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Chat log started at 12.11.2014 / 18:33:38

Savage Worlds Deluxe for Fantasy Grounds II. (c) 2011 Pinnacle Entertainment Group.
Asset 1101 runs back to the Guinea Bissau soldiers to "get reinforcements."
Ranges from creatures to people -> Hat Trick = 165m. Agent P = 175m. Everyone Else = 200m.
Round 3
Dealing cards...
Hat Trick was dealt the Black Joker! Go whenever you want this round. You also get: Joker Trait/Damage Bonus [2]
Hat Trick
Hat Trick fires at the closest one
Hat Trick: Shooting: Sniper Rifle (+2) [1d8+2 = 16]
Hat Trick: Sniper Rifle damage [1d6+2d8 = 10]
Agent P
Project 51
Agent R
Agent R: M-32 Launcher damage [4d8+2 = 32]
Agent R: Shooting: M-32 Launcher [1d8 = 4]
GM: Ranged Deviation [1d10+1d12 = 17]
Agent R: damn that breeze!
Agent R fires and her grenade goes long, vaporizing a couple in the back. Unfortunately the explosion seems to cause a few others to begin moving.
Infected: Notice [1d6 = 4]
Infected: Spirit {+2 vs Shaken} [1d6+2 = 19]
Infected: Spirit {+2 vs Shaken} [1d6+2 = 3]
Infected: Shooting [1d8 = 15]
Infected: Ak-47 damage [2d8+1 = 12]
One of the zombie-like creatures brays, a weird ululating noise that sets your nerves on edge. It rushes towards Agent P in a superhuman burst of speed, firing its assault rifle on full auto.
Agent P is caught by surprise at the sudden ferocity of the attack, and gets peppered with ammunition, for Shaken + 1 Wound.
Agent P is using a benny
Agent P: Vigor [1d6 = 5]
Agent P manages to dodge at the last second.
Round 4
Jokers were dealt last round; reshuffling deck
Dealing cards...
Hat Trick
Hat Trick: Shooting: Sniper Rifle [1d8 = 4]
Hat Trick: Anyone want to call in close air support?
Hat Trick: Sniper Rifle damage [2d8 = 8]
Hat Trick shoots one and it lurches upright and stops moving.
Agent R
Agent R: Shooting: H&K G3 (.308) (+2) [1d8+2 = 6]
Agent R: H&K G3 (.308) damage [2d8 = 9]
Project 51
Project 51: Fighting: M4 carbine [1d6 = 4]
Project 51: Shooting (Agility: M4 carbine [1d8 = 13]
Project 51: M4 carbine damage (+2) [1d6+2d8+2 = 16]
Infected: Spirit {+2 vs Shaken} [1d6+2 = 5]
Infected: Fighting [1d8 = 6]
Infected: Claw damage [1d6+1d8 = 6]
Infected: Shooting [1d8 = 7]
Infected: Ak-47 damage [2d8+1 = 4]
The super violent, fast moving one rushes forward firing on full auto at Agent P, but somehow completely misses (even at point blank range) and then claws at him, but is unable to penetrate his MOPP-4.
Agent P
Agent P: Shooting (+2) [1d6+2 = 10]
Agent P: SG Slug (SG Shot Shrt) damage [4d6 = 8]
Agent P: SG Slug (SG Shot Med) damage [3d6 = 10]
Agent P fires his shotgun, tearing through the abdomen of the first one and detonating the second one.
Round 5
Dealing cards...
Project 51
Project 51: Shooting (Agility: M4 carbine [1d8 = 7]
Project 51: M4 carbine damage (+2) [1d6+2d8+2 = 13]
Hat Trick
Hat Trick: Shooting: Sniper Rifle [1d8 = 7]
Hat Trick: Sniper Rifle damage [2d8 = 9]
Infected: Spirit {+2 vs Shaken} [1d6+2 = 4]
Infected: Spirit {+2 vs Shaken} [1d6+2 = 7]
Infected: Spirit {+2 vs Shaken} [1d6+2 = 5]
Agent R
Agent R: three round burst
Agent P: Shooting [1d6 = 5]
Agent P: SG Slug (SG Shot Shrt) damage [3d6 = 14]
The stunned Zombies seem to recover, just in time for Agent R and Agent P to open fire.
Agent R: Shooting: H&K G3 (.308) (+2) [1d8+2 = 7]
Agent R: H&K G3 (.308) damage (+2) [2d8+2 = 23]
Agent P
Round 6
Dealing cards...
Hat Trick
Hat Trick: Shooting [1d6 = 11]
Project 51
Hat Trick launches a flare and a zombie catches on fire.
Project 51: Shooting (Agility: M4 carbine (+2) [1d6+2 = 6]
Project 51: M4 carbine damage (+2) [2d8+2 = 4]
Project 51 *THINKS* he hits a zombie. Must have been a dud round.
Agent R
Agent R: Three round burst to the one 2 blocks south of Hat Trick...
Agent R: Shooting: H&K G3 (.308) (+2) [1d8+2 = 8]
Agent R: H&K G3 (.308) damage (+2) [1d6+2d8+2 = 21]
The zombie that is lit on fire starts screaming. He drops to the ground and begins yelling something in French.
