Sarge:
You have a set of keys, it looks like it includes some car keys, house keys and others. The bay door is opened by a power garage door opener with a lock on the wall.
Patrick opens the bay door via the opener on the wall. He then goes to the boat to find the correct key. Once {and if} he finds it he will attempt to fire up the boat. If he does he will trip the WT
"Guys got our transportation online. Time to beat feat on outta this place and try to pick up Dave!"
Samantha Bastian(Female Human (Caucasian; Australian) Fast Hero 4)
Kruelaid wrote:
Hehehehe.
I've been waiting for this.
Sadistic Bastard! ;)
Kruelaid wrote:
Eddie is charging toward her across the lounge trailing no doubt lethal streamers of saliva and snot.
Muttering, "oh sh!t, this can not end well", Sam realizes that the Beowulf is going to be useless in close quarters and drops the gun, quickly drawing both of her Tonfa as she prepares for the Zombie's onrushing attack.
Muttering, "oh sh!t, this can not end well", Sam realizes that the Beowulf is going to be useless in close quarters and drops the gun, quickly drawing both of her Tonfa as she prepares for the Zombie's onrushing attack.
You don't want to take your "last shot"?
Samantha Bastian(Female Human (Caucasian; Australian) Fast Hero 4)
Kruelaid wrote:
You don't want to take your "last shot"?
Will I still get time to shoot once more before he closes? I don't want to be droping and drawing when he's right on top of me and I'm provoking an AoO. If I can get one more shot in and still draw both Tonfa then sure, if not I'll take my chance.
Will I still get time to shoot once more before he closes? I don't want to be droping and drawing when he's right on top of me and I'm provoking an AoO. If I can get one more shot in and still draw both Tonfa then sure, if not I'll take my chance.
You have initiative, and he can't run up the stairs, so he has used a double move and has closed to ten feet. You can fire the gun again, drop it, and draw a weapon in one round.
Mike takes careful, albeit shaky aim at another one of the dog-eaters, and fires.
Attack: 15 + 3 - 10 = 8
He forgets to hold the the rifle tightly against his shoulder, and the unwieldy firearm kicks back, the heavy scope impacting his forehead and nose.
Mike drops the sniper rifle onto the shingles at his feet, feeling the two shallow, crescent-shaped cuts on his face.
"F!&+. This. S$~&."
He scrambles higher up the building.
I know a guy that had that happen to him while he was hunting in Canada. Took a shot from a standing position, didn't brace himself, and *POW*. They called him Scarface the rest of the trip.
Dave glances back at the zombies. He’s outpacing them, sure … but he’s rapidly running out of runway. He looks up at the guys in the boat, nods once, then puts his head down, runs, leaps …
Jump: 17+9+2 (extreme action talent) = 28
He times it perfectly, a leap worthy of an Olympic longjumper. He lands in the boat, in a crouch, then looks up and grins somewhat manically. “G’day.”
Samantha Bastian(Female Human (Caucasian; Australian) Fast Hero 4)
Kruelaid wrote:
You have initiative, and he can't run up the stairs, so he has used a double move and has closed to ten feet. You can fire the gun again, drop it, and draw a weapon in one round.
Sam pops off one final shot with the Beowulf before tossing it, yelling "Fnck!" at the top of her lungs and drawing a Tonfa, dropping into a defensive stance.
JUDD:
Judd soars like an eagle, skidding to a stop on the front of the boat and miraculously staying on his feet.
A little Asian man is behind the wheel, and greets Judd, "Hi, nice jump."
Then he guns the engine and brings the boat around. The zombies chasing Judd tumble over the boulders at the edge of the promontory, snarling and howling in rage.
SAM:
As Sam pulls her tonfa, Eddie closes in.
Grapple rules:
Spoiler:
Starting a Grapple
To start a grapple, a character first needs to grab and hold his or her target. Attempting to start a grapple is the equivalent of making a melee attack. If the character gets multiple attacks in a round, he or she can attempt to start a grapple multiple times (at successively lower base attack bonuses). Follow these steps.
