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The Walking Dead (FATE Core)

Jaye

ミㅇㅅㅇ彡



The-Walking-Dead-Banner1.jpg



It's been just over a week since the world ended - since the dead started to walk around and attack the living. But a lot can happen in a week - it feels like it's been more like a month. Through unfortunate circumstance, you find yourself on your own at the moment, with either no group to return to or with no hope of finding the last group you where with.


You are in a suburban area where the lower-middle class might've once lived. Most of the houses look abandoned. Over the houses you can see a tall sign denoting what must be the local shops. It's still light out, but the sun has begun it's creep towards the horizon. You have maybe three or four hours until sundown.


Nora You are alone in the back garden of a suburban house. The house is small and doesn't take up the whole black of land. There's a new-looking wooden fence around the property, keeping out the two next-door neighbours and also fencing off the backyard from the house at the back. A quick peek over the fence lets you know that over the back end of the fence is a house similar to this one and a street similar to the one your house connects to. About two or three blocks away, you can see a tall sign welcoming people to the local shops. It helps orientate you. On the street around the front of the house is a scattered group of five Walkers. One has wandered onto the sidewalk and is ambling up in front of the house whose backyard you are hiding in.
Rex You are alone in the middle of a street. Along either side of the street a moderate sized houses, all looking worse-for-wear. Many have broken windows. Just a block to your right, you can see the tall sign of the local shops. A few metres in front of you is a group of three walkers shuffling around the street. They're far enough away that they haven't yet seen you. You've had to dodge multiple groups of Walkers just to get where you are now, and are reasonably sure the last group you dodged can't be far behind you.
Keith You are alone in the lounge room of a suburban house. The house is relatively small, with two bedrooms a bathroom and a combination kitchen/lounge room all on the one floor. When you gaze out one of the side windows, you can see a tall sign marking this suburb's local shops. The house has lawn down either side of the house and it's front yard is larger than the back yard. The front yard clearly once had a beautiful flower garden, but most of it has been trampled. Presumably by passing Walkers. Speaking of, you know some are lurking outside, but you haven't yet confirmed if they're particularly close to the house or if they've moved further off.
Mel You are alone, not quite inside of a shed. You're in the shed's doorway, half in cover. The shed is in the backyard of a house larger than most in the area - it has two stories and a porch both along the back and the front. The shed has no windows, but in the light coming through the doorway you can see some tools hanging up - a hammer, a case for a drill, a shovel and a long spool of extension cord. You know that there are currently three Walkers in the front yard. Over the back fence, you can see a tall sign - presumably where the local shops are - not just a block away from where you are now.
You must continue to survive, as you have for the passed week.


DM's Notes
Just to make it clear. Now is the time for you to describe what your character does. Don't worry too much about dice just yet, I'll speak up if things need dice. Posts don't have to be long - I just need to hear what your character's next actions are.


I have left a not-so-subtle clue as to where I hope people will gravitate, but if you think it's more in-character for your character to do something else, pursue that motivation instead.


@ me in the OOC or PM me if you've questions.


FYI - Everyone is currently unarmed. If you wish to change that, scavenge for a weapon.


Have fun, everyone!
 
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Nora examined her surroundings and noticed that there was a walker making a move towards the front of the house. She figured that the door would be able to keep it out, so she entered the house through the back door. Gotta find myself a weapon... She thought. She peeked into a few of the rooms until she found the kitchen. She began rummaging through the drawers, hoping to find a knife.
 
He shouldn't have said anything and just left in the night. At least he'd have stolen some gear. But no, he decided to be an idiot and tell the group leader that he wanted to leave. They took everything from him and dumped him on the side of the road without so much as a map to tell him where he was. That was hours ago and still didn't know where he was exactly.


He stopped in the street and watched the walkers mill about in front of him for a moment and looked back at the way he came. There were more walkers back there but they were far away, if he got off the street they'd probably lose him.


He walked to the right toward where the sign pointed. He kept his pace slow so that the walkers might not notice him and moved to the sidewalk. When he was reasonably certain that the dead couldn't see him anymore he picked up the pace and moved briskly.


The shopping center was either going to be a death trap or a safe haven. Either way, the stores might have supplies.
 
