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Poll

[Filler Poll] How many players do you think will survive?

1~3
- 5 (35.7%)
4~6
- 5 (35.7%)
7~9
- 4 (28.6%)

Total Members Voted: 14


Pages: 1 ... 7 8 [9] 10 11 12

Author Topic: A good Samaritan in a time of chaos [On Turn 4/10]  (Read 17614 times)

Kilowatt

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Re: A good Samaritan in a time of chaos
« Reply #120 on: November 30, 2010, 09:28:10 pm »

The power going to a floor can be controlled by breakers- which means that after I get things operating, I can (relatively) easily control how much light the hospital puts out. (that is, we can keep only the cafeteria lit) This, when coupled with the other benefits of having electricity (such as having operating machinery and an elevator) is much more useful than a one-shot zombie killer. Also, don't forget that the light put out by the hospital at night will probably make survivors more inclined to move in our direction.

On another note, we need not evacuate EVERYONE tonight- we can keep some able-bodied men around to help us with daily tasks. There would need to be some sort of incentive for them to stay, though.

EDIT: I'd also like to say that if I can get a suitable power source, I could develop some diversionary noisemakers and blinky things using some PA speakers and lights.
« Last Edit: November 30, 2010, 09:50:51 pm by Kilowatt »
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Kashyyk

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Re: A good Samaritan in a time of chaos
« Reply #121 on: December 01, 2010, 11:26:25 am »

Once we've turned the power on, what's to stop us just blocking up the entire North/south stairwells between the lobby and the basement? I don't mean build a barrier, actually fill the entire stairwell with anything that comes to hand.
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Dwarmin

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Re: A good Samaritan in a time of chaos
« Reply #122 on: December 01, 2010, 12:03:22 pm »

As per an agreement, I'm supporting Kilowatt in his decision about the power situation. We need POWA.

Also, maybe my infection defense protocol was a bit too harsh....sry Eagle ;)
-still, stay away from anyone on this turn...lol

@Kilowatt: How many people were you thinking of saving? I would like to get out at least 5 or 6-children and elderly first...
« Last Edit: December 01, 2010, 12:06:12 pm by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

arcadia

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Re: A good Samaritan in a time of chaos
« Reply #123 on: December 01, 2010, 12:54:00 pm »

Once we've turned the power on, what's to stop us just blocking up the entire North/south stairwells between the lobby and the basement? I don't mean build a barrier, actually fill the entire stairwell with anything that comes to hand.

Nothing stops you from doing this. It's a valid move, and a good one at that. I mean, so long as the elevator stays operational, you'll still have access to the bottom floors. 1 AP to fill the stairwell. 1 AP to remove the obstructions. (For future reference)

EDIT: I'd also like to say that if I can get a suitable power source, I could develop some diversionary noisemakers and blinky things using some PA speakers and lights.

I anticipated this during game design - the relevant items have already been written in. Good luck with your plan!

Also waiting on a few moves (Phantom, Thatdude, Hastur) before I can run Turn 3.

Out of the 12 civilians. There are only 2 children. No elderly. From a technical perspective, everyone is equally effective. But for RP reasons, yeah, you may want to evacuate them first.

Did you know? Children were written in originally to provide a secondary function: vent exploration (in case no one picked average or thin characters).
« Last Edit: December 01, 2010, 01:01:08 pm by arcadia »
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Dwarmin

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Re: A good Samaritan in a time of chaos
« Reply #124 on: December 01, 2010, 02:46:20 pm »

Children are always good in vents! And they almost ever never get kidnapped by monsters, forcing the heroes to make improvised weapons and rescue them...

On a more serious note, Arcadia, if we have any players taking a stupidly long time to post, send them up stairs on zombie cleaning duty... :)
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Thatdude

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Re: A good Samaritan in a time of chaos
« Reply #125 on: December 01, 2010, 04:54:01 pm »

Hmm, Well. I'm tempted to get the person stuck in the building out but I can't really decide that much... Oh well, let's do it anyway. Also, do people want me to try and lure the 15 pack of zombies from the apartments away? It would be very useful indeed. Also, I still think that we should get those survivors out this turn. The children and their parents would be good first choices.

Anyway, actions.
Day: Get the teen out of the apartment block and escort her back (free action, if she survives of course :P), then try to kite the apartment zombies directly away from the hospital.

Night: Well I think that other people have defence sorted so I think I need another sleep unless I can survive tonight and sleep tomorrow morning, in which case so that and help guard the lobby with the rest.
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arcadia

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Re: A good Samaritan in a time of chaos
« Reply #126 on: December 01, 2010, 05:15:23 pm »

@ Dwarmin: Good point! The show must go on!

Thanks Thatdude for your turn. Both valid and approved.

