"Rebuild" (The Game Thread) -- closed

RobbieRand

Really Experienced
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Posts
302

SURVIVORS
Last updated 24 November after this post: #8
# preceding name is their Level in their given skill (SL)​
  1. 4 -- Alice Palmer -- Mayor
    *************​
  2. 4 -- Denny Paulson -- Sergeant, Alpha Squad
  3. 3 -- Gretchen Lehman -- Soldier, Alpha Squad
  4. 3 -- Sharon Hooper -- Soldier, Alpha Squad
  5. 3 -- Walton Graham: Soldier, Alpha Squad
    *************​
  6. 3 -- Constance McCallister -- Sergeant, Guard Duty
  7. 4 -- Craig Ullman -- Guard Duty
    *************​
  8. 2 -- Valerie Vance -- Living in 300-4 -- Guard Duty (in a sense)
    *************​
  9. 4 -- Roger Kent -- Supervisor, Build Guild
  10. 3 -- Olivia Hanson -- Laborer, Build Guild
  11. 2 -- Phillip Nelson -- Laborer, Build Guild
    *************​
  12. 4 -- Millie Rogers -- Pantry/Domestics Supervisor (incl. Chief Chef)
  13. 2 -- Olivia Hanson -- Domestic.
  14. 1 -- Pham Van Duc (aka "Ducky") -- Domestic. INFIRMARY -- No meds; no Doctor care; just rest, nutrition, and rehydration; Off duty until 26 Nov 2024.
    *************​
  15. 3 -- Marilyn Ingram -- Scavenging Supervisor.
  16. 1 -- Chloe Evans -- Scavenger.
    *************​
  17. 3 -- Lucas Sampson -- Professor.
    *************​
  18. 5 -- Heather Hollingsworth -- Medic.
  19. N/A -- Molly -- 4 year old girl, rescued. INFIRMARY -- No meds; no Doctor care; just rest, nutrition, and rehydration; Off duty until 26 Nov 2024.
    RECENTLY RESCUED
  20. 1 -- Jeremy Young, 47 -- Domestic (Former general laborer; no real former career.)
  21. 2 -- Kirstin Young, 34 -- Guard Duty (Former Army; no battle field experience.)


Meds and More:
  • Pain killers: 150 daily doses.
  • Anti-biotics for infection prevention: 100 daily doses.
  • Insulin: 100 daily doses.
  • First Aid: 50 kits.
  • 100 daily doses 3 other meds for Alice to choose. (See the Survivors to learn who is on life savingVm prescriptions.)
 
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EXPENDABLE RESOURCES

PANTRY (aka Food) = 805 daily rations:
  • Rationing is the Mayor's decision (aka Alice2015).
  • 100% rations: each morning, reduce the Pantry volume by the number of survivors.
  • 50% rations:
    • Each morning, reduce the Pantry volume by one-half the number of survivors.
    • Each morning, roll Xd100 where X = the number of Survivors not already ill.
    • Each roll <20 is a Survivor too ill to perform their duties.
    • Perform this roll each day the rations are 50% for new patients.
  • 25% rations:
    • Each morning, reduce the Pantry volume by one-quarter the number of survivors.
    • Each morning, roll Xd100 where X = the number of Survivors not already ill.
    • Each roll <40 is a Survivor too ill to perform their duties.
    • Perform this roll each day the rations are 25% to identify new patients.
    • Roll Xd100 where X = the number of Survivors previously ill.
    • Each roll <40 is a Survivor who must go to the Infirmary (explained below).
    • Perform this roll each day there are already-ill patients and the rations are 25% to identify new patients.
  • 0% rations:
    • Each morning, roll Xd100 where X = the number of Survivors not already ill.
    • Each roll <60 is a Survivor too ill to perform their duties.
    • Perform this roll each day the rations are 25% to identify new patients.
    • Roll Xd100 where X = the number of Survivors previously ill and off duty (but not in the Infirmary).
    • Each roll <60 is an ill Survivor who must go to the Infirmary.
    • Perform this roll each day there are already-ill patients and the rations are 25% to identify new patients.
    • Roll Xd100 where X = the number of Survivors in the Infirmary.
    • Each roll <60 is an ill Survivor who dies.
    • Perform this roll each day there are patients in the infirmary and the rations are 0% to identify new fatalities.
  • Infirmary:
    • If there is a Doctor, Food, and Meds, patients sent to the Infirmary will not die. Patients use 1 full food ration and 1 Med ration each day. If either Food or Meds run out, see next step.
    • If all three -- Doctor, Food, and Meds -- are not available, patients will die after 5 days. 5 days without all 3 -- even if they are not consecutive days -- will result in death, while 5 consecutive days are required to return patients to duty.
  • The presumption behind rationing is that by the time we have reduced them to 50%, some food groups have already run out and Survivors have been without a balanced diet for days.

WATER = 2,500 daily rations:
NOTE -- City Source currently available
Do not reduce rations at this time.
  • Rationing is the Mayor's decision (aka Alice2015).
  • The effects of rationing is the same as with Food above.

WEAPONS
  • 12 pistols: 440 rounds.
  • 4 shotguns: 214 rounds.
  • 2 rifles: 116 rounds.
  • Tasers: 8 (effectiveness on Zombies has not been tested.)
  • Flash bangs: 23

OTHER ITEMS WORTH NOTING
  • Gun cleaning kits, oils, and cases.

UTILITIES AND SERVICES
  • Electricity from City Power Grid: not available.
  • Electricity from Wheelhouse Solar Panels: available during daylight only; limited batteries.
    • Powering Millie's Mochas kitchen, where most of the meals are made.
    • Basic lighting in essential spaces.
    • One water heater each on 1st and 2nd floors; showers are rationed.
  • City Water: available
  • Sewer: available (so long as we have water).
  • Cell Service: unavailable.
  • Internet (when power is available): accessible but not functioning for unknown reason.
  • Satellite phone service: unknown (we don't have one).
  • Ham Radio: would likely work if we had one.
  • SureSafe Radios: working; 12 available with headseats and 4 channels.


OTHER DETAILS

Happiness: 55% (22 out of 40):
  • Current Security: 3 out of 10
    • All that glass on the first floor is vulnerable.
    • Zombie access to the property is unlikely; Human access to the property is very possible.
  • Current Comfort: 4 out 10
    • We have mats and bedding for all.
    • Privacy is not an issue, as the building is large.
    • And while many of the office suites have couches, chairs, desks, TVs, etc., other luxuries are lacking.
  • Contentment with Leadership: 8 out of 10
    • Most of the Community know and trust their current leaders.
    • Trust increased with recent victories; 2 rescues; one block reclaimed.
  • Food Quality: 7 out of 10
  • Other measurements coming.
 