1. Attack of Opportunity: A character provokes an attack of opportunity from the target he or she is trying to grapple. If the attack of opportunity deals the character damage, the character fails to start the grapple. If the attack of opportunity misses or otherwise fails to deal damage, proceed to step 2.
2. Grab: The character makes a melee touch attack to grab the target. If the character fails to hit the target, the character fails to start the grapple. If the character succeeds, proceed to step 3.
3. Hold: Make an opposed grapple check. (This is a free action.) If the character succeeds, the character has started the grapple, and deals damage to the target as if with an unarmed strike.
If the character loses, he or she fails to start the grapple. The character automatically loses an attempt to hold if the target is two or more size categories larger than the character is (but the character can still make an attempt to grab such a target, if that’s all he or she wants to do).
4. Maintain the Grapple: To maintain the grapple for later rounds, the character must move into the target’s square. (This movement is free and doesn’t count as part of the character’s movement for the round movement.) Moving, as normal, provokes attacks of opportunity from threatening enemies, but not from the target. The character and the target are now grappling.
If the character can’t move into the target’s square, the character can’t maintain the grapple and must immediately let go of the target. To grapple again, the character must begin at step 1.
Eddie attempts to grab Sam, provoking an AoO.
SARGE:
You key the bay door and leap back into the boat. It starts like a charm.
JOHNNY, ALBERT, MIKE:
The dog-eaters are sprinting toward the clubhouse. Range 100 feet.
JOHNNY:
You hear the clatter of glass and Sam's cursing, enough to know she's in trouble.
“Hey, thanks for the ride man,” Judd says, nodding to the man at the wheel before turning and giving the finger to the zombies at the end of the promenade.
“My plan turned out to have a few flaws in it,” he continues, turning back. “Name’s Dave Judd. And before you ask, none of them touched me, or breathed too close to me … if they breathe. Listen, I know I’m probably all out of favours, but I’ve got some friends over at that clubhouse over there … see, where that ravening horde of zombies is headed … ah … reckon you could give them a hand too?”
“Cool. Thanks again Hank. And you can just call me Dave, or Judd.” Dave holsters his Glock, suddenly realising that he might not be the picture of friendliness with it in one hand and the crowbar in the other. He looks about.
What sort of boat is it? Any others about that I can see?
Hank is a little shy of 5 feet with unimaginably short legs and a large flat ass. You can't tell where he's looking because one of his eyeballs is wonky, but he radiates an air of peace and friendliness.
The guys in the back of the boat nod at you. One holds his rifle at the ready and the other has a large pair of nautical binoculars.
Hank starts singing:
"One day we takin off baby and ever since the Lord saved me
I've been waitin for the day we can say, it's all gravy
It's all crazy tryin seeing to see life when its all hazy
How can I persist to do right when I'm all lazy?
Feel me? Too much pain it all ails me
Vexed, cause I can feel the effects of the Fall daily
The pain in my chest is strong, let's get on
Come Lord, quick, bring on the eschaton..."
Shouts at Judd: "You alright with the Lord, Dave? Now is good time."
Sam sees "Eddie" coming at her and swings the Tonfa at his head, just winging him.
He keeps coming and she tries another swing but her balance is off on the broken glass and her swing goes wild.
Sam throws a tonfa hardened cross block knocking Eddie off course, his spittle spreading out in graceful streamers that Sam watches nervously. He wails and stumbles through the glass.
I'm just letting this roll as you guys post, so Rad and Shiny, if Johnny or Mike want to come looking for Sam, she might want some help. You can walk right up to the patio on the upper level and look down on Sam and Eddie.
Samantha Bastian(Female Human (Caucasian; Australian) Fast Hero 4)
Kruel:
Spoiler:
We're on a landing right? What would I have to do to try and force Eddie over the rails, making him fall to the ground below? Just tossing out thoughts at this stage, not fully committed to that course of action yet.
After being knocked back through another window by Sam's blow, Eddie is a slobbering, mucous and blood trailing wretch... and no doubt highly infectious.
Having heard the commotion Johnny leaves the G3 on its tripod and dashes to the back of the upper roof, drawing his shotgun on the run, to where he can look down on the patio. He arrives just in time to see Sam knock Eddie back through the glass.
