Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Here is the Out of Character thread for the Dead End game titled "Sea of the Dead". I am posting The Crunch as well as everyone's character sheets here for easy reference and to keep them from disappearing when the recruitment thread disappears!
The Persephone's Population Count:
Starting Number - 1,450 Current - 1,414
Battles Fought: Hell's Kitchen
All You Can Eat
Going Down
Parting is Such Sweet Sorrow
Battle:
Combat Initiative:
Initiative
Character
Wounds
Status
Characters
Name
Player
Age
Occupation
Kill Total
Action Points
Wounds
Francois
Moomoo
43
Cook
6
4
3- 3 (scratch)
Jim Knispel
Razorback
33
High School Teacher
4
3
0
Viola Skarovsky
Thump
25
Gymnast
6
4
0
Victor Ryan
GunnDancer
29
Olympiad
4
5
0
Xiaolu "Jon" Chin
Clevitcus
16
Contortionist/Circus Performer
1
2
0
Spoiler
Francois - Ship's Cook
Spoiler
Character Name: Monsieur François
Level: 1
Kill Total: 6
Action Points: 4
Age: 43
Occupation: Chef extraordinaire
Height: 5'6''
Weight: 205
Sex: Male
Hair: Black
Eyes: Black
Skin: Caucasian
This game is meant to give players the chance to fight for their survival during and/or after a zombie infestation. There will be members of the undead running amok, but they won’t necessarily be alone. Other survivors could threaten your existence almost as much as, if not more than, the zombies who caused such wide-spread panic.
HIT POINTS
Spoiler
Every character receives 18 hit points plus their Constitution modifier at first level. When a character gains a level, she also gains a number of hit points equal to her Constitution modifier.
MODIFICATION PLUGGING
Spoiler
Most of the time your character will start at level 1, the beginning. Your level number is added to both your saving throws and your initiative. Your ability modifiers add into places on your character sheet as well. Strength figures into Melee attacks. Dexterity figures into Ranged attacks, Armor Class, Initiative, and Reflex saves. Constitution figures into Hit Points and Fortitude saves. Wisdom figures into Will saves. Any time your character performs a skill that would be based on one of your abilities, that modifier figures into that number as well. See the Skills section to see how else these numbers may affect your character’s actions.
OCCUPATION
Spoiler
This decision has probably the most minimal amount of direct affect on the game. It is included for role-playing and character-development purposes. It also affects things such as starting cash and possible hands-on equipment or even weapons. For example, if Chuck is an auto mechanic, he may very well have access to a large wrench or even a starting vehicle. You may also be granted bonuses or penalties to certain skill rolls based on this. The GM’s discretion is paramount in deciding how your occupation with adjust anything on your character sheet both before and during game play.
COMBAT
Spoiler
Attacking Melee
Bludgeoning: STR + Weapon Grade Rating Bonus
Slashing: STR + Weapon Grade Rating Bonus
Piercing: STR + Weapon Grade Rating Bonus Ranged
Missile: DEX + Weapon Grade Rating Bonus
Thrown: DEX + Weapon Grade Rating Bonus
Auto^: DEX + Weapon Grade Rating Bonus
^- The character who is driving makes an attack as normal. Then the target must make a Reflex save @DC=15+(Mph, divided by 10) to take half damage.
For every ten kills listed under a specific weapon category (i.e. Missile, Auto, etc.), that character’s Weapon Grade Rating Bonus goes up by one point. Each time that character makes an attack with any weapon from that weapon category, she may add her Weapon Grade Rating Bonus to that attack. For example, Sharon has 10 kills with her shotgun and 10 with her Colt .45 revolver. That means she should have 20 tick marks listed under Missile and her Weapon Grade Rating Bonus is equal to 2. If Dennis has run over 64 targets with his F150 Pick-up, he should have 64 tick marks under Auto and his Weapon Grade Rating Bonus is equal to 6.