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THE COMMUNITY

https://i.imgur.com/yekSdou.png?2

(see below to know what's been reclaimed as of yet)

RECLAIMED

Wheelhouse:
  • Rooftop: solar panels (not in image; use your imagination).
  • 4th Floor:
    • Community Office (formerly the Wheelhouse Management office)
    • Guard Duty Office, Guard's Sleeping Quarters, recreational space, resource storage, and more (formerly Kent Contractor Services).
  • 3rd Floor:
    • Unused suite (formerly Tax Service Professionals).
    • 2 Sleeping Rooms (formerly empty suites).
  • 2nd Floor:
    • Armory (formerly SureSafe Security Services, which has a large, walk-in gun safe).
    • Library/Classrooms (formerly Billie Jo's Independent Book Sellers),
    • 2 Sleeping Rooms (formerly empty suites).
  • 1st Floor:
    • Lobby (now with tables and chairs for meals)
    • Millie's Mocha (where community meals are prepared)
    • Infirmary (formerly Surgical Professionals, an outpatient surgery provider).
    • Pharmacy (formerly Marcum Medical Supply).
    • Large empty space (formerly Conference Room):
      • The beginnings of a gymnasium, including a treadmill.
  • Basement B1: storage and utilities

Parr Lumber:
  • Main Building (or the one that says "PARR" on it)
    • Think "Home Depot", only smaller.
    • No appliances or garden plants; minimal interior décor products.

"300" (300 East Water Avenue, an apartment building)
  • 7 townhouse apartments with 1 car garages at the back.
  • Numbered #1 through #7, west to east (or left to right).
  • At last posting, we only knew that 2 were reclaimed:
    • Molly, a 4 year old child, was rescued from #6.

YET TO BE RECLAIMED

Parr Lumber Buildings B2, B3, and B4:
  • Overflow stock and unused machinery to be identified when I get a chance.

321 SE 1st Ave:
  • 3 floors plus basement.
  • US Minerals and Geology Administration:
    • Who knows what neat things might be in here.
  • Various professional offices. You'll just have to check it out.

355 SE 1st Ave:
  • 2 floors plus basement.
  • Apartments.

Take-a-Ticket (T-a-T):
  • Manufacturer/printer of paper products, particularly tickets.

"Shop" (west of T-a-T):
  • Machining equipment and supplies.

SECURITY SITUATION

Wheelhouse:
  • 24/7 Rooftop Guard Duty being split between Alpha Squad, Scouts, and other volunteers. (See Survivors list for staffing):
    • We need more Guards! 12 hours shifts. People are exhausted.
    • Need more rifles. Only have 1 here (other at Parr) which means Alpha Squad only has pistols and shotguns.
  • Semi-clear plastic sheeting, 1st floor windows: thwarts Zombies seeing movement inside.
  • 8 foot tall chain link fencing begins at the west end of Parr's back (north) gate, wraps around Wheelhouse on 3 sides (appx. 6 feet from building), and ends in the middle of the lumber yard's back (north) fence. (See image.)
  • Larger vehicles with fortifications now positioned on perimeter to provide Watch Standing and Guard Duty Stations.

Parr Lumber (main block):
  • Same 24/7 situation as Wheelhouse above.
  • Windows covered as Wheelhouse above.
  • 6 foot tall chain link fencing, building walls, and roll up door secure perimeter from Zombies but not from Humans if we are attacked by them. (See image.)
 
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Okay, with our new start, keep this in mind:
  • You have a fence adjoining and surrounding the Wheelhouse and Parr's main building, as indicated in black on the map above.
  • You have 2 Guards atop the lean-to.
  • Alpha Squad's 4 members are in 300 #6, waiting for orders after having rescued 4 year old Molly and transferred her to others who are taking her to the Wheelhouse.

Your next mission, should you decide to accept it … tell me what's next:
  • Pack it in for the day.
  • Continue reclaiming the apartments prior to scavenging what you have already found.
  • Scavenge as you go.
  • A combination of the two.
  • Or … something else.

CLOSED
 

Mayor Alice Palmer's POV:

  1. 3 -- Alice Palmer -- Mayor -- Wheelhouse Roof with radios, binoculars.
    *************​
  2. 3 -- Denny Paulson -- Sergeant, Alpha Squad -- Reclaiming 300
  3. 2 -- Gretchen Lehman -- Soldier, Alpha Squad -- Reclaiming 300
  4. 2 -- Sharon Hooper -- Soldier, Alpha Squad -- Reclaiming 300
  5. 2 -- Walton Graham: Soldier, Alpha Squad -- Reclaiming 300
    *************​
  6. 2 -- Constance McCallister -- Sergeant, Guard Duty -- Over watch/sniper post, Parr lean-to
  7. 3 -- Craig Ullman -- Guard Duty -- Over watch/sniper post, Parr lean-to
    *************​
  8. 3 -- Roger Kent -- Supervisor, Build Guild -- was with Alpha Squad, but now bringing Molly back.
  9. 2 -- Olivia Hanson -- Laborer, Build Guild -- Standing by to haul scavenged resources.
  10. 1 -- Phillip Nelson -- Laborer, Build Guild -- Standing by to haul scavenged resources.
    *************​
  11. 3 -- Millie Rogers -- Pantry/Domestics Supervisor (incl. Chief Chef) -- Driving electric cart to haul scavenged resources.
  12. 2 -- Olivia Hanson -- Domestic -- Standing by and/or hauling scavenged resources.
  13. 1 -- Pham Van Duc (aka "Ducky") -- Domestic. INFIRMARY
    *************​
  14. 3 -- Marilyn Ingram -- Scavenging Supervisor -- Supervising scavenging from at lean-to's ground level.
  15. 2 -- Craig Ullman -- Scavenger -- Standing by and/or hauling scavenged resources.
  16. 1 -- Chloe Evans -- Scavenger -- Standing by and/or hauling scavenged resources.
    *************​
  17. 3 -- Lucas Sampson -- Professor -- Standing by and/or hauling scavenged resources.
    *************​
  18. NA -- Molly -- 4 year old girl, rescued. INFIRMARY

Alice Palmer, Mayor:

From the roof of the Wheelhouse with a pair of binoculars from SureSafe Security, I watch as Alpha Team evacuates 4 year old Molly from her apartment in the 300 East Water Avenue apartment. I'm just shocked that she is alive! The presumption is that her parents left her in the house and went to the garage to get the car ready but were then infected and turned to zombies. So horrific; she's such a lucky girl.

