Inserted tally. In the future, I think I will ask for plan votes. Also, votes for upgrades are open too, I just realized I forgot to add them. I will give a small bonus to rolls this round as compensation for that.
Adhoc vote count started by notbirdofprey on Jun 25, 2020 at 7:03 PM, finished with 11 posts and 9 votes.
[X] Find some way to conceal the wound. (Hard Mind Check)
First, you must hide the wound. Again a fragment of a memory drifts across your mind. And a name…but the name fades before you can grasp it, lost to the fog and confusion inside your skull. It's enough to make you want to chew someone's guts out. Although you have done it and it's the reason you are trying to figure out a way to hide their wounds, so it's probably best that you don't do that yet.
3 dice from Mind, 1 from Memory, 1 from Intelligence. 5d20 + 1d20 Error
4 Successes
Cats. You need cats. No, not cats, there's another...symbol. Cats taste good. You snarl in rage, punching a wall. The woman immediately goes to attack the wall until you make an effort of will and command her to stop. Her own thoughts are a constant buzzing irritation in the back of your head, one that moans about "pain" and "hunger" and "flesh" constantly, but you manage to tune it out enough to know what you are looking for. Coats, you want a coat. And as luck would have it, there is a long brown one hanging right beside you. Now for getting it onto the zombie…
3 dice from Body, 1 from Dexterity, 2 from ability to command the zombie 6d20 + 1d20 Error
5 Successes
You command her to hold her arms up and straight out. She does so, standing almost perfectly still otherwise except for twitching and the working of her jaw, moving up and down like she is chewing something. It's an effort to make your stiff joints bend the way you need them to, but after a minute or so you have succeeded. The coat hangs over her torso, concealing most of it, making the wound much harder to see, something which will probably help you avoid attention. She doesn't seem to pay much attention to the coat, either way, it seems utterly unimportant to her. After a moment, you decide to wear a coat too, finding a short red one and managing to get it on yourself. Then you go hunting for your next prey.
1d100 = 96
You lucky bastards
The sun has long since set by the time you leave the apartment. It seems unlucky that the pair you saw will still be there, perhaps you should have gone faster. The door swings open and you stumble out, your shambler following mere inches behind, her jaw snapping with eagerness, although she keeps quiet as you commanded.
You were right, they left. But they have been replaced with more prey: 4 people, 3 normal-seeming and one tall and muscular. Ordinarily, you would try and avoid such a large group, but they are swaying and stumbling and look about to collapse on their own. There's only one thing to do.
Zombies: 6 dice from Body, 8 dice from Strength, 4 from Agility, 10 from Toughness, 8 from Surprise, 2 from Speed
People: 13 dice from Body, 14 from Strength, 13 from Agility, 15 from Toughness, 13 from Speed, - 12 from Intoxication
Zombies Attack: 10 Successes
People Evade: 8 Successes
Zombies Damage: 7 Successes
People Absorb: 3 Successes
Initiative: 13 for zombies, 8 for people
Zombies Attack: 8 Successes
People Evade: 8 Successes
Zombies Damage: 14 Successes
People Absorb: 6 Successes + 1 Bonus Success (Tie between attack and evade)
People Flee: 10 Successes
Zombies Pursue: 4 Successes
Things don't go quite as well as last time. At your command, you both fall upon the unlucky foursome, hands extended and mouths open, but coordinating the attack is surprisingly taxing, and you are only half paying attention to your first strikes. Fortunately, they are paying even less attention to you, and so you do manage to score some telling blows, most significantly chomping the smallest one on the arm. He squeals like a stuck pig as he falls away. The other members of the group are mostly just scratched and bruised, although one more is bleeding where your shambler's nails tore open her wrist.
They start to rally, to try and escape or counterattack, but their reflexes are sluggish, and while yours are as well, you are both ferociously hungry and far fiercer than you look. Again you descend upon them with a rain of strikes before they can recover from their shocks. This time they manage to mostly fend off your scratches and punches and even the clumsy kick you try to throw. But that proves your undoing, for again you and your shambler take advantage of the opportunity to bite at their arms, ripping chunks of flesh out, drawing screams of agony from them.
At this point, they decide to flee. "These people are psycho, fuck the party!" one shouts, scrambling backward, bleeding from both arms and his face. You try to pursue but they are faster than you, stopping in front of the thing…and pressing the button repeatedly. It arrives and they vanish from sight, although you find you can still sense them.
3 from Mind, 1 from Memory, 1 from Intelligence. 5d20+ 1d20 Error
2 Successes
You burn your brain, trying to understand how to make it work for yourself, but there is nothing there. They will reanimate somewhere far from you, and there is nothing you can do about it…unless you manage to remember something.
3 from Mind, 1 from Memory, 1 from Intelligence. 5d20+ 1d20 Error
2 Successes
Nope, there's nothing that comes to mind about this apartment building. Hold on…there's a fragment. It's not very useful, but you know there's another way down behind one set of doors. You just don't know where it is.
1d100-15 = 59
You can sense them, they have joined your horde…except they are too far away for you to control them properly.
+3 Shamblers, +1 Strong Shambler
Goal: Add two shamblers to your horde Completed! +7d20 Body, +3d20 Control
+57 Body Points, +42 Control Points
It counts anyway as far as you are concerned, but if you do not hurry they could cause trouble. They are slouching about in a pack in some sort of large, empty space, filled with metal shapes. They have not found anyone yet, so that's good news. You suspect getting too much attention too soon would prove fatal. You have a few options for how to handle things…
[] Try and remember more information
[] Go searching for the other way down
[] Let them run rampant
[] Write-in
You also have several upgrade available. Please do a plan vote for how to spend the points in the Available Skills Informational threadmark. Any you do not spend will be saved.
