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Dr Archeville

[Interceptors] Zombie Powder is a Helluva Drug [OOC]

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Wherein Colt, Grim, and Jack of All Blades confront part of the city's drug problem. Also, zombies.

Working Titles

The Interceptors vs. the Reefer Zombies

Samedi Bloody Samedi

Zombie Powder is a Helluva Drug

Time: between Jan 12th and Feb 16th. Yes, both those dates are important.

Any particular way y'all want to lead into this? Start the thread with y'all on patrol? Lounging in the brownstone investigating local chronic criminal elements? Colby comes bursting in screaming "ZOMG Zombies!" Cold opening with you three in an empty Fens home, surrounded by zombies battering at the doors and windows?

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Interceptors Vs.

It makes it sound like one of those old school comic book titles. Batman Vs. The Riddler or something, you know.

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On a very special episode of The Interceptors...

"You always have all the answers, Grimalkin! Well, what's your answer to that?"

"My cowboy is a JUNKIE!"

I'm fine with any of the titles.

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And my other question?

Any particular way y'all want to lead into this? Start the thread with y'all on patrol? Lounging in the brownstone investigating local chronic criminal elements? Colby comes bursting in screaming "ZOMG Zombies!" Cold opening with you three in an empty Fens home, surrounded by zombies battering at the doors and windows?

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Alright, you asked for it.... ;)

Initiatives, please.

Also, I'll need a DC 10 Fort save from both Colt and Jack (with a +4 bonus if you've been out with appropriate clothing). Fail, and you'll be temporarily down 1 point of Con, and fatigued (cannot move all out or charge and suffer a –2 penalty to effective Strength and Dexterity and a –1 penalty on attack and defense; doing something else that would normally cause fatigue causes you to become exhausted.).

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Colt always wears that long coat of his when out on the job. If we call that appropriate clothing, then he has a +12 to Fort and can't fail. Let me know if you want me to make the roll at my usual +8. As for initiative...

initiative (1d20+12=14)

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Initiatives

30 -- Grim

22 -- JoAB

14 -- Colt

4 -- Zombies (25)

(I'm still working out exactly what's going on, so no description for the guy on the floor yet.)

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How many ep is a shotgun? Can I stunt and just happen to have the great equalizer on hand and toss one to Grim? :P

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Is Colt really Crazy Prepared enough to carry a shotgun in addition to his other, regular weaponry, in order to throw the spare to Grim so she doesn't have to get her hands dirty?

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I'm really not sure. I was thinking I'd do it for comedic effect, but now I'm starting to think that Colt may begin to carry more weapons on hand in the future. I have to start using up some of those points that I have no clue how to spend for him. Besides, he has to look out for his girlfriend somehow. It's your call, Doc.

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For the attack, just use her ranged attack bonus (+6, I believe). For Toughness DC:

Shotgun: A shotgun can fire shot, which does +5 damage with a +2 bonus to hit due to the spread, but it does only +3 damage against targets with any increase in their natural Toughness save bonus. It can also load solid slugs, which inflict +6 damage.

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There's not much Jack can do until the zombies get inside, so he's going to take the full round to examine the room and the undead horde outside with his energy awareness, see what he can turn up. He gets an automatic 20 on Notice, if that's relevant.

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"This is my BOOMSTICK!"

To hit with shotgun: 1d20+8=21

Toughness DC is 20, or so I'm told.

If it's a spread of shot, it's 20 (and you get a +2 to hit), but it's only 18 if the target has any natural increase to their Tougnhess.

If it's a solid slug, it's 21.

So which one it be? Once I know, I'll make... posts!

EDIT: Nevermind, it rolled so poorly on the Toughness save it doesn't matter. Post coming forthwith!

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