I see Roger Kent ascend the ladder to the roof of the apartment's garage. I can't help but smile; Molly is riding him piggy back. He crosses the "bridge" to the lean-to, then descends the ladder, with the little girl still clinging to him. And then she's safe and being brought to the Wheelhouse by Millie in the electric cart that belongs to Parr.

"Control, do we continue clearing the apartments?" I hear Denny Paulson ask. "Or do we scavenge the two apartments we've already cleared."

"Keep on keeping on, Sergeant," I tell him, feeling joy over the child's rescue. "Let's clear all of them and ensure they are secured. Then we can put everyone to work scavenging them for all we can."

"Copy that, Control," the Army veteran responds, "Clearing third home, apartment #5 now."

Paulson speaks one change into the radio, speaking first to our experienced "zombie sniper" Constance first: "McCallister, move forward to the roof of 300-6. Ullman, take McCallister's position."

I watch again, seeing the two Scouts -- they have the rifles with the scopes -- move to better cover the parking lot and roads. Smart, I think.

Next?
 
So, as I said in PM, I'm simplifying the whole rolling thing. What follows can be rolled by either of us, thereby speeding up the game. We may have to revamp this later, but for now, let's try it:

Who Ya Gonna Find Behind That Door?
  • Roll for Zombies, Survivors, or neither.
  • Do not roll for each room unless it is appropriate (which I will leave to your discretion); roll for full apartments/homes.
  • Roll 1d10 =
    • 1 = 4+ Zombies (adjust high for special circumstances).
    • 2 = 1-3 Zombies
    • 3 = 1+ "Uncooperative" Survivor(s):
      • Fires without warning (unless detected by Scouts).
      • SK=1 (unless otherwise indicated).
      • Might negotiate.
    • 4-6 = No Zombies, No Shooters, No Survivors.
    • 7 = 1 "Somewhat Cooperative" Survivor: might flee if scared.
    • 8 = 1 "Cooperative" Survivor: would consider being "rescued".
    • 9 = 2+ "Very Cooperative" Survivors; wants to be "rescued".
    • 10 = 4+ Survivors:
      • Includes 1 with a needed Skill and SL3:
      • Possible children:
        • Roll 1d10/3 then round down = # of children.
        • Roll 1d10 for age of each child.
  • Adjust as you see fit for whatever reasons.
  • Adjust numbers of Zombies/Survivors for unique locations.

Killing Zombies:
  • Roll Xd10 where X is the number of rounds the weapon holds =
    • Pistols: 14
    • Shotguns: 6
    • Rifles: 6
  • Adjustments:
    • Add the Shooter's SL to the rolls. For example, a 1d10=3 plus a SL=3 results in a Hit Roll = 6.
    • Add positive adjustments as you see fit: a steady, stationary shooting position; nearness of a motionless (trapped?) Zombies; etc. (BTW, if you have a point blank shot on a Zombie with no threats to your safety, you don't need to roll. Just shoot the bitch!)
    • If the location was already sufficiently Scouted, add positive adjustments as you see fit.
    • Subtract negative adjustments as you see fit: darkness or other poor visibility conditions; surprise (the Shooter's, not the Zombie's); disorientation, injury, etc.
  • After the above adjustment, a die roll of:
    • 2 or less = Miss.
    • 3-4 = Hit, Zombie slows if attacking.
    • 5-7 = Hit, Zombie's forward motion ceases long enough for another shot.
    • 8-10 = Crit Hit; Zombie drops.
  • Even though you rolled for a full "magazine", only post as many shots as the Shooter would take at the available Zombies (plus one or two "just making sure" shots if that's the kind of Shooter he/she is).

Scavenging:
  • NOTE -- As time passes and other Survivors scavenge locations, the numbers below will get worse.
  • Adjust the rolls below to reflect whether you believe a house has already been scavenged through by other survivors. (You'll know when it has been as we will have talked about your Scouts seeing signs of other Scavengers.)
  • Once a space or location is reclaimed, roll for what was scavenged.
  • Roll 1d10 =
    • 1 = Trap, collapse, or other danger! You're dead unless a Medic/Doctor is immediately available and rolls 1d10>5. If you survive, you're injured/off duty for 2d10 days+10. No resources of value found.
    • 2 = Trap, collapse, or other danger! You're seriously injured/off duty for 2d10+10 days unless a Medic/Doctor is immediately available to tend to your injury, in which case the roll is only 2d10 days. No resources of value found.
    • 3 = No resources of value found.
    • 4 = 1 tool or worthwhile item found:
    • 5 = 3 tools or worthwhile items:
      • Items:
      • 5d10+50 daily rations of food =
      • 5d10+50 daily rations of water =
    • 6 = 1 very worthwhile item:
      • Items:
      • 6d10+60 daily rations of food =
      • 6d10+60 daily rations of water =
    • 7 = 2 very worthwhile items:
      • Items:
      • 7d10+70 daily rations of food =
      • 7d10+70 daily rations of water =
    • 8 = 2 very worthwhile items and a worthwhile item:
      • Items:
      • 8d10+80 daily rations of food =
      • 8d10+80 daily rations of water =
    • 9 = A Survivor with a Skill (SL=2) that you already have:
      • This Survivors is above and beyond Survivors found in "Who Ya Gonna Find Behind That Door?"
      • Survivor:
      • 1 item of significant value:
      • 9d10+90 daily rations of food =
      • 9d10+90 daily rations of water =
    • 10 = A Survivor with a Skill you desperately need:
      • This Survivors is above and beyond Survivors found in "Who Ya Gonna Find Behind That Door?"
      • Survivor:
      • 2 items of significant value:
      • 10d10+100 daily rations of food =
      • 10d10+100 daily rations of water =
  • Adjust for Scouts, who can discover traps.

