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23:02, 26th April 2024 (GMT+0)

OOC Thread.

Posted by ChroniclerFor group 0
Geoff Wayne
player, 25 posts
L37 E32 S14 X32 A14/3x15
"No, Doughnuts?!"
Sat 27 Sep 2008
at 09:10
  • msg #94

Re: OOC Thread

Chronicler's ID name is Asterix.
Chronicler
GM, 67 posts
...and Don't! Blink!
________________
Sat 27 Sep 2008
at 09:53
  • msg #95

Re: OOC Thread

That actually worked out quite nicely... The two cops are the ones who get the least trouble from the gunshot noise, as opposed to the preacher, who isn't quite used to people shooting around him.
Chronicler
GM, 70 posts
...and Don't! Blink!
________________
Sat 27 Sep 2008
at 17:46
  • msg #96

Re: OOC Thread

Per Hector's request I am going to post some more info about the shop.

Please keep in mind that all the numbers below have a 10% tolerance or so (7 yards could actually be 7 meters and vice versa).

Located in a four-storeys building with a 14x10-yards floorplan, the pawn shop occupies the entire ground floor, the ones above being apartments.

The area open to the public is 7 by 6. The backoffice measures 7x4 (part of which is taken by the bathroom); on one side, near the desk, there is a "warehouse" area of 5x10 (see below to find out where the extra 2 yards ended up).

The 10-yard-long wall separating the main sections (i.e., 7x10 office/backoffice and 5x10 warehouse) is load-bearing, and has a single 1-yard opening in its middle. The backdoor is out the "warehouse" area and into the stairwell of the building, where the 2 missing yards can be found, one occupied by the stairs and one by the lift access.

The doors are mostly satin glass: they let the light in but you can't really see through them. The window is decorated with the shop's insignia (painted over a previous, imperfectly removed one) and due to that it's also not really transparent - though you can look through the lower section.
Hector DeSanto
player, 41 posts
Sun 28 Sep 2008
at 03:40
  • msg #97

Re: OOC Thread

Hmmmmmm, is there a fire-escape on either side of the diner's building?
Chronicler
GM, 71 posts
...and Don't! Blink!
________________
Sun 28 Sep 2008
at 07:23
  • msg #98

Re: OOC Thread

The double doors open outwards and the shop is at the ground floor, so that the main entrance is also a safety exit.

There are escape stairs for the upper floors behind the building.

The stairwell has an exit on the front and one on the back of the building.
Chronicler
GM, 72 posts
...and Don't! Blink!
________________
Sun 28 Sep 2008
at 20:54
  • msg #99

Re: OOC Thread

Hector, please re-read message 63... I'm afraid you lost something.
Hector DeSanto
player, 43 posts
Sun 28 Sep 2008
at 20:59
  • msg #100

Re: OOC Thread

Oh.....alright I've edited.
Chronicler
GM, 73 posts
...and Don't! Blink!
________________
Sun 28 Sep 2008
at 21:08
  • msg #101

Re: OOC Thread

A bit too much :P If you wanted the gun, you just had to ask .P
Chronicler
GM, 74 posts
...and Don't! Blink!
________________
Sun 28 Sep 2008
at 21:17
  • msg #102

Re: OOC Thread

Let me know if I have to add the gun to your character sheet or not... In case: the eagle uses 7-round clips, you'll only have the one until you and Monica have a moment to get the clips out of her backpack.

You can use A7+0x7 as ammo indicator (the NxM is useful to know how many rounds the gun can hold at most).
Hector DeSanto
player, 44 posts
Sun 28 Sep 2008
at 21:45
  • msg #103

Re: OOC Thread

LOL....... oh man, I can't believe Geoff just told the zombies to "desist this riotous assembly." Has to be the second funniest thing I've seen rping.
Geoff Wayne
player, 27 posts
L37 E32 S14 X32 A14/3x15
"No, Doughnuts?!"
Sun 28 Sep 2008
at 21:47
  • msg #104

Re: OOC Thread

Well, it might work and now, when we open fire, no one could say I haven't warned them...
Hector DeSanto
player, 45 posts
Sun 28 Sep 2008
at 21:51
  • msg #105

Re: OOC Thread

This might be a good time for a certain someone to use his blessed powers to keep the horde off us as we make our escape.... ()
Chronicler
GM, 76 posts
...and Don't! Blink!
________________
Sun 28 Sep 2008
at 21:53
  • msg #106

Re: OOC Thread

You are talking to the wrong Inspired, I'm afraid :P
Chronicler
GM, 77 posts
...and Don't! Blink!
________________
Sun 28 Sep 2008
at 22:14
  • msg #107

Re: OOC Thread

Incidentally: those in the pawn shop who don't have Nerves of Steel, please roll me a fear test. You get a +1 if you have Fast Reaction Time.
Nephi Swanson
player, 21 posts
LP 34/34 EP 38/38
Spd 12 Essence 35/35
Mon 29 Sep 2008
at 07:11
  • msg #108

Re: OOC Thread

20:10, Today: Nephi Swanson rolled 10 using the Unisystem system (1d10+5) with rolls of 5. Fear test.