Nora You find the kitchen not far from the backdoor of the house. You rummage through the drawers - it looks like this place hasn't been raided and most of the utensils and cutlery are still here. In a draw you find;


(scimitar) A Chef's Knife


It may not give you an edge over the walkers, but it will at least put you on even footing.


DM's Note
Please roll for Notice (roll 4d6 and post the bbcode in your next reply). Feel free to write whatever reply you like, regardless of rolling for Notice. I'll work with it (:3)
Rex You navigate the streets, heading in the direction of the tall sign as best you can, while also trying to avoid walkers. It doesn't take long until you've arrived at what's left of the local shops.


The Local Shops


You find yourself at the edge of a square. Along one side is a main road and along all three other sides are various shops. In the middle is a parking lot. You can see a pharmacy, a general practitioner's, a supermarket, a post office, a cafe, two restaurants, a bakery and a realtor's office.


The parking lot has no less than five walkers wandering in it, though thankfully they are just far enough from you that your standing silently at the edge of the square hasn't drawn their attention. You notice that the cafe's front windows are broken, that the pharmacy's front door is askew on it's hinges (leaving it ajar) and that the supermarket's glass front has been blocked out from the inside by curtains (both the doors and the glass walls either side of the automatice doors).


 
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[dice]22879[/dice]


Nora took the knife out of the drawer and swung it in the air as a test of sorts. It's not the greatest weapon, but it will have to do for now, She thought. She walked back into the back garden of the house and examined the far-off sign. A sign for some sort of shopping center... There has to be supplies there. She looked over the fence, judging to see if there was any nearby danger. Then she hopped the fence and began her trek in the direction of the sign, being cautious to avoid any walkers.
 
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What he'd give for a sporting goods store...


He had to take what he could get though and crept around the edge of the parking lot and along the buildings toward the supermarket. The fact that the windows are all blocked caught his attention. There could be survivors in there, it was only a week ago that things were normal so living humans weren't a rare sight, although he suspected that most people might start dying horribly and soon.


He attempted to see into the windows, looking for any spot where the curtains didn't quite meet.

@Jaye want me to roll Notice or something?
 
Mel Crouched behind the shed door, Mel sacrificed precious moments to catch her breath and gather her bearings. Three things flashed through her mind: the walkers that had been trailing her for miles had now caught up, people still lived in the house she had just tried breaking into, and the sign she had just read as she ran the length of the wrap-around porch and into the backyard.


A shopping plaza wasn't too far away, and she needed new gear after the three walkers surprised her while she had been making camp for the night. And she probably needed a new pair of pants after she heard a man's voice and got a shove out of an unboarded window. Mel barely had enough time to get on her feet before the snaps and groans were too close.


Taking a step inside the shed, Mel glanced around. There has to be something I can use in here...


 
Rex You creep around to the supermarket, trying to peer inside. The curtains are obviously hastily hung and they don't perfectly overlap. The arfternoon light is making it difficult to see inside, but you can make out the basic shape of a few cash registers and the openings of a few aisles. It looks empty.


DM's Notes
Please roll 4d6 for Stealth and 4d6 for Notice. Post these results along with Rex's next attempted action in your next reply.


Also! Nora has now come into contact with Rex. From now on, the pair of you will have a posting order - zanarkand first, followed by Ceros.
Mel You enter the shed, looking for a weapon. You decide to arm yourself with;


(hammer) A Claw Hammer


You can hear some sounds coming from outside the shed, but you're not sure if they're from the house or the yard. You could try to figure out where the sounds are coming from or you could just blindly high-tail it out of there.


DM's Notes
If you choose to find out more, please roll 4d6 for Notice. If you choose to blindly flee, please roll 4d6 for Athletics or for Stealth. Post your results in your next reply - feel free to include some text about your character attempting to leave the property (in which direction they tried to flee) or them trying to see or hear were the noise is coming from. Make sure to mention which skill you decided to roll for. Be forwarned, choosing one skill over another may lead to a tougher Challenge rating. Or it may not ( ;) )
Nora You climb over the fence and head in the direction of the shopping plaza. You keep your eyes peeled and manage to see any walkers in your path a mile away, allowing you to avoid them. Eventually you arrive at the plaza.


The Local Shops


You find yourself at the edge of a square. Along one side is a main road and along all three other sides are various shops. In the middle is a parking lot. You can see a pharmacy, a general practitioner's, a supermarket, a post office, a cafe, two restaurants, a bakery and a realtor's office.