Firearms found during Scavenging:
  • We need a way for either of us to roll for the discovery of firearms during Scavenging, and I think the following works fair enough.
  • Approximately 1/3 homes in Oregon (the location of our RP) have at least 1 firearm. (Mine has 5!)
  • So, if Scavenging above results in a roll of 8 through 10, you may roll to have one of the "Items of significant value" be a firearm.
  • NOTE: If you roll "No firearm", you lose that one "Item of significant value".
  • Roll 1d6 (not 1d10) =
    • 1-4 = no firearm. (That's the 2/3 of home without a firearm.)
    • 5 = 1 firearm.
    • 6 = 2 firearms.
  • Additionally, if you roll a 6,roll again, and again, and again for as long as you roll a 6.
  • If you find a firearm, roll 1d6 to determine type of firearm:
    • 1 = pistol and 15 rounds (loaded)
    • 2 = pistol and 50 rounds (1 box)
    • 3 = shotgun and 6 rounds (loaded)
    • 4 = shotgun and 50 rounds (1 box)
    • 5 = rifle and 6 rounds (loaded)
    • 6 = rifle with scope and 50 rounds (1 box)
 
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The Mission: Reclaim Apartment 300 #6:
  • Roll 1d10 = 6
  • No Zombies, No Shooters, No Survivors.

Killing Zombies: N/A

Scavenging:
  • Roll 1d10 = 7 +1 (early in the apocalypse) = 8
  • 2 items of significant value:
    • Solar Panel Kit still in the boxes. Was intended for the garage roof. Increases Wheelhouse solar power and storage capacity 10%.
    • Gun safe: see roll below.
  • 8d10+80 daily rations of food = 128
  • 8d10+80 daily rations of water = 133

Firearms found during Scavenging:
  • Roll 1d6 = 2 = no firearm.

***********************​

The Mission: Reclaim Apartment 300 #5:
  • Roll 1d10 = 9.
  • 2 Survivors: Man and wife:
    • 1 -- Jeremy Young, 47 -- Domestic (Former general laborer; no real former career.)
    • 2 -- Kirstin Young, 34 -- Guard Duty (Former Army; no battle field experience.)

Killing Zombies: N/A

Scavenging:
  • No scavenging as the home is occupied.
  • Jeremy and Kirstin (aka you) can decide their immediate future: stay here or go to Wheelhouse; leave their stuff here or take it with them; share?

Firearms (NOT during Scavenging):
  • Roll 1d6 = 3 = no firearm.

Let's stop here. It's bed time. I know you're in my time zone so you're probably already asleep, Sleepy Head. If not, post away!
 

Millie:

"Hi, Molly, do you remember me?" I ask after Roger Kent has "piggy backed" the 4 year old down the ladder to the pavement in the Parr lumber yard. "I own the hot chocolate store, remember?"

I know she won't associate me with the words mocha or latte; sure enough, she smiles and nods. I pick her up and put her in the electric car, telling her, "Let's go get hot chocolate and a muffin. You like blueberry if I remember right."

I am surprised at the girl's calmness. She's been alone in an apartment for 3 days, eating whatever she can find without the help of an adult. I head for the Wheelhouse, reporting on the radio to Command that she is healthy and happy.


Alice:

I watch Millie and the little girl as they head away from the lean-to, then turn my attention back to Alpha Squad. They are already reporting heading into the next apartment, #5.

Ten minutes later, Alpha Squad reports no Zombies, no Shooters, no Survivors.

In the garage, though, they report an unboxed Solar Panel Kit. Nice! I tell them, "We'll get that after we clear the rest of the building and scavenge the perishables."

They find a gun safe, too, but it's empty except for some minor things like gun cleaning kits, oils, and cases.

They move onto Apartment #5 where they make an amazing find: Kirstin Young and her husband Jeremy. I say it that way -- Kirstin first -- because she's the person I know the most and, to be honest, she sort of where's the pants in the family. She'll be a great addition to the Community's defenses, and Jeremy I think I remember is somewhat of a Mister Fixit. He's be great to have, too.

That is, of course, assuming that they will want to join us. They might want to stay right where they are. We'll see. For now, I tell the Squad, "Keep on keepin' on, Sergeant. Four more to clear. You're doing a superior job. I am sending more scavenger help your way.
 
Moving on to Apartment #4:

Who Ya Gonna Find Behind That Door?
  • Roll 1d10 = 6
  • 6 = No Zombies, No Shooters, No Survivors.

Killing Zombies: N/A

Scavenging:
  • Roll 1d10 = 3
  • 3 = No resources of value found.

Firearms found during Scavenging: N/A

"Apartment 4 is vacant, Command," Sergeant Paulson reports. "Moving on."

*************************​

Moving on to Apartment #3:

Who Ya Gonna Find Behind That Door?
  • Roll 1d10 = 6
    • 6 = No Zombies, No Shooters, See Scavenging

    Killing Zombies: N/A

    Scavenging:
    • Roll 1d10 = 10
      • 10 = A Survivor with a Skill you desperately need:
        • 5 -- Heather Hollingsworth -- Medic (Formerly a Nurse Practitioner with Trauma/Emergency Room experience.)
      • 2 items of significant value:
        • Heather's surgical bag (increased her SL to 5).
        • 100 doses each of Pain Meds, Antibiotics, insulin, and 3 other meds for you to choose.
      • 10d10+100 daily rations of food = 150
      • 10d10+100 daily rations of water = 165

    Firearms found during Scavenging: Did not roll for them.

    (OOC: Gotta go, can't write more for now. Feel free to post if you are online.)
 
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Moving on: Apartment #3:

Who Ya Gonna Find Behind That Door?
  • Roll 1d10 = 6
  • 6 = No Zombies, No Shooters, No Survivors.

Killing Zombies: N/A

Scavenging:
  • Roll 1d10 = 5
  • 5 = 3 tools or worthwhile items:
    • Treadmill (good for health and peace of mind)
    • A wall full of games, toys, puzzles, etc. (entertainment and peace of mind)
    • Telescope (long range viewing of Albany).
  • 5d10+50 daily rations of food = 80
  • 5d10+50 daily rations of water = 71

Firearms found during Scavenging: Did not roll for firearms

************************​

Moving on to #2:

Who Ya Gonna Find Behind That Door?
  • Roll 1d10 = 3
  • 3 = 1+ "Uncooperative" Survivor(s).
  • Two members of Alpha Squad -- Denny Paulson and Gretchen Lehman -- descend the ladder to the little patio, being as cautious as ever.
  • Shots ring out from inside the apartment, 4 rounds from a pistol penetrating the sliding glass door before Denny and Gretchen are hidden! Is anyone hit?
  • Using the "Killing Zombies" steps:
    • -2 for not being a professional killer (aka Army); -2 for shooting a pistol from afar through glass.
    • Roll 4d10 = 10,10,1,3 each -4 each is 6,6, miss, miss.
    • 1d10/5 to determine who got hit = 1 or Paulson.
    • Paulson goes down with one bullet to the vest, one bullet to his shoulder. He needs medical attention, now!
  • Sending you a PM with a description of the Shooter, but don't open it until/unless you attempt to make contact with him/her.
 
