![]() Credits: Battlemat – Pinnacle Entertainment. This session lasted 12 turns and took just under an hour to play, requiring 5 humans and 2 zeds. This will become even more important once the guns come fully into play, as passing 2d6 on a shooting roll means all your shots hit. Notice how much better things go for Drew, at Rep 4, than for Blackman, who is almost exactly the same except for being Rep 3 Rep 3 gives you a 25% chance of passing 2d6, Rep 4 roughly a 45% chance, and Rep 5 almost a 70% chance. I’ve got off lightly so far in terms of rolling doubles for activation, which means everybody misses a turn, but that returned in force today, with almost 2/3 of the rolls being doubles. GM NotesĪ more narrative report this time, rather than my usual rules-heavy, didactic approach. IRD 11, P-1, Food x1, Meds x1, Lifetime Rep 0. He’ll probably be Rep 5 by the end of the month.ĭrew: Rep 4 Star, Loner. ![]() Bookkeepingĭrew succeeded in the mission objective, so gets another 5 IRD for that, and a net 1 IRD for Interactions, taking him to 11 IRD overall. Nodding to another potential customer as he leaves, he heads home if he remembers correctly, there’s a beer getting warm there. Oh well, if he wanted a drink, a pharmacy was probably the wrong place to go, and the way things are heading, the meds might be more use. Graciously accepting the sheeples’ thanks (1 IRD for Interaction), he searches the place and finds some Meds. There, he finds a zombie menacing two sheeple and decides to intervene his rage gives him the edge over the other combatants, and he takes the zombie out in short order. Drew reassures them the danger is over (1 IRD) and heads inside. Outside the next shop, a pair of sheeple are frozen in place, wondering about the gunshots. He leaves while the soldiers are calling in their encounter. “I’m hungry though, mind if I check the kitchen?”ĭrew rummages around, but finds nothing of interest and nothing immediately edible. “Nope.” At least, not one he is willing to debate with one Glock 17 against two SA-80s. “You gotta problem with that?” one grinds out. The soldiers react before Drew does and hose down the dogpile indiscriminately with their SA-80s, before stepping up and administering a coup de grace to each combatant. Inside, he finds a sheeple ready to take his order – and two zeds bursting out of the kitchen at the rear, attacking the waiter before anyone can do anything about it they drag him to the floor and begin feasting. His warrant card reassures them (1 IRD) and he is allowed entry. He stalks off.Įntering the cafe, he finds armed soldiers asking to see his papers. ![]() “I haven’t got time for this,” Drew mutters, thinking of the paperwork he’ll have to fill in if he arrests the twat. ![]() The ganger sits down on the tarmac unexpectedly, out of the fight. Drew’s not having this and punches him sharply in the nose. Setup: “I need a drink.”Īs he’s crossing the road to his favourite cafe for breakfast (got to take on some ballast before you start the serious drinking), he encounters a sheeple, and while he is failing to impress him (1 DRD) a ganger walks up and waves his jacket pocket threateningly, in a manner intended to suggest it contains a gun. ![]() So he heads off into downtown Wellchester in search of Luxury Items, namely strong spirits. Still mulling over the events at Winkstead Hall, Drew decides that what he really needs is a stiff drink. “It is a truth universally acknowledged that a zombie in possession of brains must be in want of more brains.” – Seth Grahame-Smith, Pride and Prejudice and Zombies ![]()
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