Thursday, November 3, 2016

The Omega Girl: Epilogue - Birth Of A Dead Man, pt. 2 (Apocalyptia Solo Playthrough, SGAM 2016)



November 1st, 20XX
Location: Hospital
Time: 1200

There are many modern horror cliches that never seem to lose their appeal. Waking up confused in a deserted hospital may just be the best - but for Vincent Kruger, it's more than just cliche... it's his life right now. He stumbles down through the empty halls and stairwells carrying an odd assortment of gear, including in-line skates, desperately looking for anything that might help remind him of who he is, why he's here.

He finds nothing.

Breaking open the doors to the street, he is met with the first flash of memory - the world has changed. He knows this deep inside, like how everyone seems naturally afraid of the dark. Like it's some sort of primal warning signal that we can't always describe but we know it when we feel it. Vincent looks up and down the ruined street. It's all a giant maze of decrepit buildings and rusted out vehicles. Thick undergrowth is everywhere, breaking up through the asphalt and crawling up the faces of every standing structure. Instinctively, he breaks into the nearest automobile, hoping to find something that will jar his foggy memory. He finds, instead, a tattered notebook, some painkillers, and a multi-tool all in the glovebox. Some things will prove more helpful than others.


Treading carefully down the street, taking cover where it may be found and already wondering about starting a fire in this light rain, Vincent sees the first recognizable set of buildings - a strip mall. Isn't it funny what things survive the apocalypse? Consumerism never dies. The door is either unlocked or so rusted out that the lock disintegrates immediately, and he begins to take a cursory examination for anything still left. Food and water are always priorities though he's unsure exactly why he knows this. Vincent leaves an hour later, weighed down with some unexpected but very welcome finds. Next on his list is shelter for the coming night.

A blasted out gas station will work well enough. He begins rummaging through the rubble and making a small nest for himself out back. Depositing some of his gear in the back room, Vincent sets out to find suitable materials for a bed - a small comfort in this wasteland. Perhaps even more important now that the days are growing shorter and the nights colder. He succeeds but it takes most of the evening and his last thoughts before drifting off are of insulation and a stove. He'll need both to last long...

-=-

November 1st, 20XX
Location: Hospital rooftop
Time: 1200

Third Shift (1201-1800): Perception vs. 6# for fifteen minutes to scavenge (50/50 chance to find either MEDICAL supplies or Chemicals). [2] Well that's a failure (RAW say the first failed Perception roll means I'm convinced there's nothing left worth searching for. Sure.). Guess I'll head on out into the street and see if I can find anything in one of the cars. That's Perception vs. 1# because we're absolutley in an Inner City. [3] Notebook. Never too late to keep a diary, I guess. What else? [4] Multi-Tool. Okay, that might be useful. [4] Six Painkillers. Awesome. Clearly I was looking in the wrong place for medical stuff earlier.

We're at 1300hrs, so let's check another building. The next viable building is... [5,5] a Strip Mall. Didn't see that before. Hmm. Okay, let's get ta lootin'! This is a 3# and we roll a [3] and find 30 items from the MGL... in just the first fifteen minutes! That's... a lot of rolling. Wow. Okay, well it wasn't cannibals so that's good news and I won't be able to carry it all anyway. Looks like I found:

1. Monocular
2. Padlock
3. Megaphone (YES.)
4. Luxury Item (that's four 4's in row for the red die, btw)
5. Tactical Vest
6. Fire-stick
7. Knee Pads
8. Norinco SKS (we'll call it fully-load with ten rds 7.62 JHP
9. Purse
10. Coveralls
11. Mylar Blanket (this was all three 4's)
12. Lantern
13. Crowbar
14. Surgery Kit (confirmed)
15. Pitchfork (um... wut?)
16. Poncho
17. 9mm AMMUNTION (3) > 25rds FMJ
18. Machete
19. Rope
20. Hacksaw
21. Road Flare
22. Knife (almost a complete set!)
23. Winter Coat
24. Speed-loader
25. Tool Belt
26. Shovel
27. Air Horn (AND a megaphone?!)
28. Water Filter
29. RARE WEAPON (36) > Bolas (...lame)
30. Running Shoes