The parking lot has no less than five or six walkers wandering in it, though thankfully they are just far enough from you that your standing silently at the edge of the square hasn't drawn their attention. You notice that the cafe's front windows are broken, that the pharmacy's front door is askew on it's hinges (leaving it ajar) and that the supermarket's glass front has been blocked out from the inside by curtains (both the doors and the glass walls either side of the automatic doors).


There is a figure in front of the supermarket, somewhat hunched over, facing away from you.


DM's Notes
Please roll 4d6 for Stealth and 4d6 for Notice and post the results in your next post. May not come into play, for Nora, but I figure better safe than sorry.


Also! Nora has now come into contact with Rex (not that she KNOWS it's Rex, of course ( :P ) ). From now on, the pair of you will have a posting order - zanarkand first, followed by Ceros.


 
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Mel The moment her hand clasped around the hilt of the hammer, there were sounds from the backyard. Her heart thumped, and she didn't care if it was walkers or humans; both were a danger to her nowadays. Mel made a split second decision -- the only one that made sense. She needed gear, and the shopping plaza was a good place to start.


First she'd have to make her way over the back fence. Mel could outrun the walkers, but humans were different story.


Roll
[dice]22907[/dice]
 
[dice]22912[/dice]


+2 stealth = +1 :(


[dice]22913[/dice]


+2 Notice = +3


He glanced around and began to try and pry the automatic doors apart. He sure hoped that it was only off and not locked. He did try to hurry though, he didn't want the walkers in the parking lot to decide they wanted to eat him.
 
[dice]22915[/dice] [dice]22916[/dice]


Nora bit her lip as she debated approaching the figure near the supermarket. They could be friendly... Friends are always important in this hell-world. Then again... If they're not, I have a chance of being ambushed... After a moment of thought, she decided that she could use an ally. She began slowly approaching the man, and when she was close enough, she coughed just loud enough for him to hear, so she could make her presence known.
 
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Rex You try to pry the supermarket doors apart, hoping that they weren't locked. There is a cough from behind you, but that's not what alarms you. What alarms you is the reflection you can see in the glass doors of the supermarket. Not only is there a stranger standing a few paces away, but there are three Walkers only a few steps away from the pair of you!


Before you can give the stranger any kind of warning (if you were planning to at all) one of the three Walkers lurches forward and tries to grab her shirt-front, clearly intent on chomping down on her neck. The other two are about two long strides away and seem to be aiming for you.


DM's Notes
So for the record, the Challenge rating for the Stealth check was +2, for rating for the Notice check was +1. At least, between the two of you, one of you passed each check? (':3) (You miscalculated your Notice, which was actually only a +2 BTW. Your 6 | 3 | 4 | 1 added up to +1|+0|+0|-1 which equalled 0. Plus your skill modifier, it only came to +2. But no worries, this is why I double check.


Rolls: Rex is currently unarmed and thus taking a -1 to any Fight attempt against the undead. You could roll Athletics (Challenge Rating: +2) to avoid both walkers and get some distance. You could roll Fight (+3) to fend off your attackers. Or you could roll something else or take another action. Feel free to surprise me, these are just suggestions and guidelines.


If you take an action I've suggested above and you beat the Challenge Rating, feel free to describe your character succeeding at the action. If you fail the Rating, feel free to describe them failing! Msg me if you're unsure about how many liberties you can take when failing/succeeding on a roll. (Remember to check your stunts, BTW. They don't cost FATE Points to use!)


FATE points: :3/5:
Nora You slowly approach the man and when you're a pace or two away, you give a conspicuous cough to catch his attention. Certainly something catches his attention, but you don't notice whatever it is.


You continue not to notice right up until a Walker lurches into your field of view and tries to grab at your shirt-front! It clearly has intents on chomping down on your neck.


DM's Notes
So for the record, the Challenge rating for the Stealth check was +2, for rating for the Notice check was +1. At least, between the two of you, one of you passed each check? (':3) Failing the Notice is why you're now in hand-to-hand with a Walker. But yay for drama?


Rolls: I'm going to say that Nora is currently unarmed (as there was no mention of her wielding her knife as she approached a stranger) and thus taking a -1 to any Fight attempt with the undead. You can roll to Fight (Challenge Rating: +3) the walker or roll Physique (Challenge Rating: +2) to push the walker off of you. If you choose to push the walker off you can choose to then roll to Fight the walker (this time with a of CR: +2). Or you could roll something else or take another action. Feel free to surprise me, these are just suggestions and guidelines.


