Seph, after his basement exploration, went back up to the office and searched for a radio. He found 4 walkie talkies that seemed to be working except for 1 of them that seemed to be missing a few wires. Checking the frequencies brought up nothing of to report.
Kyle looks off into the distance from the roof and spots a bar and 3 houses nearby. He also spots a small clinic in the distance but it appears to be overrun. No real threat from the zombies appears to be present. Checking the Janitors closet reveals nothing of any value to the party.
May continued to barricade although progress was slowed as she was alone.
Joe continued to work on his bunker with limited, but fruitful, results.
Denzel and Graves went out and searched a nearby house. There were 2 zombies present but they were quickly dispatched by Denzel using the Kitchen Knife. They returned after their endevour with some food and water for the group. Denzel, unfortunately, forgot where he left a lead pipe he had on him.
All Rolls:
Seph Searching: (1d20 +4(thorough) +4(Enclosed area) 18 + 4 + 4 = 26 (found walkie talkies)
1d100(Quality) 92 (3 working 1 broken)
Kyle Lookout: (1d20 +4(watching) +2(hawkeye) +2(Sniper Scope) 12 + 4 + 2 + 2 = 20 (spotted houses and overrun clinic, no immediate threat in the area)
Janitor's Closet: (1d20 +2(hawkeye) 5 + 2 = 7 (No luck)
May Barricading: 1d20 +2(hammer) 8 + 2 = 10 scrap from chairs
(1d4 +2(hammer) 2 + 2 = 4 barricades created
Joe: Fortified Position Upstairs: (1d20 +3(hand saw) 7 + 3 = 10 (6 scrap used, 2 3ft walls erected)
Denzel's Stabbing: (1d20 +4(not spotted) +2(not heard) 14 + 4 + 2 = 20 (Both zombies stabbed before they could react)
Searching: (1d20 -4(Quick) 13 - 4 = 9 (2 bottles of water and 7 rations found)
Graves Searching: (1d20 -4(Quick) 18 - 4 = 14 (4 bottles of water and 10 rations found)Base Conditions:
6/12 Doors unfortified
21/38 Windows unfortified
Scrap available to barricade: 15
Traps in place: 0
Seph's Gear and Stats(brood):
Military Marksmen and hand to hand Combat Instructor: Increased accuracy with Rifles at longer ranges (+3) and can teach CQB to others more easily. (+2)
Riflemen: +2 to all things involving rifles, from repairs to shooting them.
CQB: +2 to using knives, fists, and escaping grapples.
Shaken: Due to past events, Seph has a chance (1d6 (1 and 6 bad) to go into a rage(1) or freak out(6) when surprised by Infected. He must also be restrained when a member of the group is Infected before things get ugly. (basically, you'd have 12-15 RL hours for someone to restrain him before bad things happen)
Carrying:
-1 M4 carbine (6 lbs)
-90 5.56mm rounds (3 clips, .5 lbs each) 2*
-1 military frag Grenade (.5 lbs)*
-1 military combat knife (1 lbs)
-7 dog tags (no weight)
-1 police bodyarmor (4 lbs)*
-1 Crowbar (3 lbs)*
-1 Flare gun (1 lbs)*
-4 Walkie Talkies (1 busted) (1lbs each)
-1 large backpack (10% full)
Wearing:
-Green Tank top (no weight)
-Camo pants -forest- (.5 lbs)
-Combat boots (1 lbs)
-Fingerless leather gloves (no weight)
-1 dog tag (no weight)
Total Weight Carrying: 22.5/39 lbs
Injuries: None as of yet.
Joe's Gear and Stats(Remurtha):
Captain: Increases everyones Morale rolls (+2) and people are more likely to see reason (+3 to rolls stopping unreasonable behaviour)
War Veteran: +2 when shooting all types of guns
Commander: +2 to everyones survival chance in combat situations when present
Rash: Due to a life of winning wars Joe has a chance (1d6 (1 and 6 bad) to either give a -2(1) in combat situations instead of the +2, or get a -4(6) to spotting other hostiles.
Carrying:
-Revolver 6-shooter (3 lbs)
-20 .357 rounds (.5 lbs for every 10) 14*
-1 military combat knife (.5 lbs)
-3 lbs of C4 (3 1lb blocks)*
-1 Medium Backpack (5%)
Wearing:
-Black fedora (no weight)
-Military Utility Vest (2 lbs)
-Urban Camo Uniform (2 lbs)
-Steel Toed boots (2 lbs)
-1 dog tag (no weight)
Total Carrying Weight: 14/23 lbs
Injuries: None as of yet.
