A warehouse 3 supers and 150 zombies.
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A warehouse 3 supers and 150 zombies.
1) post just powers for your team.
Limited to heroes unlimited line. No heroes of the megaverse or mdc converted to sdc type stuff.
2) strategy.
3) the zombies are the created zombies by the creare zombie spell. While non infectious the are a bit tougher.
Limited to heroes unlimited line. No heroes of the megaverse or mdc converted to sdc type stuff.
2) strategy.
3) the zombies are the created zombies by the creare zombie spell. While non infectious the are a bit tougher.
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Re: A warehouse 3 supers and 150 zombies.
Stonewall.
Aps:Stone.
Control Earth.
Kincaid.
Hardware weapons expert.
Nova Blue.
Aps:plasma.
Extraordinary Physical Endurance.
Healing Factor.
Superhuman Strength.
Using Stonewalls earth wall abilities try and channel the horde into a narrow line.
Nova torches but they continue kill a few but they arent stopping.
Kincaid starts pumping silver rounds from his AK a few more kills but not enough.
Stonewall uses eaeth pillar to hoist Kincaid up to a snipers position. He also raises himself on a pillar. And opens a pit.
Nova flies over the pit. Plasma bolts and ak rounds twar into the horde.
Kincaid shouts dang my last mag. Shoulders his rifle and draws his twin 45's. Not good not good he says over and over.
Enough!! Stonewall shouts and leaps into the fray. Hoping his strength and toughness are enough to save his friends.
Nova Blue keeps flying over the horde. Aimed blasts focusing on a single target. She was flanked and several zombies leap from above trying to knock tge flier out of the sky.passung harmlessly through her they instantly ignite.
Stonewall is at an impass, he can't hurt them but they can't hurt him. Looking up...
Hanging upside down on a thin climb cord. Kincaid starts blasting, several more zombies collapse.
Somehow he reloads both pistols from his precarious perch.
In the end the team does survive. Though the next night two thirds of the force rises again.
Mvp. Kincaid.
Aps:Stone.
Control Earth.
Kincaid.
Hardware weapons expert.
Nova Blue.
Aps:plasma.
Extraordinary Physical Endurance.
Healing Factor.
Superhuman Strength.
Using Stonewalls earth wall abilities try and channel the horde into a narrow line.
Nova torches but they continue kill a few but they arent stopping.
Kincaid starts pumping silver rounds from his AK a few more kills but not enough.
Stonewall uses eaeth pillar to hoist Kincaid up to a snipers position. He also raises himself on a pillar. And opens a pit.
Nova flies over the pit. Plasma bolts and ak rounds twar into the horde.
Kincaid shouts dang my last mag. Shoulders his rifle and draws his twin 45's. Not good not good he says over and over.
Enough!! Stonewall shouts and leaps into the fray. Hoping his strength and toughness are enough to save his friends.
Nova Blue keeps flying over the horde. Aimed blasts focusing on a single target. She was flanked and several zombies leap from above trying to knock tge flier out of the sky.passung harmlessly through her they instantly ignite.
Stonewall is at an impass, he can't hurt them but they can't hurt him. Looking up...
Hanging upside down on a thin climb cord. Kincaid starts blasting, several more zombies collapse.
Somehow he reloads both pistols from his precarious perch.
In the end the team does survive. Though the next night two thirds of the force rises again.
Mvp. Kincaid.
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Re: A warehouse 3 supers and 150 zombies.
I ran this scenerio. And was impressed at the ingenuity of the players. Though Stonewalls earth powers were useless against the zombies his quick thinking and walls did help alot.
Nova Blues powers helped but as any ashed zombie reformed her powers were also moderately helpful.
Kincaid was truly impressive quick thinking and his trademark silver ammo saved the day.
I didnt send the rest od the horde at them the next night, though I could have.
Nova Blues powers helped but as any ashed zombie reformed her powers were also moderately helpful.
Kincaid was truly impressive quick thinking and his trademark silver ammo saved the day.
I didnt send the rest od the horde at them the next night, though I could have.
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Re: A warehouse 3 supers and 150 zombies.
What's the goal? Why is it important to stay in this warehouse and fight 150 zombies? Give me a reason for why my super team would need to do this. Also, do they have time to prepare (do they know about the zombies)?
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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: A warehouse 3 supers and 150 zombies.
You are investigating a strange business man in Haiti. The eccentric millionare runs a sugar plantation. While searching for clues you are beset by the zombie workers.
Re: A warehouse 3 supers and 150 zombies.