I've made moves for Phantom and Hastur - though I've also sent them a PM. I'm going to run the turn tonight; if they manage to post or PM me back with changes in time, that's fine. If not? *Sinister GM laughter*   ;D

(Just kidding guys, I understand that people need to miss turns once in a while: I won't suicide your characters...for now :P)
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Phantom

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Re: A good Samaritan in a time of chaos
« Reply #127 on: December 01, 2010, 05:20:18 pm »

Free Action: Sing an Elvis song to boost morale. Okay, it's a joke but sing it anyways.

Day: Go find something to drink and munch on. That and I go help Hastur.
 
Night: Lights.
« Last Edit: December 01, 2010, 08:34:18 pm by Phantom »
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Hastur

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Re: A good Samaritan in a time of chaos
« Reply #128 on: December 01, 2010, 05:33:48 pm »

"Alright Folks We're gonna get through this we jsut need to get to the landing pad at the roof. So anyone who wants to live come with me. We are going to take the 4th floor and camp on the roof untill the helicopter brings us out. Arm yourselves with whatever you can there could be zombies lurking there. Once we clear the floor and roof, we are going to build a barricade so we dont get overrun while the helicopter is coming Lets go."

Day3: Me and as many civilians possible go to fourth floor. We stay together and me and the 3 most heavily armed dudes split off and clear side rooms. Assuming we find the roof acess eventually we will seriously barricade the way up, but leave a gate or way to climb over for humans.

Night4: Carefully search fourth floor, pile any usefull items in plain sight on the ground.
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arcadia

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Re: A good Samaritan in a time of chaos
« Reply #129 on: December 01, 2010, 05:37:52 pm »

Turn 3A: Vent Explored & One Man Army

Kashyyk (40 + 0) in the Lobby

Spoiler (click to show/hide)

Dwarmin (40 + 10) on the 2nd Floor: Cafeteria
Spoiler (click to show/hide)

tehstefan (40 + 0) in the Lobby
Spoiler (click to show/hide)

Hastur (10 + 10) on 5th Floor: the Hub
Spoiler (click to show/hide)

Ottofar (10 + 0 ) on 2nd Floor: Cafeteria
Spoiler (click to show/hide)

Phantom (10 +90) on the Helipad
Spoiler (click to show/hide)

Eagle-eye (0 + 0) in the Lobby
Spoiler (click to show/hide)

Thatdude (90 + 10) on 2nd Floor: Cafeteria
Spoiler (click to show/hide)

Kilowatt (0 +10 ): in the Lobby
Spoiler (click to show/hide)
« Last Edit: December 02, 2010, 08:50:52 pm by arcadia »
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arcadia

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Re: A good Samaritan in a time of chaos
« Reply #130 on: December 01, 2010, 09:36:31 pm »

Poll Closed: Civilians will ALWAYS contribute to the 2:1 rule. However, players have the CHOICE of enlisting civilians. Civilians fight BAREHANDED at extreme RISK unless otherwise stated. Civilians may not fight if they are emotionally or mentally unstable. Some civilians are cowardly and may refuse to help regardless of their condition. For Turn 3, I stuck with the old rules - they did not contribute to combat rolls).


Turn 3B: The Team Report
"Grouped" Activities are listed below.

Group Free Actions
Spoiler (click to show/hide)

Team Combat vs the Horde
Spoiler (click to show/hide)

Midnight:

Due to a mixed consensus among the good Samaritans, you cannot decide on how many civilians you should evacuate. Some feel that the everyone - especially the children - should be evacuated while others feel that civilians can provide useful functions if kept behind. You decide to evacuate a total of 6 civilians for good measure (included among them are 2 children and 3 regular adults and 1 young woman). 6 adults remain behind (1 janitor, 5 regular adults).

Desmond, Jimi, and Hastur escort the civilians to the rooftop. There, they find Matthew already attracting attention with the Helipad lights. Shortly before midnight, you hear the third helicopter approaching: Besides the whirring of the rotor blades, there was another layer of sound: high-pitched and penetrating, it was not unlike the roaring  intake of a giant vacuum cleaner. Despite all that the helicopter symbolized, standing on top of the Helipad standing on the Helipad royally sucked. The wind was mussing up your hair, the pressure from the helicopter's blades was pushing you down to the ground and you were pretty sure that if you had to listen to the deafening noise any longer, your ears would bleed.

The helicopter, large as a bus (and shaped sort of like one too!) landed atop the Helipad with surprising grace and precision. The back of the helicopter opened and a smiling soldier stepped out, greeting you warmly. The civilians shower you with tearful thank yous and clamber on board. Shortly after, the helicopter rises up and disappears into the night sky.The night air is silent. There are 7 more helicopters remaining.

Turn 4 begins as the sun rises...