If you take an action I've suggested above and you beat the Challenge Rating, feel free to describe your character succeeding at the action. If you fail the Rating, feel free to describe them failing! Msg me if you're unsure about how many liberties you can take when failing/succeeding on a roll. (Remember to check your stunts, BTW. They don't cost FATE Points to use!)


FATE Points: :3/5:
Mel You make a split second decision to try and outrun the sound you heard. You run out of the shed and climb over the back fence - just as you drop over the other side of the fence, you hear a loud shot ring out over your head. Someone from the house fired at you!


But you've made it over the fence, away from the danger, and are free to head on your way.


The Local Shops


You find yourself at the edge of a square. Along one side is a main road and along all three other sides are various shops. In the middle is a parking lot. You can see a pharmacy, a general practitioner's, a supermarket, a post office, a cafe, two restaurants, a bakery and a realtor's office.


The parking lot has no less than five or six walkers wandering in it, though thankfully they are just far enough from you that your standing silently at the edge of the square hasn't drawn their attention. You notice that the cafe's front windows are broken, that the pharmacy's front door is askew on it's hinges (leaving it ajar) and that the supermarket's glass front has been blocked out from the inside by curtains (both the doors and the glass walls either side of the automatic doors).


You think you can see two figures in front of the supermarket, but it's a little hard to tell when three Walker's are converging on them.


DM's Notes
For the record, just to help you learn how FATE Core works - or learn how I'm making it work, anyway - I gave the people in the house a challenge rating of "Fair +2". Which meant that to not get shot, you/Mel needed to get a +3 or higher. Which she did: the dice rolls gave her a "+1" and her skill tree gave her an additional "+2" so altogether she got a "+3" and beat the challenge.


Also! Mel has now come into contact with Rex and Nora (not that she knows them yet). I'm adding you to the end of the posting order, so from now on it will go; zanarkand first, followed by Ceros, followed by Rissa.


+1 Fate Points! - for the added complication of the family in the house and having already antagonised them. Nice story/conflict addition.


FATE Points: :4/5:


 
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[dice]22948[/dice]


[dice]22947[/dice]


I didn't know which would be more appropriate for shoving zombies. (if you decide that Fight is acceptable then i'd like to do his Monster Mash stunt)


He turns around quickly upon seeing the stranger. When the walker grabs her he takes a few running steps and attempts to shove the zombie away from the woman, disregarding the other two walkers nearby.
 
[dice]22923[/dice]


After the stranger attempted to shove the walker off of her, Nora stabbed the walker in the side of the head with her knife, adrenaline pumping through her veins.
 
Keith moved through the lounge room slowly. He was unsure if any of the returned dead were in the house. He had always had a knack for moving quietly, even with his big size, a knack he hoped wouldn’t fail him now. In the past week he had more than his fair share of encounters with these things, walkers he remembered they called them online, and he prayed he wouldn’t run into anymore. But if he was he was going to need something to fight them with. Fists alone were too risky when getting close to them meant getting torn apart.


Keith walked over to the kitchen part of the room and hoped the owners of this house had any fancy knives. Well not fancy, but anything that could be decent in a scuffle, like maybe a butcher’s cleaver, though Keith would be good with anything that could get to the brain. As he scavenged through the drawers he saw out of the corner of his eye a sign denoting the shopping district of town. Maybe there he could find more useful items than what is found in a suburban home. But going through the street would be dangerous as he was sure there were walkers about. He gave a quick glance out the other nearby window and didn’t notice anything moving. So he went back to looking for something to arm himself with before daring to venture back outside.
 
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Keith You move to the kitchen, search for a knife to use as a weapon. In one of the lower drawers you get lucky and find;


(scimitar) A Chef's Knife


Thus armed, you take notice of the sign denoting the local shops once more. By your estimate they're probably about two or three blocks away from the front door.


DM's Notes
First up I've gotta check something - is you're character just guessing that "one bite can turn you"? Knowledge that walkers need to have their heads/brains destroyed I can see being figured out in a week, but knowledge about bites is harder (and more tragic) to come by.


Rolls: Please roll 4(d6) (four six-faced dice) for Stealth and another 4(d6) for Notice. Post the bbcode of the results in your next post. Additionally, I'd ask that you not take Keith more than a house away from where he is now in your next post. (If you just mention his intentions to head to the shops, then I'll include his going to the shops in my next reply, no worries).


FATE Points: :3/5:


 
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Mel Mel looked around the shopping plaza, eyeing the half open pharmacy door and the two humans being attacked. Friend or foe, it was hard to decide and she couldn’t afford another mistake -- Mel had already been shot at today, she didn’t want to repeat the experience. Armed only with a hammer, she stood behind a pickup trying to make up her mind. She could help them or use the distraction to get to the pharmacy unnoticed. Her humanity won out, and she made her way those in need.


She swung her hammer, trying to help the two fend off the walkers.


Roll
[dice]22979[/dice]
 
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Rex You quickly get your barings and rush to help out the stranger. Unfortunately, you stumble in your haste and manage only to reach your hands out in her general direction. You regain your balance, and watch as the stranger drives a large knife into the walker's temple.


The knife, you notice, has gotten stuck in the walker's skull, but at least the walker's struggles seem to be waning. More shockingly is the sound from one side of you - if you turn just a little you'll notice that a young woman has just taken out one of the walkers you left behind.


Now there's only one walker left upright, two if you include the one with a knife stuck in it. The one on the ground looks like it's still needs one good hit to put it out of it's misery and the non-knifed upright walker has started to head away from you and towards the newcomer.


DM's Notes
I counted your 'shove' action as an "assist" aka. whatever your score was got added to Nora's roll. Unfortunately, your roll altogether was a +0 (':3) On the plus side, you didn't hinder her?


Rolls: Any Fight roll against the knifed-walker is now a CR of +1. Any Physique roll against the knife-walker is also CR +1. The other upright-walker is still a CR of +3, and Rex would be taking a penalty of -1 for being unarmed. As usual, these are just suggestions and guidelines.


FATE Points: :3/5:
Nora You barely see the stranger attempt to come to your aid as you struggle with the walker vying for your throat. With adrenaline fueling you, you bring up your knife and sink it into the side of the walker's head.


It's struggles start to waver, it's grip on your shirt weakening, but your feeling of triumph is tampered by the realisation that your knife has gotten stuck. At least it should be easier to fight it, now, in fact if you could just get out of it's reach it may just scumb to that head injury after a while.


DM's Notes
With a +1 from wielding a weapon, Nora just scrapes in a pass. But not without consequences.


You could drive the knife home, try to pull it out, push the damn thing away, punch it ( :P )


Rolls: If you roll to Fight this walker, the CR is now only +1. I won't be giving the -1 unarmed penalty, but you won't be getting the weapon bonus either. Too much of a grey area, so I just evened it out. Any Physique roll against the Walker is also a CR of +1, but a Physique roll to pull out the knife is a CR of +3 (then again, Nora does have the Strength from Determination stunt... ( ;) ) ).


As usual, you don't have to follow any of these suggestions. Just make a roll (or more than one roll), label the roll with what skill you're using and tell me what you wanna do.


FATE Points: :3/5:
Mel You toss up between using the attack as a distraction or helping out your fellow humans. You end up deciding to help, heading to the group and swinging your hammer at one of the unoccupied walkers.


You smash the blunt end of the hammer into the soft back of the walker's skull, it crumples from the impact and falls to the ground. It struggles on the ground, as if it's forgotten how to move properly. One more hit to the skull would put it out of it's misery.


A pace or two away from you is another unoccupied walker, who has turned around at the sound of it's mate falling to the ground and is now taking a few shuffling steps towards you. One of the strangers, a woman, appears to have buried a knife into the head of the walker that she was struggling with.


DM's Notes
Thank you for the edits.


Rolls: The walker Mel has knocked to the ground has a measly Challenge Rating of +0 to end it for good. The other upright walker that doesn't have a knife sticking out of it has a Challenge Rating (a CR) of +3. The walker that does have a knife in it has a CR of +1 to Fight or Physique it.


If you/Mel head for the knifed-walker, you'll also need an Athletics roll so I can see if you dodge passed the walker that's advancing on Mel.


