Justin93Daniels
Half-Human, Half-Monster, Full-Swordsman.
I was thinking of doing an RP based roughly around the comic, "The Other Dead", which holds a COMPLETELY DIFFERENT TAKE on the "Zombie Genre", while using a different location, and stuff. I have a WIP Thread already posted in the "Private Workshop". This is the basic concept of it so far:
Question is... would anyone be interested in it?
What started as a group of teenagers performing a ritual, soon became the start of the End-Times. One night was all it took for all the animals in the land and the sky to turn on the living. Those that were dead rose back up, and started attacking the living... while the animals that WERE alive soon fell to an illness, and rose back up.
24 hours on, and Humanity's population has dropped tremendously. Unlike the animals, they were, unfortunately, spared from the plague that haunts them.
It's been one month, now, and most of the remaining survivors remain in Diamond City, struggling to survive. Some chose to bring the fight back against Mother Nature, while others continue to adjust to living in the new world.
Canned Meats are rationed preciously, while Tofu and other Substitutes are likely to become the replacement for it... among other things.
But enough about that, Survivor... mind telling us a little bit about yourself?
24 hours on, and Humanity's population has dropped tremendously. Unlike the animals, they were, unfortunately, spared from the plague that haunts them.
It's been one month, now, and most of the remaining survivors remain in Diamond City, struggling to survive. Some chose to bring the fight back against Mother Nature, while others continue to adjust to living in the new world.
Canned Meats are rationed preciously, while Tofu and other Substitutes are likely to become the replacement for it... among other things.
But enough about that, Survivor... mind telling us a little bit about yourself?
RULES AND GUIDELINES1. Despite being Zombies, this is a Co-Op RP, so killing other players is forbidden! (However, you can still die by the Animals, which will be controlled by yours-truly... or suffer an injury, followed by a "Rescue", if you don't wanna bite the bullet just yet.)
2. Characters are Human, and Human only. No, Humans can't turn into Zombies.
3. Treat this realistically, please. You can't be a "Jack-Of-All-Trades", and be perfect at everything. You'll have a list of "Traits" and "Debuffs" with numbers beside them that you can use to help balance your character out. For each number, they'll have to be added up/subtracted from until the base value is "0" or lower. You start with 1 free trait that relates to your job/class, though. If you feel like adding a custom trait, please let me know via PM, and I'll add it to the list, as well as a Debuff that acts as its opposite! Same goes for Class, as long as it doesn't count towards "Civilian", and may need a few additional adjustments here and there.
IE: Officers/Soldiers/Hunters will start with "Gun Proficiency", which makes you more effective with a gun of said class's occupation, like Pistol/Assault Rifle/Rifle respectively. You can gain the other two at the cost of Debuffs to balance things out, or you can even choose one of the others in place of it, so long as it's within reason. SWAT Officers can be skilled with an AR or a Shotgun, but why the heck would a simple Hunter be skilled with Military-Grade Weaponry?
4. If you wish for a simple "Injury", you'll have to request it, then I'll work out a response to help your character out. When you've been "Injured", your character will be incapacitated until you can beat me in a daily "Roll". One roll can be made every 3 hours, unless I'm unavailable, which then it would probably take longer.
However, choosing "Death" will allow you a chance to re-roll a new character, who can either count as a "relative", or a "newcomer". You'll be back at square 1, though, and any knowledge your previous character had, as well as items, will be lost, and unable to be regained unless via "IC Mission" given by an NPC I control. Only a few exceptions can be made, such as "Relatives", who would likely have kept the other in the loop "partially", but not "In-Depth".
5. If you're in a situation that is a GUARANTEED death, then I'm afraid a simple "Injury" may not be an option. This would include, but not be limited to, being overrun from all corners without a way out, jumping/falling off of a large building, being mortally wounded without any proper medication or professional treatment, and... basically, if you can't survive it, your character likely can't.
6. Self-Inserts are allowed, so long as you understand the risks involved! You can't be "Martha Stewart III", and say "I was the same as Martha Stewart II, despite her getting wrecked by a Zombie Rhino just a few posts ago! I forgot what I was doing in the middle of the road, and stumbled back over here!" If your SELF-INSERT character dies, then he/she is dead like everyone else. Best bet is to just use a "Persona" name, and you can then think to yourself, "This character is who I would be in THIS world. A name is a name, but this person will do as I would."
7. You're in Diamond City and the "Wilderness" around it. Sorry, but to keep things simple, we're gonna all focus on one spot in the world, for the time being. The MAIN Safehouse "New Hope" will occasionally be attacked by Zombies, but in the end, it won't be "Overrun", so as to allow a safe haven for new players to hang around in.
If you were inside it, and you hear the sirens, the Military will escort the Civilians into the Bunkers, while the Soldiers and Officers will stay and fight, to defend the people. However, VOLUNTEERS can join in the fray, but at their own risk!