Then he starts doing a "stop-drop-and-roll" maneuver.
Agent P
Round 7
Dealing cards...
Agent P was dealt the Black Joker! Go whenever you want this round. You also get: Joker Trait/Damage Bonus [2]
Agent P: Fighting (+4) [1d4+4 = 6]
Infected: Fighting [1d8 = 4]
Agent P tackles the zombie.
Infected: Fighting [1d8 = 13]
One of them runs up to Project 51 and attacks with his fists.
Infected: Claw damage [1d6+1d8 = 5]
It ferociously tickles Project 51.
Infected: Fighting [1d8 = 1]
Another swings at Hat Trick, but is clearly confused by the extreme stealthiness of "lying on the ground in a prone position"
Infected: Shooting [1d8 = 3]
Infected: Ak-47 damage [2d8+1 = 6]
The third zombie turns from Hat Trick and opens up with Full Auto on the other zombie that is on fire and screaming in French. The burning zombie twitches and lies still as it is pumped full of lead.
Project 51
Project 51: Shooting (Agility: M4 carbine (+2) [1d8+2 = 5]
Hat Trick
Hat Trick: Shooting {+1 Double Tap}: Colt 1911 (.45) (Colt 1911 (Semi)) [1d8+1 = 8]
Hat Trick: Colt 1911 (.45) (Colt 1911 (Semi)) damage [2d6+2 = 21]
Hat Trick: [1d6 = 1]
Agent R
Agent R: Shooting: H&K G3 (.308) (+2) [1d6+2 = 24]
Agent R: H&K G3 (.308) damage (+2) [1d6+2d8+2 = 18]
Infected: Fighting [1d8 = 5]
Infected: Claw damage [1d6+1d8 = 8]
The tackled zombie struggles and fights back against Agent P's bondage attempts. Agent P is shaken by the ferocity of the assault.
Round 8
Jokers were dealt last round; reshuffling deck
Dealing cards...
Hat Trick
Hat Trick: Fighting [1d6 = 5]
Project 51
Project 51: Fighting [1d6 = 11]
Project 51 tackles the zombie to the ground while it is distracted by Hat Trick's ferocious pistol-whipping.
Agent R
Agent R: Agility [1d6 = 5]
Agent R wraps the rope around the zombie's feet.
Agent R: DI Autopsies {+1 } [1d8+1 = 6]
Infected: Fighting [1d8 = 5]
The Zombie struggles against the swarm of agents trying to capture it, but does not succeed in breaking free.
Agent P (shaken)
Agent P: Spirit [1d4 = 14]
Agent P: Agility [1d8 = 6]
Infected: Strength [1d8 = 4]
Agent R: Notice [1d8 = 4]
The Zombie flails and fights against Agent P's bondage fetish, but only succeeds in losing his pants. Then it gets weird.
Agent R: DI Analytical Planner {+1 } [1d6+1 = 9]
Agent R notices that the zombie is not breathing.
Round 9
Dealing cards...
Infected #2 was dealt the Red Joker! Go whenever you want this round. You also get: Joker Trait/Damage Bonus [2]
Infected: Fighting [1d8 = 3]
Infected: Spirit {+2 vs Shaken} [1d6+2 = 12]
The now pants-less zombie howls in rage and breaks the rope that is binding him.
Infected: Fighting (+2) [1d8+2 = 3]
Infected: Claw damage [2d6+1d8 = 26]
Infected: Thrown Deviation [1d12+1d6 = 18]
The raging Zombie grabs Agent P by the MOPP-4 and hurls him through the air about 25m.
Agent P is Shaken + 2 wounds from the impact.
Agent P is using a benny
Agent P: Vigor [1d6 = 3]
Agent P is using a benny
Agent P: Vigor [1d6 = 5]
Project 51
Agent P: Spirit (Wounds -1) [1d4-1 = 9]
Hat Trick: Shooting: Sniper Rifle [1d8 = 4]
Agent R: Agility [1d8 = 5]
[GM] Project 51: Strength [1d6 = 5]
Infected: Strength [1d8 = 6]
Project 51 manages to keep the zombie held down while Agent R continues to tie-up the zombie.
Hat Trick fires at the Pants-Less zombie and misses. The Pants-Less zombie might turn into a wild-card at this rate.
Agent R
Agent P
Hat Trick
Infected: Strength [1d8 = 2]
The zombie being tied up by Project 51 and Agent R fails to break free.
Round 10
Jokers were dealt last round; reshuffling deck
Dealing cards...
Agent P was dealt the Red Joker! Go whenever you want this round. You also get: Joker Trait/Damage Bonus [2]
Agent P
Agent P: Fighting (Wounds -1, +2) [1d4+1 = 7]
Agent P: Strength (Wounds -1) [1d6-1 = 9]
Infected: Strength [1d8 = 7]
Agent P lassoes Pants-Less and manages to pull him off his feet.
Project 51
[GM] Project 51: Strength [1d6 = 10]
Infected: Strength [1d8 = 3]
Project 51 puts a headlock on the zombie and drops him in a suplex, he becomes quite docile.