Well, that's much better.
Chronicler
GM, 78 posts
...and Don't! Blink!
________________
Mon 29 Sep 2008
at 18:07
  • msg #109

Re: OOC Thread

When facing a fearsome creature or otherwise
experiencing fright first-hand, Mundane
characters must pass a Difficult Willpower Test.
Gifted and Supernatural characters require only
a Simple Willpower Test. If the victim fails her
Fear Test, she succumbs to panic. Most of the
time, the character “freezes up” for at least a
Turn. Alternatively, she may run away.
Chroniclers who want to add more detail can
consult the Fear Table (see p. 124).
Chronicler
GM, 79 posts
...and Don't! Blink!
________________
Mon 29 Sep 2008
at 18:09
  • msg #110

Re: OOC Thread

It was actually 5 points better, since you get to double your Willpower, but I still asked for a roll since you could alays get a double 1...

I don't have my AFMBE book at the moment, and Armageddon isn't very clear on some aspects... Could someone please post the to-hit penalties for each Weak Spot?

Thanks...
This message was last edited by the GM at 18:13, Mon 29 Sept 2008.
Hector DeSanto
player, 46 posts
Tue 30 Sep 2008
at 01:47
  • msg #111

Re: OOC Thread

Well according to my revised afmbe main-book it's:

Head -4 to hit (causes blunt damage to double and slashing/piercing to triple)
Nect/Throat -5 (blunt again doubles but slashing/piercing quadruples!)
Arms/Legs -2
Hand/Wrist/Foot/Ankle -4
And what they refer to as "Vital Points", which appears to be all abdominal organs (heart, lungs, kidneys, etc) as well as the spine, are at -2 and does the same damage as the head
This message was last edited by the player at 05:57, Tue 30 Sept 2008.
Chronicler
GM, 80 posts
...and Don't! Blink!
________________
Tue 30 Sep 2008
at 19:50
  • msg #112

Re: OOC Thread

Sorry it took me so long, but yesterday I was bsy all day, and today I was flying back to Belgium.

OK, first, a little clarity, now that I finally have my books: zombies do not have the same weak spots as humans.

Brain
    to-hit -5
Heart
    to-hit -6
Spine
    to-hit -4 when targeting from the rear
    to-hit -5 when targeting from the front

All Weak Spots have 15 LP.

Second, Hector will find that the backdoor is locked. That one is *not* a safety exit, so it won't open by just pushing it. The keys are actually on the wall, but he will still lose one Turn (and change) waiting for Monica to open it (he doesn't know where the keys are, and even if he unlocks it himself he'll still need a few seconds to figure out where the keys are, take them and unlock the door).

Then, he will lose another Turn to go through that door, into the entrance hall of the main building, open the actual backdoor (by pushing the right button, this time) and *then*, finally, get to the street and look.

Third, now that I finally have my numbers straight, I'm going to see if Geoff hit or missed...
Chronicler
GM, 82 posts
...and Don't! Blink!
________________
Tue 30 Sep 2008
at 20:15
  • msg #113

Re: OOC Thread

I removed Hector's post due to the above: I'll post what he sees at the end of the next Turn.

Nephi, are you absolutely sure you want to stay in the middle of the action, seeing how you don't have a gun?
Hector DeSanto
player, 48 posts
Wed 1 Oct 2008
at 08:01
  • msg #114

Re: OOC Thread

Silly me, thinking the penalties would be the same for zombies just because they're built exactly like living humans. How ever could I have come with such an idea?
Chronicler
GM, 84 posts
...and Don't! Blink!
________________
Wed 1 Oct 2008
at 08:35
  • msg #115

Re: OOC Thread

I knew they were different, that's why I didn't trust my Armageddon book, which is designed for living humans...

I had, however, forgotten that the penalty for a brainshot is higher than the penalty for a headshot.
Hector DeSanto
player, 49 posts
Wed 1 Oct 2008
at 13:29
  • msg #116

Re: OOC Thread

Uh I was being sarcastic. I think it's ridiculous that shooting a guy down in the spine is only -2, then suddenly leaps to -4 or -5 when he rises again just 20 seconds later. Do zombie spines instantly sink into their bodies and grow armored plates or something? And -6 to the heart?! Are they serious ????
Chronicler
GM, 85 posts
...and Don't! Blink!
________________
Wed 1 Oct 2008
at 13:45
  • msg #117

Re: OOC Thread

I know, but I wasn't, and neither were they...

I can't be sure, of course, but I think the reasoning is as follows:

You can shoot a human being in the face and he will stay down, quite possibly forever. If you miss the brain, the zombie will just rise again: it may be missing a jaw, but it won't really care.

You can shoot a human being in the general heart area and kill him by hydrostatic shock - or sheer blood loss by causing even a very minor damage to a main artery. Miss the heart, and the zombie won't really worry how big a hole you just blew in it.

You can barely nick a man's spine (with a bullet or a heavy, blunt object) and still have the resulting hematoma paralyze him, sometimes for good. However, you have to actually sever the nerves - or shatter the bones, with the same net result - for a spine shot against a zombie to work.

Basically, killing a zombie means either being very precise or dealing a crapload of damage (any attack inflicting 200+ points of base damage will stop a zombie, no matter its Weak Spot).
Chronicler
GM, 87 posts
...and Don't! Blink!
________________
Wed 1 Oct 2008
at 16:35
  • msg #118

Re: OOC Thread

Action sequence for BAU: Jane + Geoff, Zombies, Monica + Hector, Nephi.

I'll post for Jane as soon as I have time, if Geoff doesn't post first.
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