Okay, so I'm a little crazy (makes roleplaying easier that way) and I'm kinda thinking I want to grab the rifle, megaphone, and airhorn and see if I can lure folks into coming to me. If they're friendly, awesome! If they're cannibals - AND YOU KNOW THEY PROBABLY ARE - we can shoot them from safety! Also... I forgot to roll for weather. Oops. Let's do that now!

Weather: Light rain, mild temp.

Excellent! My gut says take the Coveralls, Knee Pads, Winter Coat, Machete, Norinco SKS, Tool Belt (which I'll promptly fill with knives, obvi), Tactical Vest, Surgery Kit (good for bartering maybe, which means I need a base somewhere nearby to haul all this to), Fire Stick, Air Horn, Luxury Item (TOILET PAPER for sure), Megaphone, Multi-Tool, Mylar Blanket, Poncho, and Water Filter. Now I'm definitely going to have to trade some things and the rules say I can only wear (3xCONSTITUTION) in size for armor. Now the shin guards I'm wearing are Sz2, the knee pads are Sz1, the coveralls are Sz3, the winter coat is Sz3, and the tactical vest (which provides 2AR for the torso) is Sz1. I can only have a total of Sz9 and that's half my total carrying capacity. I can wear the rollerblades (which is totally rad and absolutely the plan), so that helps a bit. Let's ditch the coat - the coveralls are definitely better. That means all the other stuff is Sz7. Wearing the rollerblades and dropping the dust mask leaves me with a total carrying weight of Sz14, so I'll take the Norinco (which has a bayonet, of course) of Sz4 and drop the bow for the third knife, the fire stick (no weight), air horn, toilet paper (no weight), mylar blanket (no weight), poncho (no weight), and water filter.

Wow. And that brings me to, like, 1315hrs. Maybe spend some time getting dressed and swapping out gear and call it 1400hrs. And then realize that maybe I forgot to include food and water for that item total, so let's say I ate and drank. Gotta forage soon, methinks, but first... a base. I'll roll a random location... Gas Station. Okay, we'll set up there. Not usually a tactically-wise choice but maybe it'll do for now. Probably a garage and stuff, so maybe not too bad. Let's take a perusal through what's left, then we'll forage later and maybe try and fortify things a bit. Perception vs. 3# this time... actually I don't need to roll since my modifier is equal to the difficulty, so lemme consult the GAS STATION TABLE after determining that there are 6 things to be found here: Notebook, Hammer, Local Map, Luxury Item, Notebook, Duct Tape. Hmm. Well I'll keep the toothpaste and map since they weigh nothing, and that duct tape... let's maybe leave that out in the open for later.

1415hrs. We're going to empty everything in the station backroom and head out in search of parts we can use to fortify the windows and stuff. Speaking of stuff... maybe a bed first. Then a wood stove. So we'll head out to break down cars, bringing only the multi-tool and a knife. Unarmored. Maybe not a smart idea but this is a sort of smash and grab for some good stuffing and such. That's the Build skill, Salvage specialty, which is 3# and takes 4(d6)hrs. I auto-succeed that but need to roll to see what I get... 6, which explodes to a 2, for a grand total of 12 - awesome! So I haul back 12 parts to the station and auto-succeed at the difficulty to make the bed but it takes three hours and six parts. It's getting late.

2115hrs. Time for bed. We'll forage in the morning, then maybe do the same thing for some insulation and get a wood stove in there - it gets cold at nights...

Stay tuned, avid reader, but place your bets now - is Vincent our main character or will he die a horrible death on his second day? Hint: Look at the title.

With Brightest of (anticipatory) Greens,
BW

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