Chapter 1 - The City

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Sep 11, 2015 7:00 pm
Jacob, after hitting the dog, seeing the state it is in, and the way it simply didn't even notice a hard hit from him starts screaming. He will definitely remember this image for a while.

[ GM: One mental stress and you definitely show your fear outwardly. ]
Sep 11, 2015 7:17 pm
"Oh, we could just climb out the...guys? Where are you...? No! Stay away from the rabid animals! Guys, get back here!" Howard starts down the aisle between cubicles toward the broken window. Is there a desk under it already? If not, he'll start to shift one, though he's nervous about that other dog. "John, you said there were two dogs in the lobby, right?"
Sep 11, 2015 7:21 pm
There is a cubicle with a desk already in front of the window, so you could climb up to it if you want to climb out. John does remind you there were two in the lobby before.

[ GM: If you want to climb out this turn you can attempt it with a dexterity test. It starts at 1 positive and 1 negative unless you can think of why there should be more positive. ]
Sep 11, 2015 8:32 pm
Howard climbs on the desk and peers out the window, gesturing to the others to join him. No one is with him yet, and he doesn't have a car here, so he's not going without anyone else.
Sep 11, 2015 8:35 pm
You peer out the window and you can see the parking lot across the road where the cars are. The street lights look like they are still on in this area. You see the occasional person running somewhere on the sidewalks, but out here it is closer to the edge of town so there aren't usually that many people anyway. You don't see anymore animals between here and there.
Sep 11, 2015 8:38 pm
Tim, already bitten once and not really wanting to get into it with the dog follows Howard over to the desk by the smashed open window. "Guys, c'mon, we have to get out of here.", he shouts. "Howard, what the hell are they doing?" He tries to climb up and out the window.

DEX 3

But he can't seem to get up and over the window.

Rolls

Positive Dice - (1d6)

(2) = 2

Negative Dice - (1d6)

(2) = 2

Sep 11, 2015 8:47 pm
John, the security guard he is, knows he has to help out Kel and Jacob, so he charges in with his security baton and tries to hit the dog. His security training with small arms will be leveraged for extra force.

DEX 4

He hits the dog, hard, it buckles a bit from the blow but doesn't back down or seem to register the pain of the hit, just the force of it. In the scuffle John takes a good scratch from the wild dog's claw.

[ GM: John is small arms trained as a security officer so he will get an extra dice for using his baton or pistol in combat. This is seperate from the extra dice he gets for just having the weapon. (He is just more effective at using them). ]

[ GM2: Results, 3 successes against the dog (3 stress against it) plus 1 bonus stress from the melee weapon is 4 stress against it. I took two physical stress because of uncanceled negatives. ]

Rolls

Positive Dice (default, baton, small arms trained) - (1d6, 1d6, 1d6)

1d6 : (4) = 4

1d6 : (4) = 4

1d6 : (2) = 2

Negative Dice (melee combat, first time hit) - (1d6, 1d6)

1d6 : (3) = 3

1d6 : (3) = 3

Sep 11, 2015 8:53 pm
[ GM: The dog has taken 6 of the 9 stress it can. It's taken some pretty good hits. Now that it has 2 filled levels of stress though, it can ignore two physical damage from the next hit. Much like you can ignore negative dice with your accumulated stress. ]

Andrew is the last to take a turn before the dog gets a turn.
Sep 11, 2015 8:57 pm
Andrew decides to help Tim climb up and out of the window, then gauge the situation and see if his help is required with the dog.
Sep 11, 2015 9:00 pm
[ GM: One more small error. Forgot these creatures have the "It Won't Die!" feature. So it always has +1 resistance, as though it was wearing some sort of armor. So it is already actually 2 damage less, which puts it at 4 out of 9 damage. Will that change your turn Andrew? ]
Sep 11, 2015 9:06 pm
(OOC: Nah, I feel like Andrew is far enough away that he doesn't quite realize what's up with the dog yet, so he still is first going to help Tim then as he goes over to see the combat it'll register that this isn't just a rabid dog.)
Sep 12, 2015 1:38 pm
The dog that is now fighting Kel, Jacob, and John will lash out at Kel to see if he can chomp on him.

DEX 3

[ GM: the dog has 3 positive dice. One default, plus two for its teeth as equipment. The teeth also grant +2 Damage. I would probably say two negative dice because it is surrounded, and it's a melee attack. ]

Edit: The dog deals 4 physical stress damage to Kel and recieves one itself, minus 1 for its It Won't Die feature. It's still at 4 of 9 stress.

It's back to your groups turn.

Rolls

Positive Dice - (1d6, 1d6, 1d6)

1d6 : (3) = 3

1d6 : (1) = 1

1d6 : (2) = 2

Negative Dice - (1d6, 1d6)

1d6 : (3) = 3

1d6 : (4) = 4

Sep 12, 2015 3:40 pm
Kel is going to try one more time to cave this thing's skull in.