I would have just ripped open pits in the ground [With the Rend Earth ability] and when large amounts of zombies fell in, close said pit. Rinse and repeat.
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Re: A warehouse 3 supers and 150 zombies.
I posted the powers this team had.
I'm just curious how different powered beings would handle it.
I ran it across a few of my friends in the military. Theyre strategy was high ground smoke bombs and staggered fire. So the things came in blinded and there was always rounds going down range. And of course the guy reloading was covered by two rifles.
I'm just curious how different powered beings would handle it.
I ran it across a few of my friends in the military. Theyre strategy was high ground smoke bombs and staggered fire. So the things came in blinded and there was always rounds going down range. And of course the guy reloading was covered by two rifles.
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Re: A warehouse 3 supers and 150 zombies.
So it's an escape scenario, not a fight to the death survival scenario.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: A warehouse 3 supers and 150 zombies.
The goal was find the villagers, the unfortunate thing when you find them they are zombiefied workers.
Re: A warehouse 3 supers and 150 zombies.
Hero 1: Super G
- Gravity Manipulation and Multiple Beings/Selves
(Creates multiple copies of himself and they all use their increase gravity to lock the zombies down, not even a hundred handed could break away from this kind of gravity force!!! Completely stop all zombies in their tracks and immoblizes them)
Hero 2: Empowered Super Power (3 Major and 1 Minor)
Multiple Limbs, Rocket Fists and Immobilzation Ray / Flight: Wingless
(one set of arms for immoblization rays, the other set used for rocket first: Flies above zombies and uses Immbolization Ray like a tractor beam to pull helpless zombies out of gravity field and flies them high into space. Releasing them just out of the atmosphere. So zombies on their re-entry into earth completely burn up (full damage from fire!)
Here 3: Enchanted Weapon - Weapon of Order (1 Major Power)
- CEF: Fire
(Just uses power weapon to fly above zombies and use CEF: Fire to roast the zombies alive. Plus magic weapon is great for finishing the job)
- Gravity Manipulation and Multiple Beings/Selves
(Creates multiple copies of himself and they all use their increase gravity to lock the zombies down, not even a hundred handed could break away from this kind of gravity force!!! Completely stop all zombies in their tracks and immoblizes them)
Hero 2: Empowered Super Power (3 Major and 1 Minor)
Multiple Limbs, Rocket Fists and Immobilzation Ray / Flight: Wingless
(one set of arms for immoblization rays, the other set used for rocket first: Flies above zombies and uses Immbolization Ray like a tractor beam to pull helpless zombies out of gravity field and flies them high into space. Releasing them just out of the atmosphere. So zombies on their re-entry into earth completely burn up (full damage from fire!)
Here 3: Enchanted Weapon - Weapon of Order (1 Major Power)
- CEF: Fire
(Just uses power weapon to fly above zombies and use CEF: Fire to roast the zombies alive. Plus magic weapon is great for finishing the job)
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Re: A warehouse 3 supers and 150 zombies.
So after the sdf-2 devestation of the giant, I know present......Zombie madness.
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Re: A warehouse 3 supers and 150 zombies.
Unless head and body are buried seperately or an exorcism is performed. Zombies will rise again, even if completely destroyed. Blown up, riddled with silver bullets, burned to ash.
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Re: A warehouse 3 supers and 150 zombies.
Mage
Amulet vs Undead. Bloodward (its a spell from nightbane, so its not FULLY HU but it is an official spell from an SDC line)
-Impervious to Fire
-Charm Weapon
-Incendiary grenade
-Exorcism
Amulet vs Undead. Bloodward (its a spell from nightbane, so its not FULLY HU but it is an official spell from an SDC line)
-Impervious to Fire
-Charm Weapon
-Incendiary grenade
-Exorcism
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Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
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Re: A warehouse 3 supers and 150 zombies.
A mage opening up shop. Love it!! Well done.
Re: A warehouse 3 supers and 150 zombies.
IIRC create zombie style zombies are not effected by a turn undead spell... might be wrong on that. I'm on my phone and without my books at the moment.
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Re: A warehouse 3 supers and 150 zombies.
This one is quite a challenge in Heroes Unlimited, only mystic study has any sort of monster lore skills.
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Re: A warehouse 3 supers and 150 zombies.
Without railguns and mdc armor and spells that offer mdc protection. I see and am unimpressed.
Woot
Woot
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Re: A warehouse 3 supers and 150 zombies.
