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Author Topic: Fort Last Nail. OOC  (Read 4764 times)

Coolnesstod

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Fort Last Nail. OOC
« on: January 22, 2012, 06:43:30 pm »

This is the OOC thread, Here you can Discus topics about what to do next before actually doing it in character. Also, you can make up ways here about how the zombie apocalypse came to pass and how you 7 came together. Lets try not to have arguments in here, I want Nice, calm discussions.

Actual Game: http://www.bay12forums.com/smf/index.php?topic=99413.30
« Last Edit: January 23, 2012, 05:02:56 pm by Coolnesstod »
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Talvara

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Re: Fort Last Nail. OOC
« Reply #1 on: January 22, 2012, 07:34:41 pm »

I'm betting on genetically engineered brain parasites that lay dormant until its host dies.

Probably made by some fanatical religious cult trying to bring about the apocalypse to 'help revelation along'.


I'm guessing our first move should probably be something along the lines of checking the entire fort for unwanted tenants.
we wouldn't want to move in and settle for the night only to find that we're not alone.
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Coolnesstod

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Re: Fort Last Nail. OOC
« Reply #2 on: January 22, 2012, 07:37:32 pm »

Dont forget Setting up an outer Defense , you dont know what could happen. *Hint HINT*
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Flying Dice

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Re: Fort Last Nail. OOC
« Reply #3 on: January 22, 2012, 07:49:54 pm »

It'll be easier to plan fortification and a defense if we have an idea of the layout and contents of the fort. For example, the number, location and size of entrances, the number of watchtowers, etc. For one thing, we certainly will want to hold off from fortifying until we're sure that we won't need to get out in a hurry. If there is only a single gate, we can just close it and park the truck up against the inside of it as a temporary barricade.


That aside, I'm going to volunteer to first help scout out the interiors, and later to go on scavenging parties, as my skills fit that pretty well, assuming our glorious leader will be okay with that.
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Coolnesstod

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Re: Fort Last Nail. OOC
« Reply #4 on: January 22, 2012, 07:55:21 pm »

Ill Give you guys an outside description when everyone is ready, But all you know for now is that its relatively small, but seems big enough to house all seven of you. And that its made of wood. Also, if I say so myself, the most logical way the Zombie apocalypse was caused is because some scientist tried making a cure for death but ended up making the t-virus. I prefer Resident Evils way of things, since the zombies are more realistic.

Edit: Also there is a trading part of this game, just so you guys are entirely aware. Just have to see if the one guy who asked will make his character or if Im gonna be the trader. *shrugs* Trading will be done by the leader and shall happen every 7 days.

There are 5 turns during the day and 3 turns during the night so we can move the days on faster.
« Last Edit: January 22, 2012, 07:58:33 pm by Coolnesstod »
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Canalan

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Re: Fort Last Nail. OOC
« Reply #5 on: January 22, 2012, 10:38:56 pm »

I prefer the Brooks viral zombie.  However, as long as the zombies stay slow and unmutated, I'm fine.  For the love of Cthon, please don't have boomers or tanks or the like.  Ever-increasing amounts of shamblers is hard enough.

Yeah, we need to scout the interior of the fort to make sure it isn't infested or some sort of bio-hazard. After that, some people need to scout around the countryside for supplies and clusters of zeds while the rest fortify.  I'm assuming this is some sort of ramshackle fort on some open field?

So, we need volunteers for the scouting parties.  I'll check the inside of the fort, and I'll go on combat patrol.

Coolnesstod

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Re: Fort Last Nail. OOC
« Reply #6 on: January 22, 2012, 10:58:28 pm »

The surroundings are pretty flat and theres some ram shackle village about 3 miles west. Some hills 4 miles east and What looks like a group of Zombies North of you, about 6 miles away, Moving at a speed of 1/2 a mile a turn. Thats why I said to get defensive.  :P
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Flying Dice

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Re: Fort Last Nail. OOC
« Reply #7 on: January 22, 2012, 11:09:27 pm »

Just going to recommend that the sniper rifle be assigned to whoever ends up in an overwatch position, and have it stay there through shift changes. That aside, it should probably be handled by anyone with the rifle skill (if someone does have it).

