillator, & a hunting rifle with 15 rounds. While most of the team begins to load empty totes with supplies Jeff and Pam stand guard. Jeff notices someone or something hiding on the far side of the outside ice storage unit, he has Pam circle around while he move in directly. When Pam gets into position to see who it is she fails her HF save while Jeff also now in position manages to make his save. The zombie (unknown to the characters that it’s a thinker) immediately tries to run away. Jeff armed with an M-16 tries to shot it with a 3 round burst but misses (with WP bonus his roll was a total of 4). Pam coming out of her fear tries to shot the zombie but her roll was not high enough to inflict any damage, the shot hit only dead meat and had no effect. Both Jeff and Pam try to shoot it again and both of their rolls fail to exceed the AR of the zombie the shots hitting nothing but dead meat and having no effect. As Pam is aiming for another shot Jeff orders her to stand down and let the zombie get away saying “We need to conserve ammo and stay close to the store to cover everyone else.” Unknown to the group the thinker had a small pack of other zombies nearby, 3 crawlers, 1 runner and 7 shamblers. It went to get them, having the crawlers make a wide circle to use the fuel island and then truck as cover. The attack came 11 minutes after the thinker had escaped. Pam and Jeff were at the rear of the trailer covering the flanks and parking lot as best as possible when suddenly a crawler lunged out and grabbed Jeff by the leg as a 2nd one did the same to Pam. Jeff’s armor absorbed the damage and he, making his save vs. HF, proceeded to drag the crawler (it didn’t let go of his leg) clear of the trailer just enough to hit it in the head with the butt of his rifle. Pam also making her save blasts her attacker in the head with her shotgun killing that crawler instantly. Pam then notices a runner moving in from behind Jeff while Jeff notices a 3rd crawler getting out from under the trailer and also the zombie that ran away and the 7 shamblers moving in behind Pam. The zombies were attacking in a pincer style formation flanking from either side of the store using the crawlers as a diversion. Jeff punt kicks the 1st crawler in the head to finish it off (it had only 1 point remaining) and begins to take aim at the thinker (the character thinks it is a runner since it did try to run when it was escaping). Pam knowing about the runner coming up behind Jeff takes aim at it while both Pam & Jeff are calling to the rest of the team that they are needed outside to assist with the defense of the group. As the team moves out to assist, Gitana being the closest, gets to take her action having made her HF save. She shoots the thinker in the head (a minor wound of 6 points). The remaining team members each fail their HF save as they move out of the store. The 3rd crawler pulls itself out from under the trailer and attempts to head butt Jeff’s knee hitting only the leg and damaging Jeff’s armor. The other zombies move closer. Jeff fires a grenade from the M-203 attached to his M-16 into the middle of the 7 shamblers killing 5 of them and the thinker. Pam spins to fire at a surviving shambler while Gitana, noticing the approaching runner, turns to fire at it. Pam makes a successful head shot killing that shambler while Gitana fires a long burst at the runner hoping the impact of the shots will prevent it from hitting Jeff. Her attack inflicts 40 points and while not stopping the forward momentum does push the runner sideways enough to miss Jeff and hit the trailer instead, the runner is down. Jeff parries another head butt attempt from the crawler and kicks it in the head burying the toe of his boot deep inside its skull killing that crawler. As the last shambler moves closer and begins wailing Pam kills it with a near point blank shot to the head as Gitana proceeds to bash the head in on the runner. The group decides to take what they have collected and leave the area fearing more zombies are on the way. Gitana re-locks the door to protect the remaining supplies within. The team then moves on to the next stop on their list. The parking lot has 2 cars and an ambulance in it as the team pulls in they notice the laundromat is filled with zombies. They decide to play it safe and bypass the trophy of an ambulance. At the final stop of the day the group finds several semi-trucks ripe for the picking. 9 refrigerator & 7 boxcar trailers and a diesel fuel tanker that is roughly 80% full (does anyone have the gallon number for a tanker truck?). The team clears the store finding only 1 zombie, the former manager, sitting at his desk doing imaginary paperwork. Gitana moves in closer to brain it with the ax handle she uses for a club. Once she is close enough it raises up to attack her, she fails her HF and the pattern zombie punches her in the chest (14 damage). The attack snaps Gitana out of her fear and she raises her MP5 and dumps half her clip in a point blank shot to its head as retribution for having the gall to punch her. The team then proceeds to take everything they can from this store. As they are finishing they hear the unmistakable moaning of zombies from outside. A massive swarm of shamblers led by 4 runners is coming down the street toward them from the east. Pam firing at the runners and Jeff lobbing grenades from his M-203 into the mass of zombies lay down cover fire for the rest of the team to get into their vehicles to make a break for it. 5 shots from Pam downs 2 runners, turning 1 into a crawler, and severely wounding a 3rd along with 3 grenades from Jeff destroying several shamblers the group retreats to HQ to stock supplies, rest and recover.