Infected: Strength [1d8 = 1]
Infected: Strength [1d8 = 3]
Pants-Less drops to the ground and begins crawling towards Agent P at a high-rate of speed.
Agent R
Agent R: tries to knock out the Zombie...
Agent R: Fighting [1d6 = 5]
Hat Trick calls for Jimmy
Pilot Jimmy: Right-o! On the way over.
Asset 1101 gets into the co-pilot seat with Jimmy, making sure we don't accidentally leave a PC in Africa.
Hat Trick goes to get zip cuffs and spit masks from the bird
The group has successfully tied up two zombies, one of which has no pants.
Pilot Jimmy: I am *NOT* opening the cockpit door while those are on the plane. They would undoubtedly break free and eat me first.
Pilot Jimmy flies the VTOL to the church.
As soon as the VTOL gets to 995m from the church bell, the zombies both intake a huge gulp of air and then begin screaming in French.
Agent R sharpens his dissection tools, looks hungry to get started...
They flail about and look at you with wild eyes. You are pretty sure they are swearing and making a long series of demands. Also, one of them keeps yelling something about "mon dieu!"
Project 51: « Unskilled » {-2 Untrained} [Trait roll was a natural 1] [1d6-2 = 0]
Project 51 interprets this as a series of requests for McDonald's happy meals.
Hat Trick lights them both a cigarette
Pilot Jimmy lands the plane.
Project 51: brb
The zombies calm down and stop screaming at the smell of tobacco. They appear to be trying to bum a cigarette off him.
Agent P: Agent R, please find out what these guys are screaming about.
Agent P: If you could have the priest translate for us, that would be swell.
Hat Trick gives them each a lit cigarette
Hat Trick: Does the plane have some litters we can strap them to?
The zombies seem very happy with the cigarettes. They are now calm and happy.
Agent R tries to speak to the zombies in Latin.
GM: Yes
Hat Trick: We should strap them to the litters... it will restrain them and make them easier to carry
The zombies do not respond to Latin.
You tie the happy, sedate, zombies to the litters, they do not resist as they have cigarettes.
You walk off the plane with the litters. As soon as the first zombie is entirely off the plane, he erupts in flames and is reduced to a pile of ash in a second.
Hat Trick: We stop
Hat Trick: Huh... that escalated quickly.
Agent R is about to cry
Agent R wants to slaughter somthing...
Hat Trick: Well, that explains why the zombies haven't gotten any closer
Agent R: Well the bell/ church is keeping them away for sure...
Hat Trick: Is the ash radioactive?
Project 51: wow put the bell on a litter and flyover the other zombies
Hat Trick: I like 51's idea
Agent R goes to retrieve the priest.
The pile of ash from the zombie is, indeed, radioactive.
The cigarette smoking person is, indeed, breathing. He seems like a normal, French-speaking, human again.
Agent R brings back the priest
Father Abrahim comes back with Agent R to the VTOL.
Agent R: what do you want to know??
Agent P: What is this guy screaming about?
Agent P: What was he attacking this village?
Agent R asks the priest wht he was screaming about and all te questions above
Through a series highly amusing pantomimed conversations, Father Abrahim relays the following.
Father Abrahim: The man said he was screaming because he felt like he had woken up from a horrible nightmare where he was drowning. He was attacking the village because they were rebelling against the local garrison and attacked first. (Which is a total lie! This man cannot be trusted!)
Agent R: Does te priest know this person? is he from the village? Is he related to anyone that is okay in the Church?
Father Abrahim: No to all of those questions.
Father Abrahim: Also, he appreciates the cigarette, and asks that you not set him on fire. Also, he would like pants.
Agent P: What is the last thing he remembers? before walking up in our jet pantless?
Father Abrahim: He said he remembers speaking to a group of other soldiers about setting up a cordon, and then there was a flash of light.
Agent R: What day is it? (does he have lost of time?)
The former-zombie believes it is yesterday morning.
Agent R: Asks the priest again when did this all start
Father Abrahim: Two days ago.
Agent R: where is the zombie from?
Agent R: to find origin
Hat Trick: what is his name?
Father Abrahim: Jean-Francois, and he is from Bissau. He also relays his unit designation and service number.
Agent R: Does he need another smoke?
Jean-Francois nods head vigorously at the suggestion of another cigarette.
Agent R: Tells priest everything about how we found him..
Agent R: and tells him to tell zombie/man
Agent P: We describe to him the mysterious visitor that the village had before all this shit started to go down and see if he knows who that is.
Father Abrahim looks at you incredulously and relays this like he doesn't believe a word of it.
Agent R: takes asmoke from Hat Trick and helps him light the smoke. offers a swig of vodka.
Agent R is sad the man is human but will treat him nice because he isdoomed to die...
Jean-Francois relays that the person you are describing was wearing US Military Fatigues and said he was Captain Harken from a special counter-terrorist organization.
Hat Trick: What?
Agent R: huh?
Hat Trick: isn't he our boss?
GM: If it is the same person, yes.
Project 51: i9nteresting
Campaign saved.