Alice

Sergeant Paulson reports, "Apartment 4 is vacant, Command. Moving on."

I find myself simultaneously relieved and disappointed: no zombies but no resources either. I'm tickled pink when the Squad makes peaceful contact with Heather Hollingsworth. I can hear the woman talking to Paulson over the open mic' of his radio and realize who she is. What a find, personnel-wise; although I don't recall her exact title at Albany General Hospital -- Nurse Practitioner -- I recall that she is some sort of medical professional with Emergency Room experience.

Then, a horror as tragic as zombies: shots ring out, and I can hear my people reacting with panic. A female voice -- Gretchen, I realize -- calls into the radio, "Man down, man down! Paulson is shot! The Sergeant is shot, we need help! We need help!"

I hear more shots over the radio, then an explosion...


Gretchen Lehman, Alpha Squad
A moment earlier (before the shots):


We carefully checked the interior of the apartment from cover; no sign of zombies or survivors. I tap on the glass to draw the former without result, but then as Paulson steps up to the sliding glass door to see if it is locked, the glass explodes. It takes me a second to realized what's happening; I hear the subsequent shots and, instinctively, leap for cover.

When I turn back, the Sergeant is on the ground, grasping at his chest. He is shot; his hands are covered in blood.

"Man down, man down! Paulson is shot! The Sergeant is shot, we need help! We need help!"

I look for the shooter, see no one, aim into the apartment, and empty the 14 round clip of my pistol all about the room, aiming for any place a person might be hiding. I look up to see Sharon Hooper and Walton Graham about to descend the ladder, but I warn them, "Wait! Bang, bang, bang!"

They hesitate, each of them covering their ears once they see me pulling one of the two SureSafe Security flash bang grenades attached to my chest. I toss it through the destroyed glass door, aiming for a place beyond the living room toward the kitchen.

BOOM!

As I hurry to the Sergeant and pull him for cover, Walton hurries down the ladder, but Sharon is no longer in sight.


Sharon

I run across the garage to the adjacent one, where our spotter Constance McCallister (still on the roof) is talking to Heather Hollingsworth (who is just outside her apartment's back door. I call down, "We have a shot man! You're a doctor right?"

The woman turns and disappears into the apartment. Connie and I hurry back to #2, pull up the ladder, and have it down into #3 just as Heather is returning with a rather large red medical bag. She tossed the back up to me and ascends the ladder.

"We got company!" Connie says, pointing out into the parking lot south of 300, then again to the west. 3 zombies are coming from one direction; 6 more from the other. Connie looks to Craig Ullman, who is still atop the Parr Lean-to, and hollers, "Get your ass over here! We're about to have company!"

I rush back to #2 with Heather, each of us with an end of the ladder and the red bag. I look down to Gretchen, who tells me...?

(OOC: If the coast is clear, they will descend. If not they will wait.)
 
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In the patio/backyard of #2:

Gretchen Lehman has pulled Denny Paulson back into a corner, out of view of the apartment's interior. She's fallen back into the corner and holds a hand firmly over the bleeding wound. Motion above her draws her attention to Constance McCallister and the woman who they all now know is an emergency room nurse.

"Get her down here!" Gretchen calls. Looking across to Walton Graham, she commands, "[/I]Clear the floor! Look for the shooter![/I]"

Walton hesitates a moment as this is his first potentially deadly fire fight. He'd never faced this during his time in the service like the Sergeant, who had seen action in Iraq and Syria; or like Gretchen, who as a cop had been in shooting situations before, not to mention the last 3 days she spent popping zombies for fun for the sniper rifle from the Wheelhouse roof or with her pistol up close and personal down at The Wall.

"Go!" Gretchen yells at him. "We need to know it's safe for the doctor!"

He peeks into the apartment, then a second time, then crouches and heads through what was once a sliding glass door but is now little more than an empty metal frame. He stops at the entertainment center, then moves to behind a couch, then makes it to the island in the kitchen; he sees no signs of the shooter. He checks and clears the dining room, then moves to the hall way. The front door is closed and locked from inside. He posts so that he can see up the stairs.

"Clear!" he calls back. "He's gotta be upstairs!"

Does the shooter fire again? 1d10 = 3.

Shots ring out again, but not at Walton; the shots are through a 2nd floor bedroom window, out toward Constance McCallister and Heather Hollingsworth, who are still on the roof of the garage:

Using "Killing Zombies":
  • Adjustments:-2 not professional killer; -2 shooting from afar through glass; -3 for disorientation from flash bang.
  • Roll 4d10 = 1,8,9,10 minus 7 each is 4 crazy shots that do nothing more than shatter glass.

Connie tackles Heather to the roof, rolls, pulls her pistol, and unloads the clip of 14 through the wall at various places at various heights. As she is swapping out clips, she tell Heather, "Get down the ladder. Help the Sarge. It's safer down there anyway.

As Heather -- scared yet able to act deliberately -- is moving to and down the ladder, Connie rises to one knee and again unloads a clip through the side of the bedroom. There is no way of knowing where the shooter is, but Connie isn't trying to kill the person anyway; she's only trying to keep the person from shooting here.

"Bang, bang bang!" she hollers as she pulls out one of her flash bangs. She calls out even louder, "Graham! Confirm, bang, bang bang!"

From below and out of sight, she hears, "Confirmed, bang, bang, bang!"

Looking down to see that the others have turned their faces and covered their ears -- at Gretchen's prompting, Connie would later realize -- she throws the flash bang through the shattered 2nd floor bedroom window. A moment later, BOOM!

"Graham! Clear the second floor!" Connie calls down. She gets confirmation and tells him with a growl, "Don't shoot me through the window, pal!"

She moves over the garage to the window, using the heat pump for cover as she checks the room. (GML) She sees nothing inside but damage from the flash bang and 28 bullets she put through the thin fiber board, insulation, and drywall.

Walton Graham makes his way slowly up the stairs, his gun before him. He removes his finger from the trigger, like he sees in police shows, but then puts it back, fearful of not being ready to fire if necessary. He repeats this several times as he reaches the top of the stairs to find the shooter -- a woman -- laying in the hallway, writhing in pain.

