[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extroidinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Description Normal Zombies ( this cookie cutter zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you. )
Charger ( here comes the zombeef, and at ~20mph you better get the hell out of the way, unless, of course, you’re interested in becoming a painted smear on the wall. the ‘charger’ is one of the special infected, having mutated into what’s essentially a brick shithouse on legs. it’s bulky appearance can be a bit misleading… but this infected neither stumbles nor bumbles, instead spearheading the charge into unsuspecting groups of survivors to lay down a smackdown. )
The helipad is getting closer, but you still have a ways to go. In the distance, you can see the alleyway opening up directly to the mall.
[[ ooc: In this round, you will not get to choose your next destination. Please comment here, so runners can respond with actions against your character if they need to. Thanks!]]
Also: the Mototov Cocktail is a special* spawning throw-able weapon that engulfs the targeted area with flames for a couple of seconds, burning 1d6 common infected or ½ 1d6 special infected ( rounded up ). *It will appear in circumstances of severe danger, assigned randomly to one+ of the remaining idol[s], though it can be passed around for no penalty.
Alley 1
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extroidinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Normal Zombie A
Special Zombies
Charger A
Hunter A
Zombie Description
Normal Zombies
( this cookie cutter zombie needs no introduction, but they get one anyway. Grey skinned with chunks of flesh missing from what would have been their mortal wounds, these low intelligence creatures groan for brains as they shamble towards you. Easily deterred by closed doors and closer targets, the danger lies in their quantity than quality. Hopefully you're able to keep the horde thinned before they overwhelm you. )
Charger
( here comes the zombeef, and at ~20mph you better get the hell out of the way, unless, of course, you’re interested in becoming a painted smear on the wall. the ‘charger’ is one of the special infected, having mutated into what’s essentially a brick shithouse on legs. it’s bulky appearance can be a bit misleading… but this infected neither stumbles nor bumbles, instead spearheading the charge into unsuspecting groups of survivors to lay down a smackdown. )
Hunter
( clad in a ripped hoodie and looking like high school hooligan, the hunter lurks in the shadows. it’s not like its infected brethren and is, instead, an opportunistic huntsman, letting other zombies draw first blood and leaving them to distract idols as it creeps and crawls among the hordes. however, it’ll eventually making predatory leaps at breakneck speeds, ensuring it gets to its unfortunate ( and unsuspecting ) target – you!!! - to RIP and TEAR© before you can realize and retaliate. )
Turn in 1: Defend Yourself
List the two zombies your idol is attacking and the attack result (1d6).
Attacks will be executed in turn-in order.
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Zombie Attack
Turn in 2: Run for It
[[ ooc: In this round, you will not get to choose your next destination. Please comment here, so runners can respond with actions against your character if they need to. Thanks!]]
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Also:
the Mototov Cocktail is a special* spawning throw-able weapon that engulfs the targeted area with flames for a couple of seconds, burning 1d6 common infected or ½ 1d6 special infected ( rounded up ). *It will appear in circumstances of severe danger, assigned randomly to one+ of the remaining idol[s], though it can be passed around for no penalty.
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle