Difference between revisions of "Zombie Run"

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(Combat Adds)
(Locations)
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[[Category:PBP]] [[Category:Savage Worlds]]
 
[[Category:PBP]] [[Category:Savage Worlds]]
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===Attack options===
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*Aim +2 Shooting/Throwing if character does not move
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*Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for Short, x2 for Medium, x3 for Long
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*Autofi re See rules
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*Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
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*Called Shots Limb -2; Head -4, +4 damage, Small target -4; Tiny target -6
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*Cover Light -1; Medium -2; Heavy -4
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*Darkness Dim -1; Dark -2, targets are not visible beyond 10”
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*Pitch Darkness Targets must be detected to be attacked at -4
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*Defend +2 Parry; character may take no other actions
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*Disarm -2 attack; defender makes Str roll vs. damage or drops weapon
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*Double Tap/ 3 Rd Burst +1 attack and damage/+2 attack and damage
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*The Drop +4 attack and damage
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*Finishing Move Instant kill to helpless foe with lethal weapon
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*Firing Into Melee See Innocent Bystanders
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*Full Defense Fighting roll replaces Parry if higher
 +
*Ganging Up +1 Fighting per additional attacker; maximum of +4
 +
*Grappling Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed Strength or Agility to break free (any other action made at -4); Attacker can make opposed Str or Agility to cause damage
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*Innocent Bystanders Missed Shooting or Throwing roll of 1 (2 with shotguns or autofi re) hits random adjacent target
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*Nonlethal Damage Characters are knocked out instead of potentially killed when Incapacitated
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*Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor
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*Prone As Medium cover; prone defenders are -2 Fighting, -2 Parry
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*Ranged Weapons in Close Combat Pistols only; Target Number is defender’s Parry
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*Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a
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Spirit roll or be Shaken; roll of1 are hit for normal damage
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*Touch Attack +2 Fighting
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*Trick Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action; with a raise, foe is -2 Parry and Shaken
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*Two Weapons -2 attack; additional -2 for off-hand if not Ambidextrous
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*Unarmed Defender Armed attackers gain +2 Fighting
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*Unstable Platform -2 Shooting from a moving vehicle or animal
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*Wild Attack +2 Fighting; +2 damage; -2 Parry until next action
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*Withdrawing from Close Combat Adjacent foes get one free attack at retreating character

Revision as of 11:29, 9 May 2010

This is the bare-bones (watch the pun) wiki page for the savage tale, Zombie Run.

Characters:

Bernie - 10 XP - 1 Bennies - 2 advances spent

Brent - 10 XP - 2 Bennies - 2 advances spent

Garrett - 10 XP - 1 Bennies - 2 advances spent

Henry - 10 XP - 0 Bennies - 2 advances spent

Allies


Inventory

With the party

  • Weapons and Armor
    • Melee Weapons
      • M16 as a club (STR+1d6,Parry-1)
      • crowbar [Henry]
      • 2 short broom handles (STR+d4 reach 1 parry -1)
      • 1 long broom handle (STR+d6 reach 1 parry -1) [Henry]
      • Trash can lid (STR+d4 parry -1)
      • a large chef's knife (STR+d4)
      • Shovel (STR+d6 Parry -1) [Bernie]
      • Tonfa STR+d6 Parry+1 vs. unarmed [sidney]
      • Lever dolly (STR+d6+1, Parry -2, Reach 1)
    • Ranged Weapons
    • Uzi (9mm) 12/24/48 2d6 damage RoF 3 Weight 9 Shots 32 AP1 Auto [Bernie]
      • 31 rounds of 9mm,
    • Glock (9mm) 12/24/48 2d6 damage RoF 1 Shots 17 AP1 Semi-Auto x2 [Brent]
      • 13 rounds
    • Colt 1911 (.45) 12/24/48 2d6+1 damage RoF 1 Shots 7 AP1 Semi-Auto [Garrett]
      • 25 rounds of .45 ammunition
    • Double-Barrel (12g) Shotgun 12/24/48 1-3d6 damage RoF 1-2 Shots 2 [Brent]
      • 8 rounds of 12 gauge
    • M-16 (5.56) 24/48/96 2d8 damage RoF 3 Shots 20 AP2 Auto 3RB [William]
      • 35 rounds of 5.56,
    • 22LR snub revolver 10/20/40 2d6-1 RoF 1 Shots 6 [Henry]
      • 35 rounds of .22 ammunition
    • .32 Rifle 24/48/96 2d8 RoF 1 Shots 7 AP2 (fully loaded)
      • 5 rounds of .32 ammunition
    • Explosives
      • 1 nail bombs
      • 1 chemical bomb
    • Amour
      • Kevlar Vest +2 Toughness/+4 vs. Bullets, covers torso [Garrett]
      • SWAT helmet +3 Toughness, covers head [Bernie]
  • Food and Drink (18 meals)
    • 2 cans of baked beans
    • 3 batches of nuts
    • 3 cans of chicken noodle soup
    • a box of Twinkies and a couple of packages of pre-cooked bacon
    • 2 days of vending machine food for 4
    • A can of tuna
    • Five Cliff Bars
    • Instant Coffee
    • Half a bottle of scotch [in the truck]
    • 144 water rations
  • Utility Equipment
    • pack of AA batteries [Brent]
    • several backpacks [Henry]
    • 3 bottles of drano [Henry]
    • box of kitty litter [Henry]
    • wd40 '[Bernie]'
    • roll of rope [Henry]
    • 2 road flares [Henry]
    • magnesium firestarting kit [Henry]
    • portable HAM radio [Henry]
    • an afghan blanket
  • Medical Equipment
    • enough First Aid supplies for three healing rolls [Henry]
  • Vehicles and Fuel
    • Motorcycle (Very High Fuel)
    • Pick-up Truck (Very High Fuel)
    • Police squad car (Very High Fuel)
    • a Police mountain bike
    • 11 fuel levels

With the larger group

  • 2 cans of spam and a package of ramen
  • 12 gallons of Aquafina bottled water
  • Flashlight with Batteries
  • Winchester '76 Rifle (no ammo)
  • Three bottles of Canola oil
  • Voltmeter
  • Cordless Drill and Charger
  • 6 bottles of Captain Morgan spiced rum
  • 9mm Glock
  • 33 rounds of 9mm ammunition
  • Swiss Army Knife
  • Gas Tank (1 level of fuel)
  • Chain (d8+d4)
  • Brown Sedan (Full Tank)
  • 108 Meals
  • Water for those meals

Locations

Baxter Building

Market you're passing

Brent's precinct


Attack options

  • Aim +2 Shooting/Throwing if character does not move
  • Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for Short, x2 for Medium, x3 for Long
  • Autofi re See rules
  • Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
  • Called Shots Limb -2; Head -4, +4 damage, Small target -4; Tiny target -6
  • Cover Light -1; Medium -2; Heavy -4
  • Darkness Dim -1; Dark -2, targets are not visible beyond 10”
  • Pitch Darkness Targets must be detected to be attacked at -4
  • Defend +2 Parry; character may take no other actions
  • Disarm -2 attack; defender makes Str roll vs. damage or drops weapon
  • Double Tap/ 3 Rd Burst +1 attack and damage/+2 attack and damage
  • The Drop +4 attack and damage
  • Finishing Move Instant kill to helpless foe with lethal weapon
  • Firing Into Melee See Innocent Bystanders
  • Full Defense Fighting roll replaces Parry if higher
  • Ganging Up +1 Fighting per additional attacker; maximum of +4
  • Grappling Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed Strength or Agility to break free (any other action made at -4); Attacker can make opposed Str or Agility to cause damage
  • Innocent Bystanders Missed Shooting or Throwing roll of 1 (2 with shotguns or autofi re) hits random adjacent target
  • Nonlethal Damage Characters are knocked out instead of potentially killed when Incapacitated
  • Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor
  • Prone As Medium cover; prone defenders are -2 Fighting, -2 Parry
  • Ranged Weapons in Close Combat Pistols only; Target Number is defender’s Parry
  • Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a

Spirit roll or be Shaken; roll of1 are hit for normal damage

  • Touch Attack +2 Fighting
  • Trick Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action; with a raise, foe is -2 Parry and Shaken
  • Two Weapons -2 attack; additional -2 for off-hand if not Ambidextrous
  • Unarmed Defender Armed attackers gain +2 Fighting
  • Unstable Platform -2 Shooting from a moving vehicle or animal
  • Wild Attack +2 Fighting; +2 damage; -2 Parry until next action
  • Withdrawing from Close Combat Adjacent foes get one free attack at retreating character