Wednesday, August 25, 2010
No more Mr. Nice Guy
Day One - Location #4 - Mr. Whiteface
Cast: Mr. Whiteface
Objective: Going home.
Mr. Whiteface was angry. He had spent half the day walking the long way from his workplace to his home. His shoes are ruined and he is ready to kill the next guy getting in his way. He has just followed the road leading up the hill to the Whiteface's home when he sees her blue pick-up. Accelerating his stride he arrives at the car in no time. The Doors are wide open and dead bodies are lying on the road everywhere around it. Mr. Whiteface holds his breath while he investigates the carnage. To his relief there is no sign of his wife or his daughter.
pic. #1: As before the objective is the lovely green house behind the trees.
pic. #2: It wasn't me!
The table layout is the same as in the last batrep It never rains.... Mr. Whiteface is standing on the road, there are corpses all around him, but there is no person - living or undead - in sight.
Turn 1: (Seven!) While Mr. Whiteface investigates the scene he doesn't notice (inactive) that three zombies heard him. A guy in a rotten office suit stumbles across the meadow on the right side of the blue pick-up with the fat village mechanic in tow. A half naked man in a bathrobe shuffles around the white Ford.
Turn 2: Everyone activates. The zombies getting closer and Whiteface evades through the gap between the small house and the table border (Fast Move with 1 success).
Turn 3: Mr. Whiteface stops and ponders on what to do next (he's inactive). Two zombies move to the blue car and the bathrobe man moves towards the corner of the small house.
Turn 4: (Seven!) Oh, I get used to this. Two zeds appear and it feels like an ambush. A hobo approaches on the table border next to the barn and a casual suit guy appears in the table corner below Mr. Whiteface. There is only one way to escape left. SNAFU!
Mr. Whiteface fast moves (well, not really) through the small gap between the barn and the small house and stops at the back of the white pick-up. The zombies are planning their next move (inactive).
Turn 5: What to do next? Where to go?! Mr. Whiteface is confused and dosn't activate this round. The five zombies are moving. One is able to see him, the last two move to the spot where they last saw him and the two between the small house and the border are just walking a straight line.
Turn 6: This is all too much for Mr. Whiteface. He can't decide about his next actions (inactive again) and leans against the back of the white Ford. The zombies are homing in. The zombies end their move and Mr. Whiteface perceives a fetid smell and loud moaning behind him. Two zombies are far away, but three zombies may be able to charge into his rear next round.
pic. #3: Whoa, I hope it's not me smelling this foul!
Turn 7: I didn't dare to breath while rolling the dice! I am lucky this time. Mr. Whiteface activates, the zombies are irritated by his unexpected decision to move. He does a half successful fast move directly towards his home and comes to a stop at the road.
pic. #4: This was just in time.
Turn 8: Whiteface may be a slow decision maker, but now he's up and running. He accomplishes a two success fast move across the road all the way to his garage. The zeds can't believe their bleary eyes. All they manage this round is some disappointed moan and groan.
pic. #5: Get the right tools for the right job! The two zeds appear in Turn 9.
Turn 9: (Seven!) Two more zombies appear, but Mr. Whiteface is lucky again. The Zeds don't activate this round, but he does. The new zeds are placed just out of sight between the upper border and his home. He uses this round of activation to grab his large axe from his garage. Oh Baby, revenge is going to be so sweet!
pic. #6: With the zeds being so slow I took my time to dye my hair. No need to hurry.
Turn 10: (Seven!) One zombie stares through the windows of the white house. Not THE White House obviously, but thiewhite house next to the Whiteface's home. Mr. Whiteface is not worried any more. He has an axe! The zeds are inactive and he moves to the border close to his neighbour's house. This will give him some time to fight the two zeds next to his house. He surely is a changed man.
Turn 11: (Doubles!) Oh dear! He has to face two terrified civilians. Di d I mention that I have an axe? A large one? I will teach these fools some respect.
I had to use all my luck to beat this guy (LUCKY Attribute). Mr. Whiteface is enraged again and OD's him.
Where did that rock come from?! Mr. Whiteface is unconscious again. This location ends with a sequence of improbable die rolls.
Final Comment: Day One is over. Mr. Whiteface didn't succesfully finish even one location. Little Dotty and Mrs. Whiteface are missing. Unknown to him Mrs. Whiteface is infected with the Z-Virus and may not be cured.
Being an office person Mr. Whiteface will not call this a failure, he will rather acknowledge that there are possibilities for further improvement. Lots of possibilities.
On the bright side at least Mr. Whiteface's Reputation will stay the same. Keep your eyes open, there is a Man (Rep 3) with a mission on the loose.