"Don't move!" he manages through his nervousness. He snatches up the gun laying on the carpet near her, looks her over, then hollers, "I got her."

He flinches at Constance's voice at the window as she asks, "Bedroom doors open or closed? She might not be alone."

"Walton calls back, "Open. I don't see anyone."

Over the next couple of minutes, they clear the rest of the apartment, find the woman alone, bind her wrists with an extension cord, and put their full attention toward the Sergeant. The Medic has stopped the bleeding.

"He's gonna need surgery," she tells them. "The bullets still in his shoulder. We need to get him to my apartment."

Walton -- now in the patio -- looks up the ladder and knows they can't take Paulson up that way. And the fronts of the apartments are open to the city. He looks to the fence separating #2 from Heather's #3 … then charges the wood fence. Curling his body tightly, he crashes through the 1x6 boards, opening a wide hole. He tumbles to the ground with a couple of scrapes and cuts, stands, and gestures toward Heather's back door.

Some of the others laugh while others shake their heads and call him an idiot. But a minute later, they have the Sarge laid out on Heather's kitchen table, being cut out of his shirt after his vest and other gear is removed.
 
Gretchen Lehman -- Corporal, Wheelhouse Militia
  • Formerly: Sergeant, Albany Police Department (APD).
  • 28 years old; single.
  • Appearance: think a blonde Emma Stone with a more muscular body.

Pre-RP History:
  • 1996: born in Los Angeles.
  • 2016: Age 20; graduated Police Academy.
  • 2019: Age 23; Moved to Albany to take a job with the Albany Police Department.
  • 2020: Age 24; became active in advocacy for the homeless and the poor.
  • 2022: Age 26: promoted to Sergeant joined the APD.
  • 2023: Age 27; joined the Better Neighborhoods Council.

RP History:

November 2024
  • 19th: The RP begins.
  • 21st: She becomes part of the Militia. She was a Sergeant in the APD, but has no problem being only a Corporal in the Militia, stating, "It'd be confusing to have 2 Sergeants in a 4 member Squad anyway."
  • 22nd: She seduces Craig Ullman, a member of the Builder Crew (now a member of the Over Watch/Scouts).
  • 23rd: She takes a liking to killing zombies, spending her on and off time shooting as many as she can, either from the roof with the rifle or the Wall with her silenced pistol.
  • 24th: See the fire fight at 300 Southeast Water Ave, beginning at #11. She basically took control when Sergeant Denny Paulson was shot by the resident of Apt #2.
 
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Location: 300 Southeast Water Avenue, #3

Once Sergeant Paulson's torso is stripped bare, Heather Hollingsworth begins working on getting the bullet out. She directs Sharon and Walton in helping her. As the three are dealing with their injured man, Gretchen goes back outside and through the broken fence line to the patio of #2. She looks to Constance McCallister, who is standing over the woman who shot their Sergeant. "You got her?"

After Connie nods, Gretchen calls up to the garage roof, "Ullman, report."

Craig Ullman backs up into view and looks down with a horrified look on his face. Using the rank they'd decided Gretchen should hold in the Militia, he tells her, "There's a couple of dozen of them, Corporal."

"And...? I don't hear you shootin'em," she points out. She sees the reluctant expression on his face and reminds him, "They aren't people anymore, Craig. They're nothing more than animals now. Rabid, hungry animals that'll--"

"I know one of them," he says. His eyes are glazed over a bit as he clarifies, "I recognize one of them. It's Kyle King. I work with him … worked with him."

Gretchen ascends the ladder and leads Craig back to the edge where they can see zombies now numbering a dozen and a half clawing at the garage door, trying to get inside. She asks Craig about the man, about their working relationship, their friendship.

"If that was you down there, out of your mind with a viral disease that is making you … well … making you that..." she says with a soft tone. She hesitates to let him finish her implication in his own head, then says, "I promise you … we will give him a proper send off … a proper burial."

"He's Norwegian," Craig says, again clarifying, "We used to watch History Channel's Vikings all the time. He always talked about how he'd like to be burned up in a longboat on the ocean."

"How about we do something like that on the river?" Gretchen says, more concerned with ridding them of the zombie threat than what was to happen with this one of many bodies. When Craig nods and says Kyle would have liked that, Gretchen asks, "Do you want me to--"

"No!" he says, quickly adding with soft sign of respect, "Corporal. I need to do this myself … alone."

Gretchen lays a comforting hand upon Craig's shoulder, then returns to descend the ladder. By the time she reaches the bottom, she can hear the slow thunk … thunk … thunk … thunk of the sound suppressed pistol, along with the clink-clink-clink of discharged casings bouncing upon the roof or the pavement below as Craig is dispatching the zombies below.

Back inside #2, Gretchen looks down to the woman bound on the floor and says, "You shot our Sergeant."

Without hesitation, the woman counters, "You were breaking into my house."

Connie pushes the woman over with a foot and spits out, "We weren't breaking in, bitch! We were here to rescue you from those fuckin' monsters out there!"

"Sergeant!" Gretchen snaps at Connie, silencing her. It doesn't occur to her that as a Corporal, she is theoretically chastising a superior officer; this Militia of theirs is only 2 days old, so it's gonna take a while for them to begin operating fully as a military hierarchy. Softly, she suggests, "Will you do me a favor, Connie. Go check on the Sergeant while I talk to our friend here."

"I'm not your friend," the woman murmurs as she is righting herself to her haunches. After Connie is gone, she repeats, "You were breaking into my house. What did you expect me to do? You're not the first people to try to break in since this shit began."

Gretchen contemplates the situation, then gets on the radio, asking Alice to go to one of the other channels. She plugs in the earpiece again, and when she hears the Mayor on the new channel, she tells her, "We have the shooter in custody. She claims she was only protecting herself … that we aren't the first to try to enter her place. What do you want me to do with her?"

Gretchen listens for a full minute or more, responding with simply one word answers. She confirms the order, then flips the radio back to the original channel as she puts the earpiece away again. She looks to the woman, looks to her pistol, checks that it has a full clip in it, then steps threatening closer to the woman, who cringes.