Kyle's Gear and Stats(kj1225):
PMC sniper and Interrogator: Increased accuracy with rifles at longer ranges(+3) and your much more... persuasive in your arguments.(+2)
Hawkeye: +2 to spotting everything from enemies to items.
Archery: +2 to accuracy with Bows.
Sociopath: He got his job for a reason right? Kyle gets a -2 to all social interactions and has a chance (1d6 (1 bad) to kill off a heavily wounded ally(1) when alone in the field with them.
Carrying:
-Barrett M95 Sniper rifle (15 lbs)
-15 .50 Cal (3 clips, 1.5 lbs each) 2*
-1 Kukri (1 lbs)
-1 Medium Backpack (5% full)
Wearing:
-”Zorro” Hat
-Black T-shirt (no weight)
-Urban Camo pants (1 lbs)
-Black leather gloves (no weight)
-Black Combat boots (1 lbs)
Total Carrying Weight: 22.5/38 lbs
Injuries: None as of yet.
Graves' Gear and Stats(scapheap):
Cop: Increased accuracy with pistols(+2) and a better understanding of urban areas and layouts.(+3)
Quickdraw: As long as he is carrying a pistol, Graves never takes a penalty when attacking while surprised.
Hardy: +2 to recovering from injuries.
Bitter: Due to having a bitter nature, Graves gets a -2 to social interactions and has a chance (1d6 (1 is bad) to ignore all wounded allies.
Carrying:
-Beretta Pistol (1.5 lbs)
-40 9mm rounds (5 clips, 1 lbs each) 4*
-Police Baton (.5 lbs)
-Medium Backpack (5% full)
Wearing:
-Long black coat (1.5 lbs)
-Blue jeans (.5 lbs)
-Running shoes (.5 lbs)
Total Carrying Weight: 9.5/28 lbs
Injuries: None as of yet.
Denzel's Gear and Stats(Cheesecake):
Ex Army Instructor & Bodybuilder Coach: Increased chance to break stuff(+3) and can teach Gun skills to people more easily.
Fit: +2 to rolls overcoming exhaustion and sleep deprivation.
HardWorking Mentality: +2 to finishing any task involving the current “Safe House” or setting traps.
Aging: Denzel can feel the years piling on, he gets a -2 to recovering from injuries despite being fit, and has a chance (1d6 (1 is bad) to misplace something important at the end of a round. (guns, medical supplies, etc.)
Carrying:
-Revolver 6-shooter (3 lbs)
-20 .357 rounds (.5 lbs for every 10) 14*
-1 military combat knife (.5 lbs)
-1 Kichen Knife (.5 lbs)
-1 Hockey Stick (1 lbs)*
-Medium Backpack(5% full)
Wearing:
-White Tank Top (no weight)
-Brown Cargo Pants (.5 lbs)
-Hiking Boots (1 lbs)
Total Carrying Weight: 8.5/42 lbs
Injuries: None as of yet.
May's Gear and Stats(TCM):
Combat Medic: Used to dealing with stress(+2) and trained in basic medicine and emergency surgery(+3)
Medical Expert: +2 to identifying and using different drugs and medical tools.
Military Veteran: +2 to tactics and combat survivalbility.
Bad eyesight: After having her eyes hurt from an explosion, May cannot see anything but fuzzy shapes without glasses. -8 to everything requiring sight without glasses.
Carrying:
-Beretta Pistol (1.5 lbs)
-40 9mm rounds (5 clips, 1 lb each) 4*
-Field Med-Kit (16 lbs of bandages, antibodies, disinfectant, and light sedative)*
-Medium Backpack (30% full)
Wearing:
-Glasses (no weight)
-Blue T-shirt (no weight)
-Gray track pants (.5 lbs)
-Running Shoes (.5 lbs)
-1 dog tag (no weight)
Total Carrying Weight: 23/38 lbs
Injuries: None as of yet.
Community Gear:
-7 Days worth of food. (41 rations(3 lbs for every ration)
-5 Days worth of Water (30 bottles(2 lbs for every bottle)
-8 Large kitchen knives. (1lbs each) (1 in use by Denzel)
-1 Frying Pan (2 lbs)
-2 Hammers (1 lbs each) (1 in use by May)
-1 Hand saw (1 lbs) (in use by Joe)
Schools Interior Contains:
-479 chairs
-474 desks
-15 metal bookshelves
-Around 3000 assorted books
- About 1000 textbooks
-12 Hockey Sticks (1 in use by Denzel)
-35 Sports balls (soccer, basketball, football)
The time is now 4pm May 2nd. (Note: You will consume food and water after 24 hours automatically)