Some weapons have different rates of fire: single-shot, semi-automatic, automatic, and three-round burst. Single-shot attacks follow the above rules. A character who uses a semi-automatic weapon may make three attacks in one round. The first attack is at the character’s full attack bonus. The second shot is at a -2 to the attack, and the third is at a -4. A character who uses an automatic weapon may make five, using the same rules for a semi-automatic weapon. The second shot is at a -2, the third at a -4, the fourth at a -6, and the fifth at a -8. On a weapon that has a three-round burst setting, the character is allowed to make two attacks in one round (for a total of six bullets fired; three bullets per attack roll). The first attack is at a -2 and the second is at a -4. Be careful with this option, however… because while a successful attack can be devastating for an enemy (damage is rolled three times on a hit), a miss costs you three bullets! An expensive gamble… but with a big payoff.
Damage Melee
Bludgeoning: Listed Weapon Damage + STR
Slashing: Listed Weapon Damage + STR
Piercing: Listed Weapon Damage + STR Ranged
Missile: Listed Weapon Damage
Thrown: Listed Weapon Damage (+ STR)*
Auto: Listed Weapon Damage + (Mph, divided in half)
*- This bonus does not apply to a weapon that causes damage after it is thrown, such as grenades, dynamite, etc.
Every time that damage is dealt with a weapon, the same amount that was dealt is also dealt to the weapon itself. The only exception to this rule is any missile weapon (i.e. gun, bow, slingshot, etc.). Once a specific weapon reaches its hit point total in damage, that weapon becomes non-functional. How this occurs should be decided by the GM and should make sense for the circumstances – a sledgehammer’s head breaking off, a bottle shattering, a golf club becoming bent, etc.
Damaging Certain Materials
Substance
Hardness
Hit Points
Paper/Cloth
0
2/inch
Rope
0
2/inch
Ice
0
3/inch
Glass
1
1/inch
Drywall
2
2/inch
Leather/Hide
2
5/inch
Wood
5
10/inch
Stone/Concrete
8
15/inch
Iron/Steel
10
30/inch
WEAPON REPAIRS
Spoiler
Some weapons require maintenance or repairs because of usage and wear. Blades need to be sharpened after repeated use, handles and screws might need to be tightened, and some parts may just need to be replaced all together. Doing this can remove some of the damage from a weapon. When a character decides to repair or maintenance a weapon, they may recover up to 10 hit points for that weapon for every half-hour spent this way. However, no more than half (rounded down) of the damage that was dealt to the weapon since its last maintenance or repair may be recovered.
For example, David decides to sharpen his machete, which has taken 50 points of damage since he acquired it. He spends an hour and a half working on it, which would normally recover 30 points but because that is more than half, it brings the total damage on the machete down to 25 points (the most amount of damage that he can remove). Later on, his machete accrues another 55 points, bringing its total to 80 points of damage. If David spends another hour and a half, he can recover 27 points, once again the most that he can recover. His machete now has 53 points of total damage upon it.
Replacing parts of a weapon will remove whatever damage the weapon has on it, within the GM’s discretion. Putting a new barrel into a gun that has misfired, replacing the handle of a sword, etc. are all examples of this. Again, the GM has final say as to whether the materials or the know-how are available for the character’s use.
SPECIAL WEAPON NOTES
Spoiler
On the Weapons Chart, you will notice certain bold typed terms listed under the descriptions. These weapons have secondary effects or different rules to their operations than most others.
Explosive
These items function normally, but are potentially dangerous when taking damage. If one of these weapons takes enough damage to reduce its HP to 0, it simply blows up. Something like a fire extinguisher isn’t a big deal, but a flame thrower… now that’s another story.
Grenades
Grenade attacks are handled a little differently, since the damage that they do is not a direct result of the attack, but rather a secondary effect. The attack is made, with no countering defensive roll, to determine the accuracy of placement. An attack roll of 15 or higher hits directly where the character was aiming. Otherwise, the grenade lands away from the targeted area at a distance of 5 ft. per every one point the attack roll was below 15. Then roll 1d8 to determine the direction of the miss randomly. For example, Hector lobs a frag grenade into a crowd of zombie baseball fans. He rolls a total attack roll of 8; 7 points shy of 15… so he missed his mark by 35 feet (7x5=35). Hector then rolls a d8 and comes up with a result of 1… he overthrew it, and it lands on the opposite side of the crowd from Hector. Poor Hector.