- Barricade: Create Force Field, Sonic Flight and Vibration
- Deluge: Control Elemental Force: Water, Rainmaker, Underwater Abilities and Wave Rider
- Facet: Multiple Selves, Alter Physical Structure: Light
It's Facet who really shines (pun intended!) in this fight. Her light blasts can damage the Zombies and they can't hurt or touch her in any way while she's in light form. Plus she can make copies of herself to fight in more places at ones, so she's pretty much strictly offense and the main Zombie killer. If this team were to keep score, she'd be the winner hands-down.
Deluge in this fight is all about offensive crowd control - specifically, hampering the movement of the Zombies. His attacks can't hurt them, but once he floods the area (happens pretty quickly) he can use his wave and water slam attacks to knock them down and push them around. All while on top of a wave himself thanks to Wave Rider.
Barricade is pretty much support here, working to enhance the other two and keep more of a tactical eye on the fight. His force fields can help herd the Zombies and pen them in, but that only works for a little while until his force field S.D.C. has all been whittled away by the Zombie's attacks - so he's gotta be smart and use them in short bursts, either to protect Deluge, Facet or himself from the rare inventive Zombie attack, or to better position the Zombies for his own Shockwave attacks (but at a total cost of FOUR attacks per melee, that will be a rare event).
This is very much a protracted fight, but none of these heroes are in any danger. As stated above, only Barricade has any real serious concerns due to his limited pool of force field S.D.C., but as long as he sticks to support it should last. The real question becomes: How fast can Facet kill them all?
Crunching the numbers, her Photon Blast does 1D4×10 damage per hit (not counting the +2 per level), needing on average SIX successful hits on a Zombie to kill it (average 50 damage per two attacks, and Zombies have 150 S.D.C. each). So it's basically just over one melee round per version of Facet per Zombie - let's say 2 melee rounds per Zombie to both round up and to account for the occasional miss and dodge. That would take 75 minutes if she had no duplicates to help, and for each duplicate that time is halved. With only one duplicate it's just over a half hour (so no extended combat fatigue penalties), 25 minutes with 3 duplicates, under 20 minutes with 4, and so on.
I didn't define the level of the characters but ultimately even at level 1 they can do this - it'd just be faster at higher levels.
Spoiler:
Last edited by Glistam on Wed Jul 16, 2014 4:44 pm, edited 1 time in total.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: A warehouse 3 supers and 150 zombies.
And sure, "dead" Zombies will rise again after 48 hours (and none of the heroes in my scenario know this), but the heroes should have dealt with the main threat by then so I didn't consider that a relevant factor.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: A warehouse 3 supers and 150 zombies.
This is a fun scenerio to play out. If you want to make it harder give the zombies machetes and clubs. Maybe rifles for some others.
Re: A warehouse 3 supers and 150 zombies.
Full body armor with 2 in 5 armed with rifles the rest with machetes and all fitted with bombs in their guts.
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Re: A warehouse 3 supers and 150 zombies.
I don't buy into the need for those upgrades. A team that can handle 150 Zombies can probably also handle 150 Zombies in armor with weapons. Now, 150 Zombies with some greater, more intelligent menaces among them and controlling them so the Zombies can react to the player's tactics? That's a lot more scary. Especially if the controllers are subtle and blend in with the Zombies so they're indistinguishable. Or perhaps hidden behind a magical circle of concealment?
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: A warehouse 3 supers and 150 zombies.
"More Dakka" is not always a solution. Sometimes the solution to make things harder is to do more than just pile on more foes with bigger guns. How about a mystery?
-How about solve the riddle of what group had 150 zombies? That's either one necromancer that has been prepping (and doesn't mind LOSING) twelve+ years of work, or a lot more necromancers. Either way 150 zombies is a major investment in time and energy. So any mage that would just sit around while you destroy it.....what are THEY getting out of it?
-How about having the team have to identify the victims? You could do this both to provide closure to the families of the dead and to see if there is a pattern to the cases. 150 zombies, means some where, 150 dead bodies that are not where they are supposed to be.
-How about solve the riddle of what group had 150 zombies? That's either one necromancer that has been prepping (and doesn't mind LOSING) twelve+ years of work, or a lot more necromancers. Either way 150 zombies is a major investment in time and energy. So any mage that would just sit around while you destroy it.....what are THEY getting out of it?
-How about having the team have to identify the victims? You could do this both to provide closure to the families of the dead and to see if there is a pattern to the cases. 150 zombies, means some where, 150 dead bodies that are not where they are supposed to be.
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Re: A warehouse 3 supers and 150 zombies.