From your vantage point on the 2nd Floor Cafeteria, you can see that 2 zombies and 2 civilians are approaching from the immediate west (supermarket).

From your vantage point in the Lobby, you can see that 2 zombies and 2 civilians are approaching from the immediate west (supermarket).

Based on their current speed and distance, you estimate that they will reach the hospital before the DAY phase of the next turn. From your vantage point in the Lobby, you can see that no zombies are approaching from the immediate east (city park).

From your vantage point on the Helipad, you can see:

Spoiler (click to show/hide)

The helipad lights are on. You suspect that the helipad lights are somewhat effective at attracting civilians each turn. You suspect that the helipad lights are somewhat effective at attracting zombies each turn.

You have evacuated 6 civilians so far. There are currently 6 civilians in the hospital (1 janitor, 5 generic adults).
Team Score: 120
Civilians Evacuated: 6/188

Submitting your move for Turn 4

-As a group, tell me where you would like to direct new civilians.
-Tell me your combat behavior: details are good. Tell me where you'd like to retreat to.
-Tell me if you'd like to interact or use any objects currently discovered. Interactions are FREE Actions.
-Tell me any FREE Actions that you'd like to perform: you may perform as many as you'd like.
-Note: There are a range of FREE Actions opportunities available. To limit my influence on player actions, I will not post a list of them here. You may learn about these opportunities by re-reading old turns.
-You can spend 1 Action Point to sleep: Tell me which floor you're sleeping on.
-You can spend 1 Action Point to stand guard: Tell me which floor or zone.
-You can spend 1 Action Point to attract attention: Tell me which floor or zone.
-You can spend 1 Action Point to carefully search any of these locations:
Spoiler (click to show/hide)
-You can spend 1 Action Point to scout out 3 of these areas if the areas are adjacent or on consecutive floors:
Spoiler (click to show/hide)
-These are suggested moves. Logic and Imagination are your friends. If you'd like to do something outside of the box, post away and I'll let you know if it's applicable and if it'll cost you AP.


Achievements







Comments

Wrestling Achievement: Congratulations to Kilowatt for discovering this one. From now on, anyone who wrestles a zombie bare handed and lives will earn this achievement. One time bonus of 10 points.

« Last Edit: December 02, 2010, 10:11:15 am by arcadia »
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Kilowatt

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Re: A good Samaritan in a time of chaos
« Reply #131 on: December 01, 2010, 09:41:21 pm »

8)
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Phantom

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Re: A good Samaritan in a time of chaos
« Reply #132 on: December 01, 2010, 10:02:36 pm »

Free Actions: Dance on the roof singing Heartbreak Hotel. Note: Matthew is an Elvis and Movie Enthusiast.

Day Actions: Venture Towards the Supermarket! And search it with Tom, AKA Bark Bark.

Night Actions: Sleeeeeeeep in the Cafeteria.
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Kilowatt

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Re: A good Samaritan in a time of chaos
« Reply #133 on: December 01, 2010, 11:12:18 pm »

The Hub, eh?
That'll have to wait.
Free Actions:
Some music while you read the actions.
Turn all power systems on.
Gather insulation from sub-basement, bring tools to cafeteria from sub-basement.
Grab two defibrillators from the ICU.
Remove Two PA speakers from the Lobby.
Grab four chairs.
Pull six fluorescent light housings (with accompanying bulbs) from the ceiling of the cafeteria (or lobby if lighting becomes an issue.)
Remove one bar from barricade composed of bed pieces.
Remove and splice together enough cord from the machines in the ICU (preferably leave one of each machine fully intact at the very least) into two 20 foot long cords.

Day Action:
Build shock baton from defibrillator parts, insulation, and metal bar.
Build two attention getting devices from lights, PA speakers, chairs, and cords. (Need to have on on/off switch) [going to postpone installing until day of turn 5]
Lastly, before nightfall, shut down power to every floor above 5.
Night Action:
Spend the night undoing Eagle's prep work on the water main.

Can energy drinks be employed to squeeze an extra turn out before sleep?
« Last Edit: December 02, 2010, 07:29:41 am by Kilowatt »
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arcadia

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Re: A good Samaritan in a time of chaos
« Reply #134 on: December 01, 2010, 11:18:52 pm »

Done putting up Turn 3

Phases represent the passing of time. Unfortunately, energy drinks do little to affect how quickly you can do something. In fact, caffeine doesn't apply to game mechanics at all!

Quote
but you do find a tin of instant coffee powder in the kitchen. You lick your fingers and dip them into the container, rubbing the residue over your gums. You don't feel any more energetic, though the excruciatingly bitter taste makes you feel more manly.

Re: Hub, Hastur & Phantom learn some very interesting information about the place this last turn. :P
« Last Edit: December 02, 2010, 01:12:55 am by arcadia »
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