Any targets within the area of the grenade’s effect then roll Reflex saves. If they score a result of 15 or higher, that target manages to “bunker down” or dive for cover in such a way as to avoid the direct explosion. On this same save, if they score a result of 20 or higher, that target has the option of picking the grenade up and throwing it away (possibly even back at the original attacker). However… if a 1 is rolled on the returning throw, the grenade detonates in the target’s hand (and no further saving throw is required). After the first save is resolved, there is a second save to be made as listed on the Weapons Chart. If the target is “bunkered down” or has full cover between themselves and the blast and passes this save… they completely ignore the effects of the explosion. If they fail the secondary save, however, they take half damage but may ignore any other effects of the grenade. Someone who fails the first save, but passes their second takes half damage and any other effects’ durations are halved as well. And of course… anyone who fails both of these saves takes the explosion full-on. Boom, baby!
Gun
As mentioned above, a weapon with the “gun” notation does not receive damage when dealing it, when used normally. This is because these weapons all project something that deals the damage, as opposed to the weapon itself. However, if one of these weapons is used to melee with (i.e. a pistol whipping), then damage is applied to the weapon in the normal fashion.
Shotgun
A shotgun deals damage differently than a normal weapon. It sends out a cone of lead goodness to its maximum distance to everything within that cone. One attack is rolled and every target makes its defensive roll separately. The damage dealt decreases by one die per 20 ft. increment (and the cone increases by 10 ft. of width) it is away from the point of origin.
Car
A weapon with the “car” denotation has the capability of dealing damage to multiple targets in one round. The driver chooses her path or route (called a “run”) for that round, making the appropriate checks as needed. Any target(s) that was/were included in the path of her run are considered to have an attack pending against them. The following must be completed for each pending attack in the order that they occurred. The driver makes an attack as normal; against a normal defense roll from the target. If the attack is successful, then the target must make a Reflex save @DC=15 + (Mph, divided by 10) to take half damage. The speed at which the vehicle is traveling when a successful attack is made is then divided in half (rounded up) and added to the listed die damage.
For example, Cliff is driving his Chevy Malibu (classified under the “Sedan” category) at 30 miles an hour and plans out his run through a nearly empty parking lot. His run causes pending attacks for three zombies. He rolls his first attack and scores an 8 on his to hit; the first zombie rolls for defense and scores a 12… a miss. He rolls for his second attack and scores a 17 on his to hit; and the second zombie rolls for defense and scores a 4. The second zombie then rolls a Reflex save and rolls a 20 (succeeding, since the DC was only an 18). Cliff’s player rolls out the damage (the listed Sedan damage, plus his speed in Mph divided in half), which is 2d6+15. He rolls two 3’s, resulting in 21 points, but because the zombie passed his saving throw… it only takes 11 points from a glancing strike of the Malibu’s grill. Now, he rolls his third and final attack and scores a 16 on his to hit; the third zombie rolls for defense and scores an 11. The third zombie then rolls a Reflex save and rolls a 7 (failing against the same DC of 18). The damage this time rolls out as a hulking 26 points and splatters zombie innards all over the hood of Cliff’s Malibu!
Don’t forget though, autos take damage just like any other melee weapon… add that damage up and keep track of it!
DEFENSE
Spoiler
Dead End is a game that is meant to capture the nitty-gritty atmosphere of a zombie attack. It is not easy to avoid the onslaught on bites and rakes made by the rotting corpses of the walking dead.
A character’s Dexterity is normally the only number that is added to their defensive rolls (or Armor Class). Willingly wandering into a horde of the undead should give any character serious pause; thus, this relatively low defense rating. Take them down quick, before they take you down!
When fighting against other members of the living, guns often are involved. For this reason, the use of cover becomes a smart player’s friend. However, sometimes a character may want a little extra protection and armor can accomplish this. Whether it is as simple as a leather biker jacket or a Kevlar vest, or as complex as a suit of chainmail or dog trainer’s suit… all provide some small amount of “ease of mind” when combat comes around.