What if some of the Zombies had the "Friend in the Head" spell from Nightbane: Through the Glass Darkly page 60 cast on them? Since the Zombie has no M.E., the spell should basically supplant the Zombie's intelligence giving the new creation a true intelligence, personality, etcetera. NOW, these Zombies should at least be average intelligence - and in generally smarter than an I.Q. of 7. They can react better to the player tactics and execute more complex strategy. If the other Zombies are instructed to follow the orders of the more intelligent Zombies, then this can change the battle dramatically.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: A warehouse 3 supers and 150 zombies.
Create Zombie+ Mystically Bestowed Abilities.
Shapechanger.
Superhuman strength.
Flight:Wingless.
Hand to hand Expert.
Increased sdc, strength, attacks, and can look like yoyr friends O.o I posted these a while ago.
Yup MuthaTruckin Super Zombies man!!
Shapechanger.
Superhuman strength.
Flight:Wingless.
Hand to hand Expert.
Increased sdc, strength, attacks, and can look like yoyr friends O.o I posted these a while ago.
Yup MuthaTruckin Super Zombies man!!
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Re: A warehouse 3 supers and 150 zombies.
Couldn't 1 guy with APS metal basically taken on unlimited zombies? Natural armor rating is a pretty ridiculous stopper for low-class minions with negligible strike bonuses.
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Re: A warehouse 3 supers and 150 zombies.
Stalemate. They can't hurt each other.
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Re: A warehouse 3 supers and 150 zombies.
Why can't APS metal hurt zombies? Surely he inflicts a minimum of 5 dmg per punch with his enhanced PS.
Plus with his PS he could probably tear off a pseudo-club made of something and avoid the penalty.
Heck his metal hands basically are sledghammers.
Plus with his PS he could probably tear off a pseudo-club made of something and avoid the penalty.
Heck his metal hands basically are sledghammers.
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Re: A warehouse 3 supers and 150 zombies.
Tor wrote:Couldn't 1 guy with APS metal basically taken on unlimited zombies? Natural armor rating is a pretty ridiculous stopper for low-class minions with negligible strike bonuses.
Zombies have supernatural P.S., so they inflict half damage on strike rolls of 5-17. Still, that's only 1D6+2 damage per attack, versus 800 S.D.C., and it's not particularly difficult to parry a zombie's strikes. Also, the APS character regenerates much more rapidly than the zombies.
Advantage metal-man.
There you go man, keep as cool as you can.
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Re: A warehouse 3 supers and 150 zombies.
Hmm, APS:plasma and Gravity Waves. Just pull 'em right in.....
Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
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Re: A warehouse 3 supers and 150 zombies.
See I was thinking just use Gravity Manipulation, weigh them down so they can't possibly move then EE Fire or Plasma to burn them to a crisp while they lay there unable to get close enough to the character.
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Re: A warehouse 3 supers and 150 zombies.
ItsmeYo wrote:Spell says ps20 no where is supernatural strength mentioned.
HUGMG, p. 194.
There you go man, keep as cool as you can.
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Re: A warehouse 3 supers and 150 zombies.
APS: Liquid, and -- hang on, was that it?
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Re: A warehouse 3 supers and 150 zombies.
Tinker Dragoon wrote:ItsmeYo wrote:Spell says ps20 no where is supernatural strength mentioned.
HUGMG, p. 194.
For some reason I thought this was Dead Reign, forgot the spell (actually ritual) mentioned in OP.
Does the damage zombies are assigned actually correspond to what their PS should inflict if it were supernatural though?
Doesn't seem to do that in Rifts, perhaps a difference between HU's spell?
Meaning HU-made zombies brought to Rifts could inflict MD with punches?
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Re: A warehouse 3 supers and 150 zombies.
Tor wrote:Does the damage zombies are assigned actually correspond to what their PS should inflict if it were supernatural though?
Yep, 2D6+5, which is appropriate for a full strength punch with supernatural P.S. 20.
Doesn't seem to do that in Rifts, perhaps a difference between HU's spell?
That's not the only difference. HU zombies seem to be a cross between PF zombies, and the Voodoo Xombies from Dark Conversions.
Meaning HU-made zombies brought to Rifts could inflict MD with punches?
Seems so.
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
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and keep on thinking free.
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Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
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Re: A warehouse 3 supers and 150 zombies.
But.... only Nxla may have Xombies!
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Re: A warehouse 3 supers and 150 zombies.
I was sitting here, musing to myself over the game I'm running tonight. We only have three players and I was thinking to myself what I could do with them? Then the memory of this thread popped into my head and it gave me a good laugh.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.