[X] Mind 40 points to Willpower
[X] Body 25 points to Speed
[X] Body 20 points to Dexterity
[X] Body 50 points to Agility
[X] Control 25 points to Infectivity
Edit better notbirdofprey?
[X] Plan Understanding
-[X] Gain Endurance 7
-[X] Gain Willpower 5
-[X] Gain Mindscan 1
Well, Simply put. Endurance gives us more options, Willpower increases our Self-Control, and Mindscan allows us to gain more information and skills. Since, I'm weird, and In a Pandemic Quest. I'm not trying to create an Outbreak Zombie, but a Kind King of the Zombies. I'll be more pacifistic. However. This is a credible start anyway. Since the biggest problem we will have is rousing too much alarm, and all of these should help with that.
[X] Mind 40 points to Willpower
Body 25 points to Speed, Body 20 points to Dexterity, Body 50 points to Agility
Control 25 points to Infectivity
this works? notbirdofprey
[X]plan improvement
[X] Try and remember more information
[X] Mind 40 points to Willpower
[X] Body 25 points to Speed
[X] Body 20 points to Dexterity
[X] Body 50 points to Agility
[X] Control 25 points to Infectivity
You are about to make a decision, but before you do the worm inside you writhes, and something you have forgotten runs through every vein in your body. Pain.
For what feels like hours but can't be more than a second you writhe in terrible agony, but even as you suffer you can feel the worm improving you, making you stronger, changing you. It's worth it, you know it the same way you know you need flesh. It begins with itself, feelers spreading out. Somehow they pierce through your skin to touch the flesh of your followers, but there is no connection. You cannot make the feelers do anything, they are simply there. Then it crawls its way up to your brain and begins to nip and tug, and torn connections reshape themselves at its command. You don't feel any smarter when it is done though, you don't know what happened.
Lastly it changes your body. This takes the longest by far as it slides from your neck down to your toes, into both arms, going around and around, fixing little things, making other things bigger, reshaping and sculpting your body. You feel…not faster or stronger, but steadier, and generally just healthier. The fix seems unfinished though, something is missing. There were pieces pushed together but not attached, you know that. You just don't know why. The worm does not make sense to you.
With it done for the moment, you rise to your feet, your first shambler regarding you with its flat gaze. You ignore it, you need to think. There has to be a way down, you must have known it!
3 from Mind, 1 from Memory, 1 from Intelligence. 5d20
5 Successes
And for a moment it all comes rushing back to you. You live in the…
[]…city of Belon Bay, a slowly dying city of rust and silent factories and corruption. Abandoned buildings rise high on dozens of streets, and large numbers of the homeless and lost roam the streets, some alone and some in packs. It is a blight upon the nation, and while little attention comes to it, should you be discovered few will be opposed to scorching the city to ash to rebuild upon the ruins.
[]…city of Whitetower, a city built by and for several major corporations. From what started as a few labs and living quarters, a vast and wealthy metropolis has grown up. For all that there's an elected mayor and city council, it's really several CEOs who run the city they live in, and fortunately for the population of Whitetower, they don't crap where they eat, working together to keep the city prosperous and safe by any means necessary. There is a storm of attention always upon this city, but should you be caught you may well end up a lab rat instead of a silent corpse.
[]…city of Notting, a perfectly typical, normal city, with an average amount of wealth and an average crime rate. Three times rated the dullest city of the year, you will have an average time avoiding attention and an average response should you become known to the world.
More immediately and importantly, you are in your apartment building, on the fifth floor. And there's an elevator right in front of you. You jam the button again and again, hoping that it doesn't break right now, but after a moment it arrives with a "DING!" drawing the attention of the other zombie.
At your silent command she comes over inside it – you notice the string between you and her flexing – and the doors close, and your ride down to the…parking garage, it has to be. You can only pray they haven't gotten up to too much mischief while you are gone.
1d100-5 = 47
You can sense them. They are chasing something, something small and fast. It is loud. They catch it and you can taste the blood in their mouth. Whatever it is, it has four legs and hopefully won't be a problem. As the elevator lowers you to the same level, you gain the ability to command them.
Immediately they drop the stray cat they were devouring and march over to you. Well, no sense wasting a perfectly good meal. It doesn't go very far, but it takes the edge off the hunger of the others, quieting their minds just a little more.
You study your little horde. There are only six of you in total, four simple shamblers and one larger and stronger. They are obedient as long as they are close enough, and dangerous when attacking the unarmed or the alone, but even a few unarmed humans working together could destroy you utterly. You must hide, you must find a way to grow stronger, to increase your numbers faster than the humans can kill you, to destroy them. You know you must, it was what you were made for.
Major Goals Gained:
Make Your Horde Stronger
Cause Mass Causalities
Now, you decide you need a home for the moment, somewhere safe. You can go…
[] To the sewers.
[] Find an empty building
[] Write-in
[] Actually, hold off, you want to do something else first
-[] Write-in
And while you are looking for somewhere safe, you will
[X] Plan: Home cursed hime
-[X]…city of Belon Bay, a slowly dying city of rust and silent factories and corruption. Abandoned buildings rise high on dozens of streets, and large numbers of the homeless and lost roam the streets, some alone and some in packs. It is a blight upon the nation, and while little attention comes to it, should you be discovered few will be opposed to scorching the city to ash to rebuild upon the ruins.
-[X] Find an empty building
-[X] Try and understand the changes the worm made