"You have a choice," Gretchen tells her as she holsters the 9mm. She grasps the woman's hands and begins untying the extension cord binding them. "You can stay here in your apartment … though, with the damage … or … you can move into #4, which is vacant. There's no electricity for the appliances, but it doesn't look like it's ever been lived in. You can furnish it from the other apartments if you wish. We'll share the resources from the other--"

"You're gonna loot'em?" the woman accuses. "You're gonna steal everyone else's shit for yourself?"

"You want we should just let it all go to waste?" Gretchen says as she tosses away the extension cord. "We'll share with you … and equal share."

Connie returns, whispers into Gretchen's ear, glares at the woman on the floor, then leaves to join Craig on the roof.

The woman asks, "And my gun?"

Gretchen hesitates, then says, "You'll get it back."

The woman stares for a long moment, then asks, "Or...? It sounded like you had a third option for me. I can't imagine that it's joining up with y'all in the Wheelhouse. Yeah, I know about your little club house over there. I've been watching you."

"Or you can join up with us in our little club house."

"What about the man I shot?" she asks. "Y'all just gonna forget about that."

"Yep," Gretchen says without hesitation. "I've been told that the Doc already got the bullet out, intact, and that the Sergeant will be just fine after a couple of weeks of light duty."

She contemplates how she wants to frame what she says next, then continues, "You're right in the sense that we were coming into your home, but we weren't breaking in. However … I can see how it might have looked to you. Sergeant Paulson will pull through. You aren't our enemy … so … the Mayor says you're not to be treated as one."

"The Mayor?"

Gretchen smiles. She doesn't respond to the question but instead tells the woman, "I'm going to go see how my Sergeant is doing … and help with the zombies that were lured here by our little firefight."

She looks over the woman, finding at least a dozen bloody spots where the debris of the battle cut her. "You should go next door and have the Doc take a look at you. Don't worry, they'll be expecting you … I'll let them know."

And with that, Gretchen first went next door to check on Paulson, then went to the roof where Craig Ullman and Constance McCallister were finishing off the last of the now three dozen zombies that had been attracted to the area by the gunfire and flashbangs.

"We need to clear the last apartment," she tells those on the roof after Walton Graham joined them.
 
Moving on to Apartment #1 (the last one, whew!):

Who Ya Gonna Find Behind That Door?
  • Roll 1d10 = 3
  • 3 = 1+ "Uncooperative" Survivor(s)
  • But during the firefight in #3, the Survivors here escaped out the front door.
  • Will they survive the zombies out on the street that were attracted to the noise? Who knows.
  • There is evidence, though, that someone was in here at soon ago as 15 minutes.

Killing Zombies: N/A

Scavenging:
  • Roll 1d10 = 4
  • 4 = 1 tool or worthwhile item found: hunting scope.
  • 5d10+50 daily rations of food = 83 minus 20 taken by the residents = 63
  • 5d10+50 daily rations of water = 86 minus 10 taken by the residents =76

Firearms found during Scavenging: N/A

*************************​

Now:
  • The last of 300 Water is cleared, and the Zombies outside are dispatched. When it was realized that the noise of killing Zombies was only attracting more, a lightweight plastic and aluminum tube picnic table was set on its side to hide the Squad from the streets and the rest of the Zombies were killed.
  • 2 -- Valerie Vance -- Non-Member of Community:
    • She introduces herself and says she would rather just stay in 300. She takes the offer of Apartment #4, the inquires, "Would I be asking for too much if I could have two shares of the food you're looting from the apartments … and … do you think someone could help me move? I mean, after all, y'all destroyed my home. It only seems fair."
    • She is told that once the Sergeant is transferred back to the Wheelhouse and a secure corridor for scavenging is created, the Mayor will make a decision on whether or not she will get help.
    • "Am I gonna get my gun back, or are you gonna take that, too?"
    • She is told the gun will be returned to her soon.
  • Your turn to decide on priorities, Alice.
 
The Mission: Reclaim resources from apartments at 300 Water:
  • This is basically a recap of all the resources found in apartments #6 through #1, in order, so that I can better decide a plan for the rest of the day. (#7 was in the previous thread, so how about the resources there are assumed to be given to Valerie Vance (#2, moving to #4).
  • Solar Panel Kit still in the boxes. Increases Wheelhouse solar power and storage capacity 10%.
  • Gun safe: empty except for some gun cleaning kits, oils, and cases.
  • daily rations of food = 128
  • daily rations of water = 133
  • 1 -- Jeremy Young, 47 -- Domestic (Former general laborer; no real former career.)
  • 2 -- Kirstin Young, 34 -- Guard Duty (Former Army; no battle field experience.)
  • Unoccupied apartment (going to Valerie).
  • Molly.
  • 5 -- Heather Hollingsworth -- Medic (Formerly a Nurse Practitioner with Trauma/Emergency Room experience.)
    • Heather's surgical bag (increased her SL to 5).
    • 100 doses each of Pain Meds, Antibiotics, insulin, and 3 other meds for you to choose.
  • daily rations of food = 150
  • daily rations of water = 165
  • Treadmill (good for health and peace of mind)
  • A wall full of games, toys, puzzles, etc. (entertainment and peace of mind)
  • Telescope (long range viewing of Albany).
  • daily rations of food = 80
  • daily rations of water = 71
  • I hear more shots over the radio, then an explosion...
  • I empty the 14 round clip of my pistol all about the room
  • ...one of the two SureSafe Security flash bang grenades, BOOM!
  • or like Gretchen ... the last 3 days she spent popping zombies for fun for the sniper rifle from the Wheelhouse roof or with her pistol up close and personal down at The Wall. (Deduct for these rounds.)
  • Connie ... unloads the clip of 14 through the wall at various places at various heights.
  • ...one of her flash bangs.
  • daily rations of food = 63
  • daily rations of water = 76
  • 2 -- Valerie Vance -- Non-Member of Community:
    • She ... "Would I be asking for too much if I could have two shares of the food you're looting from the apartments … and … do you think someone could help me move? … the Mayor will make a decision

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^​

Mayor Alice Palmer:

I'm so relieved when I get the word that Paulson looks like he'll be fine with some rest and follow up care. I thank Heather and with a laugh invite her to a latte in Millie's, my treat.