Current Zombie Population
Slouchers/Shamblers: 11,635 - 37 = 11,598
Juggernaut/Arnie: 846
Juggernaut/Tubos: 1,170
Parasite Juggernaut: 100
Bug Boys: 2,170
Worm Meat: 2,170
Blow Fish: 25
Silent: 3,000
Crawlers/Creepers: 1,927 - 5 = 1,922
Trash: 828
Sewer: None (our home town doesn’t have big city sewer systems so no sewer crawlers.)
Fast Attack/Runners: 998 - 1 = 997 (do remember for my game down does NOT mean dead)
Pretty: 400
Twin Speedster: 32
Flesh Eating/Meat Eaters: 1,425
Thinkers/Gun Bunny: 999 - 1 = 998
Impersonator: 45
Spare Parts: 100
Pattern: 200 - 1 = 199
Mock: 200
Fast-Slow: 56
Fused/Siamese: 52
Multi-Zombie: 52
Walking Grave: 2

If anyone is curious I found the gallon capacity for a fuel tanker its 9,000 gallons.
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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Michael Barakofsky
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Location: Hobbs NM USA in my own reality

Re: My Dead Reign/Nightbane/Heroes Unlimited 2 campaign

Unread post by Michael Barakofsky »

I know it has been a while since my last post, sorry about that. My group finally decided that it was my turn to run today and wanted to do some more in my DR campaign so here are the results.

Day 7, Sunday, the crew awakes to the smell of breakfast filling the HQ. Brodie dipped into the stores to make a special Sunday breakfast, he has plans for lunch and dinner as well. The team enjoys a good, filling breakfast and Michael is cleared for light duty by the doctor. Andy is still restricted to light duty to avoid pulling his stitches. Jeff, Andy and Michael decide to make a run to try to get the ambulance that was passed on yesterday. Jeff in his humvee with Pam manning the .50 cal & Michael riding shotgun, Andy driving his van with Brodie riding shotgun, and Sarah taking her truck with box trailer and Silas riding shotgun head out. They find the ambulance where it was left and the zombies still in the laundromat. Michael says he is willing to make a try to get the ambulance so Jeff backs his humvee in beside the driver door. Michael gets out and finds the driver door locked, cautiously he moves around to the passenger door to find it too is locked. Michael then heads to the back doors which are unlocked however as he opens them there is a shambler waiting on the gurney to greet his attempted entrance. Michael doesn’t hesitate (makes his HF save) and quick-draws his .357 and kills the zombie with a head shot. The shot however alerts the zombies in the laundromat and convenience store so they begin to head outside the building (gotta hate push to open doors). Andy takes a shot at the lead zombie but due to the range only hits it in the main body, the shot is still enough to drop the shambler and turn it into a crawler once it regenerates. Michael gets to the cab and begins looking for the keys and finds a spare set in the ash tray. However he can’t take off right away, damn diesel engines and their glow plugs, he has to wait for the Dummy Light to go off. Just as the zombies were about to reach the ambulance it fires up and Michael drives it off the lot following behind Jeff. Jeff leads the convoy to a medical clinic to gather up more medical supplies. There are 3 Meat Eaters in the parking lot, Brodie kills 1 with a head shot from his shotgun. The 2 remaining zeds begin to pummel Jeff’s humvee. Andy drops the 2nd one while the 3rd climbs onto the hood and cracks the windshield before Jeff and Pam manage to kill it. Jeff then gets out and splatters the head of the 2nd zombie. Inside the clinic in the waiting area Jeff, Michael, Andy and Brodie find 8 shamblers sitting in the waiting area. Unknown to them these shamblers are in stasis due to a lack of food. They dispatch the 8 without difficulty using sword, fire axe & sledge hammers. The office area and exam rooms 1 & 3 check clear, exam room 2 has a dead child, the child suffocated from swallowing his tongue and was truly dead. Room 4 has the doctor munching on the leg of the patient, Jeff kicked the door open only to have it hit the zombie doc and rebound shut in his face. He kicked it open again and as it rebounded he catches it with his foot. At this point the doc moves around the door both Jeff and Andy make the HF saves and fire at the zombie both fail to kill it, Jeff hitting the leg it is munching on and Andy doing main body damage. The doctor tries to kick Jeff but is parried, Andy finishes it off with a shot to the head. Andy and Jeff hear a thud and see the patient fall off the exam table and begin to crawl toward them. Jeff shots but fails to do any damage. As the crawler heads toward them crawling over the doctor Andy shoots and does main body damage. Jeff shoots again and fails to do damage. Andy tries to shoot but a misfire and his shot hit’s a towel dispenser ricochets to hit the Otoscope (that dilly bopper a doctor uses to look in your ears) then ricochets to hit Jeff inflicting 12 damage to his armor. Jeff shoots the crawler but does no damage. The crawler tries to bite Jeff in the foot but Jeff parries, Andy shoots again this time the round failed to load correctly and all he got was a click (2 nat 1’s in a row). Jeff tries to kick the crawler he connects but the roll isn’t high enough to do damage however he does manage to push the crawler back away from him. The crawler spends this action crawling back towards Jeff. Andy hit’s the crawler in the main body dropping it and Jeff shoots it in the head. Andy then cuts the head off with his sword. In exam room 5 they discover it was turned into a temporary body storage area. The room has 4 meat eaters, 4 runners, 6 shamblers and 1 thinker inside it. Jeff opens the door makes his HF save (Andy fails his save) and quickly slams the door shut. With Andy manning the door Jeff plans to toss a grenade in to take care of the zombie problem. Andy opens the door just far enough for Jeff to toss the grenade into the room, Andy then cant get the door closed again as he isn’t strong enough to over power the zombies pressing against it. With Michael’s help they get the door closed just in time as the grenade detonates. All the zombies in the room get killed, the door gets blown off its hinges and slams Andy & Michael into the wall. 1 of Andy’s stitches gets popped but other wise no real damage is taken. The group then proceeds to empty the clinic of all the medical supplies they can find.