Of course, you don't have to do any of these things, they're just suggestions. If you have an idea, but you're not sure if it's allowed, shoot me a PM outlining your idea and I'll give whatever advice I can. (And shoot me a PM if anything isn't making sense).


FATE Points: :4/5:


 
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As Keith scavenged through the lower drawers, he nearly cut himself on a blade. Recoiling a little he saw that it was a chef’s knife, not anything special but better than nothing. So he armed himself with it, only for his anxiety to increase on the thought of having to use it in combat. So far he himself had not had to finish any of the returned off, but now he was alone. Alone fighting the undead. Keith tried to calm himself down, worrying would only get him killed.


A thought then popped into his mind of how to calm down. He decided to go on the lookout for booze. He hadn’t seen any while ransacking this house’s kitchen, which was a bummer. But he remembered seeing the sign for the shopping district. Maybe there would be a bar or liquor store there. Or more walkers. But Keith figured he had better head that way. More important than alcohol was his need for food, after all he was a big guy, and running on fumes. Plus if he was lucky there would be a gun store, as Keith was more accustomed to using a firearm than a knife. But for now that knife was all he had. So he gripped it tightly as he slowly made his way to the front door of the house. He figured it would be safer than going out the back as there was more room to manoeuvre in the front than the back. He slowly turned the doorknob and cracked open the door just enough to pass through it, silently, hopefully.


Roll



[dice]22990[/dice]


[dice]22991[/dice]


 
He assumes that the two ladies aren't frail and can get away from the walker that's still mobile so he takes the opportunity to help the woman by jamming the knife further into the walker's brain to finish it off.

[dice]22992[/dice] I'd like to use his Monster Mash stunt lol (':3)
 
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[dice]22998[/dice] Using the strength from Determination stunt, this is a +6... she just pulled out that knife splendidly.


Nora saw what the man did, and removed the knife from the walker's now-completely-dead body with one strong pull. "Thanks for the backup..." She said to him as her gaze followed the only walker which was still moving. "Now, to deal with that one..."
 
Mel Mel watched the walker crumple to the ground only an arm's length away. It was a good swing but it needed a death blow. She stared into the lifeless eyes and swung once again.


Mel backed up after she did so, another walker had taken an interest in her. She shook out her arm, getting ready to swing if the walker got any closer.


Roll
[dice]22999[/dice]


[dice]23000[/dice]
 
Rex You grab the handle of the knife still sticking out of the walker's head and push it further into the monster's brains. You easily sink it in, wiggling it around to scramble the creatures brains for good measure and loosing the hole that the knife was stuck in.


Perhaps this helped as the woman you helped save pulls out the knife with ease. The two of you watch as the newcomer finishes off the last walker. The other walkers left don't seem to have noticed the fight, thankfully.


DM's Notes
And now it's breather time. I won't ask for rolls during social interactions between players unless I think tempers might be getting heated. So I'm guessing at least the next post won't have need for rolls.


But, hey, the invitation to surprise is always welcome. But seriously if you do the social thing we can start using names ( :P )


You three are getting a respite from Stealth rolls for the moment, basically until I tell you to start rolling for that again.


For the social interactions, think about how open or stand-offish your character would be - both in general and in light of this past apocolyptic week. Don't be afraid to hold back details of your character, or to rub others the wrong way. Conflict is the heart of a good story, after all.


Also! Keith has now come into contact with Rex, Nora and Mel. I'm adding him to the end of the posting order, so from now on it will go; zanarkand first, followed by Ceros, followed by Rissa, followed by Scarab.


FATE Points: :3/5:
Nora Determined to retrieve your weapon, you pull your knife out of the walker's head like Sir Arthur pulling Excaliber from the stone. You feel accomplished and successful*.


You thank the man before turning to face the last walker standing. The other woman is already there, swinging her hammer into the walker's head. Like your knife, her own weapon gets stuck but she does take the creature down. Thankfully, the other walkers seem to be paying you no mind.


DM's Notes
*Boon gained! Thanks to Rex's assist and Nora's good skill roll, I decided that Nora had rolled high enough to gain a Boon. Nora now has the Confidence Boon. For the next few posts, you can add +2 to any roll that requires an 'active' skill (ie. not Notice, but more for things like Fight or Intimidation or something). If you want to add +2 but you're not sure, shoot me a PM (as per usual).