Instead of armor affecting a character’s Armor Class, it provides Damage Resistance (meaning it takes away from damage that would normally be inflicted upon a successful attack). The GM should determine the DR rating for these items, as well as what parts of the body they would effectively protect. The GM should also keep in mind what the armor is defending against (i.e. a leather jacket will work great against zombie bites and scratches… but not so well against bullets). Something else to keep in mind is that some of these pieces may be combined or stacked!
Depending on the armor, however, the weight or encumbrance could also have adverse affects upon other actions. Things such as climbing a ladder or running for any distance could possibly become difficult (incurring a penalty to the check) or even impossible.
ZOMBIES
Spoiler
When attacking a zombie, only damage to the brain will kill them. Severing any body part may slow them down or immobilize them completely, but will not kill them. Most attacks therefore will probably be aimed at the head. When a character successfully attacks a zombie, calculate the difference between her attack and that zombie’s defense. If her attack beats the zombie’s defense by 4 points or more, then she successfully targeted the head. Otherwise, consult the chart below to determine where the zombie was hit. All attacks to a zombie that do not hit the head are treated as subdual damage. As a GM, take into consideration where the zombie was hit, what kind of weapon was used, and how much damage was dealt. Just because this is subdual damage for a zombie, that doesn’t mean that it can’t take off a leg! It only means that it is not fatal to them.
Zombie Hit Chart
4 - Head
3 - Neck
2 - Arm or Leg (right or left)
1 - Stomach or Torso
0 - Nick or Scratch (does 1 point of $ (subdual) damage.)
Sometimes, a character may want to attack a part of their undead target
other than its head on purpose. In this case, simply refer to the chart above to see how much the attack roll must defeat the defense roll by. For example, Wade cannot shut a door because a zombie has his arm stuck in between. Wade takes his machete to the infested’s limb and rolls a 17 total on his attack. The zombie rolls for defense, and only gets a 12. According to the chart, Wade needed to score an attack two points higher to succeed; and he did!
Subdual damage will never kill a zombie. However, if a zombie ever receives its hit points or more to a single body part, that part is rendered useless. Whether or not this immobilizes the target is entirely up to the GM’s common sense.
ADVANCEMENT
Spoiler
Leveling:
Kills are gathered from two sources in Dead End: zombies and humans. It is possible for there to be “monsters” in this game, but those would be campaign specific. All kills count as equal in Dead End, regardless of the difficulty of the fight.
For every kill made by a character, she may put a tick mark down into the weapon category for which that kill belongs. For example, if Logan cuts a zombie in half with a chainsaw, he would put one tick mark down under Slashing. If Kara throws a grenade, blowing up three bandits, and then shoots another she would put three tick marks under Thrown and one more under Missile. If the kill does not fit into one of the six major categories, place it under Miscellaneous. Kills under specific weapon categories go towards a character’s Weapon Grade Rating Bonus (see Combat section).
All of a character’s kills are totaled together across all categories. For every twenty-five kills that a character gets, their level increases by one. When a character levels, two things change on your character sheet.
Saving Throws-
Fortitude: CON + Level
Reflex: DEX + Level
Will: WIS + Level Initiative-
DEX + Level
A number of hit points equal to the character’s Constitution modifier are added to her total hit points when a new level is reached. And every third level that a character reaches, she gains one ability point, to be added to any ability that she so wishes. Comeliness is the only ability in which this point may not be spent. So, at 3rd, 6th, 9th and beyond, this ability boost applies.
SKILLS
Spoiler
Each skill (i.e. swimming, trap-building, searching, etc.) is based on one of the main abilities. When your character performs any of these skills, you may add the appropriate ability modifier plus half of your level, rounded up, to your roll. The GM may grant your character additional bonuses or penalties to these rolls based on circumstances or your character’s occupation.
HEALING
Spoiler
A character normally heals at a rate of 1 hit point per level, per night of rest. A character may attempt to treat whatever wound(s) that either she or another character has incurred. If this is done, the person doing the healing rolls a Heal skill check (Wisdom + half her level). The DC is equal to 5 + the amount of damage of the wound that is being treated. If the check succeeds, then the injured character is healed for 1d4+1 hit points for every five points the check result is over the DC (up to the full amount of the wound).