Also, given the situation, I'm willing to take a pistol and thin the herd, and maybe lure them off for a few turns, provided they are classic 'slow' zombies without any special powers, as I've got skills suited to that sort of tactic. If things break well, I might be able to give everyone else time to fortify further and then lead them past the walls so the other shooters can get clear shots.
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Tiruin

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Re: Fort Last Nail. OOC
« Reply #8 on: January 22, 2012, 11:13:43 pm »

<Rifles

I'll be busy scavenging stuff for ammunition and barricades. Or would be helping with the fortification, whichever is more apparently in need.

And...someone should have linked this in the main thread or edited the first post. Took me a while to find this (even if it is on the front page).
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Flintus10

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Re: Fort Last Nail. OOC
« Reply #9 on: January 22, 2012, 11:48:47 pm »

I assume it would be best for the two of the pistols to go to Canalun and Sirus for their skills and obviously Tiruin would be the best choice for the hunting rifle.

This kind of leaves the other pistol up for grabs but I think it would be best for flying dice to take it as the scout.

The shotgun is really the only weapon up for grabs and I think it should go to Talvara if everyone else is fine with that.

Though it would be awesome to have a gun-toting Christmas elf with us I assume Jingle Jangle will be repairing barricades and such rather than fighting until we can get our hands on some more weapons. 
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Tiruin

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Re: Fort Last Nail. OOC
« Reply #10 on: January 23, 2012, 12:30:18 am »

I had half a mind to change to scientist, what if we get overwhelmed but somehow manage to beat those zombies back? Pop culture states that zombies spread by disease! And where are the wonders of studying these magnificent post-mammals?

...

Pop culture...heh.

Anyway, how did we come together anyway? Our descriptions seem very far apart.

So assuming this is divided into days or the primary time of day (morning, midday, twilight, midnight) then let's start off finding food or trying to till our own on the land in the fort.

And begin making renewable power sources, like solar panels and the like. Although, from our materials, I'd doubt we'll have any access to technology unless the fort has anything that helped it survive this long.

Suggestion (GM): Put links to and from the OOC thread to the main and vice versa  :) If possible, list the characters in game along with their corresponding players, so we (I) won't get confused.

Also, before we go assuming the different classes of zombie, could we just generalize them into types and danger levels? We don't know much about them, given the situation.
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Sirus

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Re: Fort Last Nail. OOC
« Reply #11 on: January 23, 2012, 12:40:24 am »

How does the infection spread? Is a single bite or scratch a death sentence? Are we immune somehow? Can we only be zombified after death, no matter how many times a zombie injures us? I'm a doctor, I need to know these things.
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Flying Dice

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Re: Fort Last Nail. OOC
« Reply #12 on: January 23, 2012, 12:42:16 am »

Are we L4D-style carriers? If so, I know exactly what I'm doing if/when we locate other humans.
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Canalan

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Re: Fort Last Nail. OOC
« Reply #13 on: January 23, 2012, 01:08:40 am »

Fast/mutant zombies are so mainstream.  Lets stick to reanimated dead folks with no changes beyond an all-consuming hunger for human flesh.  Also, no bodily functions.  So yeah, exactly like the zombies from WWZ/Zombie Survival Guide.  If we go down this path, we would be infected with any fluid to fluid contact with a zed.  (ZSG zombies don't really bleed.)  Also, going the Brooks zombie route makes it easier for our GM to keep track of things.  More difficulty = more zombies, simple as that.

Sirus

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Re: Fort Last Nail. OOC
« Reply #14 on: January 23, 2012, 01:10:32 am »

Yes, but going that route means that I wouldn't be able to actually treat anyone injured by a zombie, unless by "treat" you mean "put a bullet in the brain".  :-\
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