If this Boon is not used in the next few posts (I'll give some warning before the deadline) then the Boon drops to a +1 instead. If more posts go passed without the Boon being used, the Boon will be dropped.


Hope that made sense (:3)


And now it's breather time. I won't ask for rolls during social interactions between players unless I think tempers might be getting heated. So I'm guessing at least the next post won't have need for rolls.


But, hey, the invitation to surprise is always welcome. But seriously if you do the social thing we can start using names ( :P )


You three are getting a respite from Stealth rolls for the moment, basically until I tell you to start rolling for that again.


For the social interactions, think about how open or stand-offish your character would be - both in general and in light of this past apocolyptic week. Don't be afraid to hold back details of your character, or to rub others the wrong way. Conflict is the heart of a good story, after all.


Also! Keith has now come into contact with Rex, Nora and Mel. I'm adding him to the end of the posting order, so from now on it will go; zanarkand first, followed by Ceros, followed by Rissa, followed by Scarab.


FATE Points: :3/5:
Mel You swing your hammer one more time, splattering the walker's rotting brains onto the ground below. That dealt with, you look up to see the last walker advancing on you. You wait until it steps closer and then swing at the creature's head.


You manage to bury the claw end of the hammer into the walker's skull. It stumbles and falls at your feet, the hammer still stuck in it's head. It will need one more blow to finish it for good, but as long as you step away from it's immediate vicinity it won't be a threat any time soon. I brief glance tells you the other walkers in the carpark are otherwise occupied.


DM's Notes
And now it's breather time. I won't ask for rolls during social interactions between players unless I think tempers might be getting heated. So I'm guessing at least the next post won't have need for rolls.


But, hey, the invitation to surprise is always welcome. But seriously if you do the social thing we can start using names ( :P )


You three are getting a respite from Stealth rolls for the moment, basically until I tell you to start rolling for that again.


For the social interactions, think about how open or stand-offish your character would be - both in general and in light of this past apocolyptic week. Don't be afraid to hold back details of your character, or to rub others the wrong way. Conflict is the heart of a good story, after all.


Also! Keith has now come into contact with Rex, Nora and Mel. I'm adding him to the end of the posting order, so from now on it will go; zanarkand first, followed by Ceros, followed by Rissa, followed by Scarab.


FATE Points: :4/5:
Keith Feeling anxious and reasoning that 'local shops' means 'food and beer' you decide to leave the house and head in the direction of the shops. You sneak out of the front door and manage to not attract attention from any wandering Walkers as you journey forward. Not that you see that many Walkers.


The Local Shops


You find yourself at the edge of a square. Along one side is a main road and along all three other sides are various shops. In the middle is a parking lot. You can see a pharmacy, a general practitioner's, a supermarket, a post office, a cafe, two restaurants, a bakery and a realtor's office.


The parking lot has only about two or three Walkers wandering in it and thankfully they are just far enough from you that your standing silently at the edge of the square hasn't drawn their attention. You notice that the cafe's front windows are broken, that the pharmacy's front door is askew on it's hinges (leaving it ajar) and that the supermarket's glass front has been blocked out from the inside by curtains (both the doors and the glass walls either side of the automatic doors).


In front of the supermarket you can see three figures, two women and a man (or so you presume). There are a few bodies laying prone around them.


DM's Notes
And here we have Keith being super-sneaky, despite not being able to actually Notice the things he's hiding from ( ;) )


Also! Keith has now come into contact with Rex, Nora and Mel (not that they knows them yet). I'm adding you to the end of the posting order, so from now on it will go; zanarkand first, followed by Ceros, followed by Rissa, followed by Scarab.


I don't really have any suggestions for rolls here. Keith could approach the strangers, see if the prone bodies are humans or walkers, could search the shops on his own or... you could do something else entirely. Oh wait:


Rolls: A Stealth roll for walking passed/around/near the Walkers, but it's only a Challenge Rating of +1.


FATE Points: :3/5:


 
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Rex looked at the dead and dying walkers in the parking lot and then to the women.


"Good job." He said with a smile, trying to remain positive despite being the only one without a weapon of any kind.
 
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"Yeah, thanks for your help." Nora said to Mel. She looked to each one of her new companions and then asked, "So... I believe introductions are in order, correct? I'm Nora."


After they had said their names, sh, "Are either of you headed in any particular direction? Maybe we should stick together for a while."
 
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