For example, Tina is at 11 hit points and her total is 20. She is down 9 hit points, so the DC for healing her is a 14. Reggie is attempting to bandage Tina up and rolls a total of 20 (a roll of 11 + 4 Wisdom + 5 (for being level 10). Tina heals 2d4+2 hit points (1d4+1 for passing the check, a second 1d4+1 for beating it with a 19 or more).
This is where one place that the character’s occupation and/or background could play a large part. Someone with basic first aid training could receive a +2 to their Heal check, while a nurse could get a +4 and a doctor a +6 perhaps.
However, if such a check to heal a character succeeds, no other check may be made for that same injury for the remainder of that day.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse]
Alright... weapon acquisitions will be explained in the IC thread, but here is the stats for them! I posted these with the coding so that all you should have to do is quote the line and drop it into your Weapons' Chart (which I will also do in my first post). Then you just have to fill in the "_"s with the appropriate numbers for your character!
Francois
Kitchen Knife
+_(m)/+_(r)
1d4+_
10'(r)
19-20(x2)
S/T
--
0
4
Mason
Pipe Wrench
+_(m)
1d8+_
--
20(x3)
B
--
0
22
Jim
Chair
+_(m)
1d6+_
--
20(x3)
B
--
0
8
Blake
Broom Handle
+_(m)/+_(r)
1d4+_
20'(r)
20(x2)
B/T
--
0
3
Viola
Glass (tumbler)
+_(m)/+_(r)
1d4+_
10'(r)
20(x2)
B/T
--
0
4
Victor
Serving Tray
+_(m)/+_(r)
1d4+_
30'(r)
20(x2)
B/T
--
0
8
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
HZ: Thank you sir! Glad you are enjoying it so far.
Gunn: Yeah... I drew up a list of possible weapons that I could think of given the situation I had chosen and then rolled randomly on it. The only one that I had to change was Viola's... because she couldn't very well wield a chair with her crutches.
Thump: I still need you to correct Viola's inventory please (as per the things I mentioned in the recruitment thread)! Your inventories will be very vital because things will need to be used in new and creative ways and you will only have a few things on you for the majority of the time. These lists are going to need to be meticulously maintained!
Also... everyone feel free to copy their character sheets into their own posts in here, so that you can modify your own sheet!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Hehehe... check out the Population Counter I put in the OP of this thread.
And please, don't hesitate to give feedback, suggestions, or (constructive) criticism! I prefer to be a cooperative GM within the confines of the structure of the game and am ultimately here to provide a (hopefully) good game for you all to play through... and for no mild amount of entertainment on my part.
Obviously, the usual stuff applies - don't post any game-changing things in your posts (such as blowing up the ship or killing someone else's character). You post your character's actions and I post the reactions and consequences. Be mindful of everyone else's good time as well, be polite to one another, blah, blah, blah... kill zombies.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Ack, I'll do that quickly. Removed pocket knife and clothes, added tumbler.
Probably one of the better intros I've seen, if not in the top three, as a comment. Very well done. :)
__________________ please note that incoherent posting is incoherent.
-Kymme gets all the credit for my current avatar. ALL OF IT.-
Sig-of-avatars is a GO!
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Again, you guys might want to make a post that contains your character sheet so that you can make changes to them. I will be trying to keep updated versions in my initial post here, but redundancy in this instance is never a bad thing!
Thump: Thank you for the compliment, that put a smile on my face! Thank you also for making those adjustments, but I just meant the extra pair of clothes. I fear you may misunderstand me, though. Similar to if the zombie breakout happened to you (yourself), right now... what things would you have on your person? On your body, in your pockets... the reason I am being such a stickler on this is because that is part of the beauty of this game (sure, killing zombies is a large part of it) - the survival element, making do with little at your disposal but your wits and ingenuity. Credit cards can be used to open normally locked doors, shoe laces can be used as light rope/string, and blue jeans can be made into a floatation device (yes, this is true... I have done it in Boy Scouts). I outfitted your character in "my" version of your character sheet above, based on the picture and information you provided... just as a baseline/example. But before we get out of the kitchen, you are more than welcome to make changes (and I encourage you to do so)!