His init is higher than Eddie, so he'll use a readied action to shoot Eddie through the top of his skull when he comes out.
Sam spots Johnny. I assume she'll delay or ready an action to occur if Johnny misses....
Eddie charges back out through the window at Sam but before he can close half the distance between Johnny rains lead shot down through the top of his skull.
Eddie stumbles and falls but he's still moving, crawling toward Sam, staring with the eye that is not hanging by a bundle of nerves, and spraying blood in bursts across the ground in front of him.
“Ah, yeah, right, thanks,” mumbles Judd, taking the small bible and putting it into a pocket before re-drawing his Glock. “Zombies,” he explains, nodding towards the Z’s swarming towards the clubhouse on the shore.
Are there any zombies visible at the back of the clubhouse yet? If not, Dave leaps off the boat and onto the pier as Hank draws alongside, running towards his friends. If there are (not including Eddie) … he’ll shoot instead.
You can ready the action. They should all make climb rolls to get down the back quickly. The zombies need to find their way around back which means getting past a gate.
Samantha Bastian(Female Human (Caucasian; Australian) Fast Hero 4)
Sam drops a Tonfa and pulls out her Sig as she takes a step away from "Eddie's" crawling form. Aiming the gun at the strugggling form, she pulls the trigger.
5' Step. Drop Tonfa. Draw Sig. Point. Shoot. Blam. Shoot Eddie with Sig (Point Blank Shot). (1d20+4+1=14) Damage from Sig. (2d6=8) Thanks for the save Johnnie. I um... coulda taken him though... yeah I coulda taken him for sure... maybe...
As soon as the boat draws into position, Judd leaps off, onto the dock and races towards the others, hoping to be able to offer help in climbing down off the building if needs be.
The haze of seemingly random gunfire and abject chaos lifts as the Z-day crew begins catching sight of each other.
Just as Hank glides past Rae-Ann’s bay and cuts back on his motor a rumble worthy of a drag strip stirs up a Doppler wave of silt across the floor of the Mosquito Creek Marina sending a thousand fingerlings scurrying for the embrace of seaweed. Not just one, but 2 Evinrude 200s stir from their midsummer slumber, defining in Sarge’s mind the word excessive.... for now anyway. At that moment Sarge and Judd catch each other’s eyes, Judd crouched on Hank's bow deck like a battle-hardened commando ready to beach and Sarge fingering smooth, glowing buttons like an dope-addled audiophile riding with a seriously b1tching deck. As a laser edged guitar pings an opening riff, Sarge reckons that whoever owns this boat must be dead, because this is exactly the place he would want to be at the end of the world.
Albert, Mike and Johnny shimmy, tumble and slide off the upper roof as Sam coolly walks up to Eddie and puts him down. The other eyeball falls out. Crossing the balcony looking a little too alarmed for a dead-eye sniper, Albert pushes the G3 off into Mike’s hands and hustles over the edge of the balcony patio to the ground level. As if in explanation of Albert’s unease, the roof walkers hear something scraping at the north-west ground level gate of the clubhouse, the gate that was installed in 1995 to keep the kids out, the gate that this particular evening keeps the ghouls from running out onto the pier and eating live human liver.
Hank swings his baby in alongside the trunk of the pier and Judd hops off, running up the ramp as Albert flops to the ground. Johhnny and Mike follow, not gracefully, but fast enough to keep the cannibals hungry. At the head of the ramp Judd looks along the sidewalk at the west end of the clubhouse down to the north west gate, which by the looks of the splintering and collapsing must be balsa wood.
Snapping back to the task at hand Judd stands below ready to catch Sam like the gentleman he has always wanted to be while Sam slides down a drainpipe with amazing grace for someone lugging prodigious firepower. DMPC -- Climb: (1d20+2=20)(-2 bulky equipment)
At the head of the ramp Sam brushes herself off and Judd, pointing north and gape-mouthed, wonders how many seconds will pass before the gate collapses. In the middle of the ramp, Johnny and Mike run like freshman on frosh day. And in the pilot’s seat, Sarge is caught in a fishing daydream as Rae-Ann massages him like a cheap motel bed.