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DarkMatter D20: Drunk Southern Girls with Guns ... UPDATED - 8/18/05!
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<blockquote data-quote="jonrog1" data-source="post: 411247" data-attributes="member: 189"><p>Sorry there's not a lot of snappy dialog in this chapter, but the players themselves were fairly terse and professional during this little sequence. Except of course for Andy deciding to press the red button.</p><p></p><p>The red button is not our friend. And yet, invariably, Andy will press it when encountered.</p><p></p><p>This is where Jo's mental health really begins to slide. The weird thing was -- if there was a "bad thing" to happen in any of the adventures, she stumbled into it.</p><p></p><p>She's been attacked by a winter demon, shot in the face by a levitating psychotic mom being raised into a UFO, had a zombie toddler try to rip out her windpipe with its teeth while babbling "Yummyyummyyummy..." (okay, that one was just for her), and now she's covered in rotted-meat soup and maggots, which are squirming away in her hair, eyes, mouth, and underwear with a zombie horde closing in. Never mind the apocalyptic ending to come ...</p><p></p><p>On the other hand, her stability was really just <em>starting</em> to slide here. The next mission through is when both Jo the character and Jo the player start having serious problems. When you find out what we did to her, I will ask for review of my Rat-Bastard DM status from D-Dog and the others. I want a t-shirt.</p><p></p><p>The mutated Lizard-man is, indeed, a cut-and-paste Lizardman who fully appreciates the power of Bull Rush. When he was electroshocked and decided to seek refuge in his gooey nest, I gave Jo a chance to let go (Reflex Save) and then opposed Strength checks for them to not get dragged in.</p><p></p><p>There are separate rules for this "Zombie Horde" as opposed to the standard 3E zombies, somewhat like the "Faceless Horde" Rules from FENG SUI's crossover module <em>Burning Shaolin</em>. Essentially, for every turn you're moving through the horde, you must make a Reflex save to avoid getting grabbed. Every time you get grabbed, your speed decreases by 10', and the save DC is +2 -- trying to represent the "overbearing" nature of most zombie films.</p><p></p><p>You can take a full round to "break free" -- not move, but decrease the Save DC by 2, or line up a "head shot" with a firearm, which will clear out the nearest zombie and decrease the DC by another 2 </p><p></p><p>Sounds clunky, but saves on endless combat rolls, and gives you that minty fresh "Dawn of the Dead" feeling.</p><p></p><p><strong>Next chapter:</strong> Ross and Stephen play sniper, Denis and Jo try to find a ladder, Andy reads Russian, and everybody goes back to town ... <em>everybody</em>.</p></blockquote><p></p>
[QUOTE="jonrog1, post: 411247, member: 189"] Sorry there's not a lot of snappy dialog in this chapter, but the players themselves were fairly terse and professional during this little sequence. Except of course for Andy deciding to press the red button. The red button is not our friend. And yet, invariably, Andy will press it when encountered. This is where Jo's mental health really begins to slide. The weird thing was -- if there was a "bad thing" to happen in any of the adventures, she stumbled into it. She's been attacked by a winter demon, shot in the face by a levitating psychotic mom being raised into a UFO, had a zombie toddler try to rip out her windpipe with its teeth while babbling "Yummyyummyyummy..." (okay, that one was just for her), and now she's covered in rotted-meat soup and maggots, which are squirming away in her hair, eyes, mouth, and underwear with a zombie horde closing in. Never mind the apocalyptic ending to come ... On the other hand, her stability was really just [i]starting[/i] to slide here. The next mission through is when both Jo the character and Jo the player start having serious problems. When you find out what we did to her, I will ask for review of my Rat-Bastard DM status from D-Dog and the others. I want a t-shirt. The mutated Lizard-man is, indeed, a cut-and-paste Lizardman who fully appreciates the power of Bull Rush. When he was electroshocked and decided to seek refuge in his gooey nest, I gave Jo a chance to let go (Reflex Save) and then opposed Strength checks for them to not get dragged in. There are separate rules for this "Zombie Horde" as opposed to the standard 3E zombies, somewhat like the "Faceless Horde" Rules from FENG SUI's crossover module [i]Burning Shaolin[/i]. Essentially, for every turn you're moving through the horde, you must make a Reflex save to avoid getting grabbed. Every time you get grabbed, your speed decreases by 10', and the save DC is +2 -- trying to represent the "overbearing" nature of most zombie films. You can take a full round to "break free" -- not move, but decrease the Save DC by 2, or line up a "head shot" with a firearm, which will clear out the nearest zombie and decrease the DC by another 2 Sounds clunky, but saves on endless combat rolls, and gives you that minty fresh "Dawn of the Dead" feeling. [b]Next chapter:[/b] Ross and Stephen play sniper, Denis and Jo try to find a ladder, Andy reads Russian, and everybody goes back to town ... [i]everybody[/i]. [/QUOTE]
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DarkMatter D20: Drunk Southern Girls with Guns ... UPDATED - 8/18/05!
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