Gunn: The population counter refers to the number of "unkilled" (live or undead passengers)... we shall have to see how many of those are of the walking dead variety.
Moomoo: Thank you... I felt that it gave a certainly level of dread to the situation and it pulls in a little humor to boot. And oh yes, plenty of (hopefully) great stuff for you guys. I have already started gathering 'cruise ship' movies and whatnot for possible inspiration. And yes, Francois may make a Search check, not a Spot... because it is based on physically searching for something instead of merely something that catches your eye (it will be 1/2 your level (rounded up) + your INT modifier + 2 (because you know this freezer and its contents somewhat)).
Umbranar: Hehe. By no means are you guys expected to fight all of them (at least not at once). I fixed your saves in "my" version in the initial post!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Alright, initiative time!
(d20+4)[14]
__________________ please note that incoherent posting is incoherent.
-Kymme gets all the credit for my current avatar. ALL OF IT.-
Sig-of-avatars is a GO!
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Initiative (1d20+2)[20]
Hey guys,
If I am slow in responding it is because my internet at home doesn't work (thanks a BUNCH hurricane sandy!) So I am at work making this post just so I don't hold everyone up TOO much but I can't respond a lot... I just happen to be on lunch right now. Hopefully the internet will come back and then most of my posts will happen at night after 7pm EST time.
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Quote:
Originally Posted by GunnDancer
Initiative
[roll0]
Hey guys,
If I am slow in responding it is because my internet at home doesn't work (thanks a BUNCH hurricane sandy!) So I am at work making this post just so I don't hold everyone up TOO much but I can't respond a lot... I just happen to be on lunch right now. Hopefully the internet will come back and then most of my posts will happen at night after 7pm EST time.
Hey, be safe! Sandy looks like a mother.
Oh PS looks like you'll probably have the highest initiative =P
__________________
Thanks Terry576 for the awesome Terra avatar!
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Thanks for the initiatives you guys! I will wait for Razorback to post his until tonight and if he hasn't shown, I will roll one for him.
Please check the "Battle" section in the initial post! I might not always be able to provide this level of detail for you guys, but I hope to. I know it helps me as a player, so there you have it.
Umbranar: Roll a d6 for me (highest will decide the tiebreaker). Zombie5 = (1d6)[1].
Gunn: Hopefully that is the worst that Sandy brings your way. I am no stranger to hurricanes, and she is a beast of one (at least in size). Go ahead and post your turn, if you can, since it does look like you will be first!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Okay... so I'm attacking but I didn't know if I should wait to roll because you had initially told us not to roll without you giving us the go ahead first.
So... I'm ready to roll to hit whenever you're ready :D
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Gunn: I was specifically talking about skills. I have run/played in games where players would roll 14 skills whenever they attempted any action, without the GM asking, so that they would increase their chances at succeeding. But by all means, roll your attack and potential damage!
Zombie5's Defense: (1d20-1)[8]
Umbranar: Since zombies are, by nature, supposed to have slower reflexes than you humans (and since I don't want to hold up the game), Mason may win the initiative and thus, take his turn after Victor.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Re: Sea of the Dead [Dead End - d20 Zombie Apocalypse OOC)]
Spoiler
Character Name: Jim Knispel
Level:1
Kill Total:2
Age:33
Occupation:High School Chemistry Teacher
Height:5'11"
Weight: 204lbs
Sex:M
Hair:Thinning Brown
Eyes:Brown
Skin: Pale
HP: 20
Wounds:0
AC:+0
DR: 0 (no armor)
Initiative:+1
FORT:+3
REF:+1
WILL:+1
STR - 10
DEX - 10
CON - 14
INT - 15
WIS - 10
CHA - 8
COM - 8
Weapon
To Hit
Damage
Range
Critical
Type
Mag
Permanent
Dmg Since Last Repair
Chair
+0
1d6+0
--
20(x2)
B/P
--
0
8
Inventory:
Light blue button up shirt
Khaki cargo shorts
Calculator wrist watch
House keys with LED light and mini-Leatherman
Wallet with 2 credit cards, $130 cash, ID’s, insurance cards, room key, pictures
Tennis shoes