Over the next few minutes, we lay out or plans for 300 Water:
  1. 3 -- Alice Palmer -- Mayor -- Wheelhouse Roof with radios, binoculars.
    *************​
  2. 3 -- Denny Paulson -- Sergeant, Alpha Squad -- Infirmary
  3. 2 -- Gretchen Lehman -- Soldier, Alpha Squad -- Over Watch for scavenging.
  4. 2 -- Sharon Hooper -- Soldier, Alpha Squad -- Over Watch for scavenging.
  5. 2 -- Walton Graham: Soldier, Alpha Squad -- Over Watch for scavenging.
    *************​
  6. 2 -- Constance McCallister -- Sergeant, Guard Duty -- Over Watch for scavenging.
  7. 3 -- Craig Ullman -- Guard Duty -- Over Watch for scavenging.
    *************​
  8. 3 -- Roger Kent -- Supervisor, Build Guild -- Supervise Wall construction to make scavenging safe, then Scavenging.
  9. 2 -- Olivia Hanson -- Laborer, Build Guild -- Construction to make scavenging safe, then Scavenging.
  10. 1 -- Phillip Nelson -- Laborer, Build Guild -- Construction to make scavenging safe, then Scavenging.
    *************​
  11. 3 -- Millie Rogers -- Pantry/Domestics Supervisor (incl. Chief Chef) -- Meals and driving electric cart to haul scavenged resources.
  12. 2 -- Olivia Hanson -- Domestic -- Scavenging.
  13. 1 -- Pham Van Duc (aka "Ducky") -- Domestic. INFIRMARY
    *************​
  14. 3 -- Marilyn Ingram -- Scavenging Supervisor -- Scavenging.
  15. 2 -- Craig Ullman -- Scavenger -- Scavenging.
  16. 1 -- Chloe Evans -- Scavenger -- Scavenging.
    *************​
  17. 3 -- Lucas Sampson -- Professor -- Scavenging.
    *************​
  18. NA -- Molly -- 4 year old girl, rescued. INFIRMARY
  19. 1 -- Jeremy Young, 47 -- Domestic (Former general laborer; no real former career.) -- Scavenging.
  20. 2 -- Kirstin Young, 34 -- Guard Duty (Former Army; no battle field experience.) -- Scavenging.


Prioritizing Work:
  • We set a significant over watch. As we did before, we have the Guards hide behind objects so that zombies can't see them.
  • We try to work as quietly as we can. All radios are used with earpieces.
  • We disassemble the 6 foot wide fences between the apartments so that we have an open path all the way from #1 in the west to the gap between 300 and the lean-to; we barricade that gap on both ends of 300 to keep zombies out from the parking lot and from Water Avenue; and finally we cut a gap in the chain link fence at the north end of Parr's westside fence.
  • Now, with a ground level path all the way from #1 to Parr's lumber yard, we begin scavenging, putting the priority on perishable foods, other foods, water and packaged drinks, medication (from bathrooms, drawers, purses, and other locations), gun related items, and more.
  • A request for clean clothes is made. Many of us are wearing the clothes we had on when this began days ago, while others are in coveralls from Parr's retail section or clothes found all about the Wheelhouse. I promise that everyone will be given an opportunity to dig through the unoccupied apartments.
  • I take the time to come to 300 Water to meet Valerie Vance. I reassure her that there will be no retribution for her actions; "You were protecting your home and your life, and we should have performed out side of the search differently," I tell her in private, not wanting to offend any of my Militia members.
  • I invite her to join us in the Wheelhouse, but when she says she would rather stay in 300 #4, I tell her that's fine, too. "But, if you want a share of the food, water, and other things in the other apartments … if you want some muscle to help you move from 2 to 4 … I think you should assist us in the scavenging. Deal?" She agrees, and -- having already retrieved it from Constance McCallister -- hand back Valerie's pistol and clip. "Once we are done down here and you are alone, I will get you some more ammunition … and a radio. I want us to stay in touch, and if you ever find yourself in need of help, you call on us."
  • I call over a couple of the builders and -- still in Valerie's presence -- tell them, "The solar power equipment we found will be set up atop our new friend's home … so that she will have electricity."
  • I anticipate that it will take us a few days to get everything done, perhaps even a week. People are tired, both physically and mentally; my personal priority is to take care of the security and perishables, as well as the 3 people who got hurt: Denny with his bullet wound, Walton with his cuts and scrapes from bulldozing through the fence, and Valerie for her multiple cuts and scrapes from having her apartment blown up around her.
 

Update:
  • Increased SLs for certain Survivors, to reflect their involvement in the previous mission.
  • Updated the food, water, and medications, giving Valerie her share.
  • Updated happiness (games, treadmill, mission success, etc.)
  • Updated security (Telescope for scouts' long range viewing of Albany; more and better fencing).
  • And more.

The Community went to work as directed by their Mayor. Almost everyone is happier with Alice Palmer and the other supervisor types for their leadership, and the leadership is happier with the performance of the fighters and people who backed them up.

Basically, everyone is happier.

The builders -- with Scout over watch -- set up 300 #4 with electric power:
  • They take advantage of the lethargy the Zombies suffer after sunset and -- using self-supporting fence posts and tarps -- they set up a "blind" that hides the work area over #4's garage.
  • The next morning -- again while the Zombies are less active -- the Builders move the scavenged Solar Panel Kit down to and stop the garage of #4.
  • The noise attracts a few Zombies, but the Over Watch is getting better at quietly dispatching them.
  • 6 hours later, the lights in #4 turn on.

The Over Watch and Builders have an idea to improve security, but the need Mayor Alice's approval. They want to extend the fence to enclose 300 Water and the Art Studio adjacent to it, 321 and 355 SE 1st, and the parking lot between the 4 buildings; then clear the 3 new buildings. It could take several days, require all hands on deck, and possibly risk lives. But in the end, some of the proponents feel it would be a great victory.
 
Constance McCallister -- Scout/Over Watch.
  • Formerly a homeless veteran.
  • 29 years old; single.
  • Appearance:
    • 5'8", 135#; 38C-26-36; strong and shapely.
    • Naturally auburn hair that she lightens a bit.
    • Hazel eyes

History:
  • 1995: born outside New York City.
  • 2013: Age 18; joins the US Army, becoming an MP.
  • 2017: Age 22; spends 4 years in recovery after HumVee hit by IED.
  • 2022: Age 27; moves to Albany with a boyfriend.
  • 2023: Age 28; gets dumped by boyfriend and ends up sleeping in her car.
  • 2024: Age 29; homeless veterans services was helping her when RP began.

During the RP:
  • Joins the Scouts, but is mostly Over Watch because of her lack of mobility.
  • 3rd day, she kills her first zombie, learning it's not as hard as she'd expected.
  • By the reclamation of 300, she learns she likes killing zombies. (See #38.)
 
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