DEX 2
(aiming for the head if that is allowed, I assume this is an additional negative die, if I am wrong, we can work it out post roll) Since I have one full level of physical stress, I get to ignore one left over negative die, correct?

Rolls

[+] One die + 1d6 for weapon - (1d6, 1d6)

1d6 : (3) = 3

1d6 : (4) = 4

[-] One die for stress, [-] aiming for head - (1d6, 1d6)

1d6 : (6) = 6

1d6 : (6) = 6

Sep 12, 2015 4:01 pm
Jacob, stunned from the appearance of the dog, simply stands with his mouth agape.

OOC: I figured being too scared to do anything for one round kind of makes sense, yes?
Sep 13, 2015 5:44 am
Kel tries to swing down on the dog but after being hit his aim is off and he swings wide.

[ GM: Aiming for a specific body part like that would add a negative, but technically it doesn't kill them instantly if you do target the head. To actually instant kill one of these things though requires something other than aiming for the head. At least the rules in the guide book say so. Since you probably wouldn't figure it out on your own I'll go ahead and tell you, They have a feature called "Destroy the Brain". If you ever have doubles on non-cancelled positive dice in a roll, you will instantly kill one of these enemies no matter the stress level. Since you didn't know that I'll go ahead and let you drop one of the negative dice, and since you have a level of stress you can ignore the other non-cancelled negative dice. So you take 0 stress for the attack on the dog. ]
Sep 13, 2015 5:49 am
John drops his button and reaches for his pistol. He takes aim at the dog and fires a round. The noise, which few of you are accustomed to, is deafening in this hallway.

DEX 4

[ GM: The attack itself gives John 2 stress against the dog, plus 3 for the pistol, minus 1 for the dogs resistance, for 4 stress against it. Both negatives are cancelled so John takes none. The dog is now at 8 of 9 stress. ]

Rolls

Positive Dice (default, small arms trained, pistol, point blank range) - (1d6, 1d6, 1d6, 1d6)

1d6 : (6) = 6

1d6 : (2) = 2

1d6 : (4) = 4

1d6 : (5) = 5

Negative Dice (melee combat, first time shooting something living) - (1d6, 1d6)

1d6 : (5) = 5

1d6 : (6) = 6

Sep 13, 2015 6:00 am
Tim quickly tells Andrew and Howard to boost him up and out of the window. He will check if the coast is clear outside. (Clearly quite terrified)

DEX 3

Even with help from Andrew and Howard they still can't get him out the window. He manages to cut his hand a bit on broken glass that is sitting on the windowsill.

[ GM: Tim can't climb his way out of a wet paper bag. He manages to hurt himself in the process as well. ]

Rolls

Positive Dice (default, andrew assist, howard assist) - (1d6, 1d6, 1d6)

1d6 : (4) = 4

1d6 : (4) = 4

1d6 : (5) = 5

Negative Dice (clearly terrified as hell, broken glass) - (1d6, 1d6)

1d6 : (6) = 6

1d6 : (4) = 4

Sep 13, 2015 8:05 am
As Tim nurses his new wound, Andrew quickly decides to clear the broken glass off the top of windowsill using his makeshift club, so nobody else can klutz their way into it.
Then, trying not to outwardly show his exasperation for Tim's inopportune bumbles, he nervously grips his club and watches from the door of the cubicle to see if his other companions can finish off the dogs or if things will take a turn for the worst. He starts slowly making his way towards the fray.
Sep 13, 2015 11:05 pm
Howard tries to bind Tim's sliced hand with...something. After rummaging in his gym bag, he pulls out one of his clean socks and ties it as tight as he can around Tim's gushing hand. "Wait...where are you going now, Andrew? We've got to get out of here, not mess around with diseased animals!"

(edit: italics for emphasis; Howard is exasperated not with Andrew, but with everyone playing with the sick dog instead of going to the hospital)
Last edited September 13, 2015 11:06 pm
Sep 14, 2015 5:06 am
As the group is split between trying to destroy this beast, and trying to escape without fighting it, the dog lunges once more, but this time at John.

DEX 3

As it lunges, however, John is able to bring the butt of his gun down on it's skull and an audible crack is heard as it caves in the thing's skull. It falls to the ground limp, it's teeth still showing through the hole in the side of it's face where the skin was torn away.

[ GM: The dog failed to get any hits, and took enough stress to kill it. It was at 8 of 9 stress, and took another two, though one was shaken off by the "It Won't Die" feature. Structured time is over so you are free to move about the forum again. ]

Rolls

Negative Dice - (1d6, 1d6)

1d6 : (6) = 6

1d6 : (1) = 1

Positive Dice - (1d6, 1d6, 1d6)

1d6 : (5) = 5

1d6 : (4) = 4

1d6 : (5) = 5

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