The team heads back to the HQ to drop off the ambulance and switch to the 2nd refer trailer on the semi to get more foodstuffs on their next run out. While switching trailers Andy has his popped stitch taken care of by Sally, who goes on a minor Leonard H. McCoy tirade about people not having respect for their own mortality. While Sally oversees the off loading of the ambulance the group takes out again with Silas now driving one of the deuces and Michael riding shotgun for him. As the group approaches the next convenience store a save vs. HF 18 is required as they see 500 shamblers filling the parking lot. Silas, Brodie, Michael & Pam fail their HF while Jeff, Andy & Sarah make it. Silas driving the deuce was in the lead of the convoy, having failed his save he then crashes the deuce into the rear of a small pickup which leads to a sudden stop of the deuce. Jeff manages to avoid rear-ending the deuce swerving to the right where the pickup is being sent on a wrap around trajectory. Making his perception and a second piloting skill Jeff also manages to avoid that collision and passes the pickup unharmed. Andy seeing the event unfolding tries to avoid the collision but fails to do so (the brakes locked up). Andy’s van collides with the pickup taking minor damage and sends the pickup crashing into the rear end of Jeff’s humvee. Sarah driving the semi manages to swerve to the left narrowly missing Andy’s van. Jeff grabs his M202A2 Flamethrower and vacates his humvee and crosses over towards the mess of zeds. Michael gets out of the deuce and backs up Jeff. Andy backs his van up to have an angle past the trailer of the semi to start shooting zombies while Sarah under orders from Jeff begins to pull the truck forward to clear the line of fire for the Ma Deuce mounted on his humvee. Michael opens up with a burst from his shotgun killing 1 shambler (ya gotta love explosive rounds), Jeff then lets lose with a spray from the flame thrower which manages to torch and kill some 120 zombies before the fire is too dispersed to do anything but burn and scare the zeds. Michael then heads back to Jeff’s humvee to grab some explosives while Andy takes a shot at a zombie that is moving away from the flames and in his general direction. Jeff makes a second spray attack on the group that started to retreat to the left of his original fire line. Michael works on getting the explosives as the pickup is blocking easy access. Andy takes a second zombie out with a head shot. Jeff then turns to spray the herd to the right of the initial fire line. In the process Jeff hit’s the fuel island igniting one of the pumps creating a nice flaming geyser that kills 20 zombies in addition to the 40 zombies that Jeff’s attack managed to kill. Michael is shocked/stunned seeing the geyser, Sarah decides to get the truck out of the area incase there is an explosion, and Andy drives his van up to the store gets out and makes his way inside the store. Michael ignites and throws one of Jeff’s I.E.D.s at the fleeing herd to the left while Jeff moves to the right and gives a parting spray to that fleeing herd combined they kill another 140 zombies. After a quick sweep and clear Andy heads to the master fuel control and kills the pumps at the fuel island turning off the flame geyser in the process. About 30 minutes later Sarah returns with the truck and the group proceeds to empty the store of everything they can grab that hasn’t spoiled or is otherwise unusable. They then return to the HQ calling it a night.

Current Zombie Population
Slouchers/Shamblers: 11,598 - 447 = 11,151
Juggernaut/Arnie: 846
Juggernaut/Tubos: 1,170
Parasite Juggernaut: 100
Bug Boys: 2,170
Worm Meat: 2,170
Blow Fish: 25
Silent: 3,000
Crawlers/Creepers: 1,922 + 1 - 1 = 1,922
Trash: 828
Sewer: None (our home town doesn’t have big city sewer systems so no sewer crawlers.)
Fast Attack/Runners: 997 - 4 = 993
Pretty: 400
Twin Speedster: 32
Flesh Eating/Meat Eaters: 1,425
Thinkers/Gun Bunny: 998 - 1 = 997
Impersonator: 45
Spare Parts: 100
Pattern: 199
Mock: 200
Fast-Slow: 56
Fused/Siamese: 52
Multi-Zombie: 52
Walking Grave: 2
"If ya pardon me plain speaking gentlemen: Are yall STARK RAVING TOTALLY BLINKING DAFT!?!?!" - Captain Silver, Treasure Planet
John 3:16 says it all
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