8. You CAN form your own "Safehouse" in the City, but it will also be at risk of being attacked! And when it IS attacked, they DO hold risk for being Overrun! (Usually done with a Dice Roll between the Zeds (me) and Survivors.) It will only be a last-resort for it being Overrun once ALL players within the Safehouse are either incapacitated or killed! (If the Safehouse is Overrun, however, then it's an instant Death, so choose your house carefully! In the final roll, if you win it, then the Safehouse will be critically damaged, and will have to be repaired by those who were left with a simple injury... once they've recovered, that is.)
9. We all have lives outside the site, so I can respect that you may need to be out for a few days, weeks, or maybe even months! If such a thing is the case, then we'll IC'ly say that you managed to escape an Overrun Safehouse, and returned to New Hope, whether by you being "out scouting for supplies", or just simply hid in the shadows while everyone else fought. However, please be aware that you will have to have been out for at least 3 days in order to be vulnerable of being "Overrun". You will also need to inform me prior to you leaving, so as to let us know to just "keep going", or "go ahead".
10. ABSOLUTELY NO POWERGAMING! You can get into an ordinary scrap with other players (non-lethal fight) to keep the story interesting, and rouse up realistic conflicts here and there. However, you can NOT "Attack" someone without having a realistic REASON to do so, AND without giving the player a chance to respond.
Here's an example of what I'm talking about:
"Mike slaps Mark in the face."
"Mark punches Mike in the nose."
This is lame, and is NOT allowed. Here's a better example:
"Mike attempts to slap Mark in the face."
Mike edits his post and rolls a 5. Mark rolls a 3. Therefore, Mark would reply with:
"Mark turns his head in the direction Mike slapped him. Placing his hand on the red mark that now starts to form, he glares at Mike before swinging his fist towards his former friend's nose!"
Mark rolls a 3. Mike rolls a 3. Since it's a tie, neither Offense NOR Defense wins, and an EVADE is enforced, for neither a counter or a block.
"Mike just barely dodges Mark's fist, and backs up slowly."
You can see the difference, right? It's a lot more interesting to read than a simple slap-fest, while also providing a bit of entertainment for Mike and Mark, allowing them a chance to play fair.
11. For Dice Rolls, the SEVERITY of a strike is determined by the differences in the numbers. This means that if you're only 1 number below someone's roll, they can only SCRATCH you. If you're 2 numbers below them, then it's a FULL STRIKE, and 3 or more is a "CRITICAL HIT". This also goes towards Zombies and their attempts to hit you. If you're alone against a horde, they'll all have their own rolls, which lessens your chance for surviving an encounter when alone. Grouping is allowed, however, and if you have an NPC "Follower" with you (more details below) then THEY can also have a roll to better increase your chances for survival.
12. NPC "Followers" are usually allowed to be hired from the Safehouses. However, their DIALOGUE is mine to control, while their ACTIONS when in a battle is up to you.
13. If you enter a place to loot, let me know, and I'll reply with what you see inside it. You can then determine what to do at that point, whether you say it's "Worth it", or not.
14. When in Combat, you can choose to roll to "Run away". If the zeds roll either 1 or 2 over you, then you fail to escape, but 3 or more, and they could even hit you! You can't "Run away" when you're in a building that's being Swarmed, though!
15. Common sense tells me, if you fire a BIG weapon indoors, you could blow your eardrums out, so be sure you remember ear protection when indoors! But remember, if you've got your ears covered, you are less likely to HEAR when you've been spotted! Consider this while RPing your Loot Runs!
(( More details may be added at a later time.))
1. Police Officer - "To Protect and Serve"... that was what you did for a living. Now, as the Undead make their way around the city, trying to hunt for survivors, you do what you can to keep them from surviving. Among the people who responded to the call during the early stages, many Officers were killed in action... luckily, though, you weren't among them.
You've been trained with either Handguns or Shotguns, and even start off with one as an added bonus!
You are also under Obligation to defend the Outpost if it's under attack, without any exceptions!
2. Soldier - "Give me Liberty, or Give me Death." As you finish reciting the Pledge of Allegiance to your country, you take up arms, and continue your trek across the quiet streets, ready to fight and reclaim this American Soil. Regardless of who you fought for prior to "The Falling", you now have one side in this war to fight for... "Humanity".
You've been trained with either Assault Rifles or Explosives, and even start off with an Assault Rifle and Pistol as an added bonus!
You are also under Obligation to defend the Outpost if it's under attack, without any exceptions!
3. Hunter - "I miss the day when the deer didn't try eating US... and seriously, where can I even get good game, anymore? They're all rotten away, and... I sure as hell ain't eating that!" You were in the Country before this happened. Sure, you might've had a decent job as well, but to you, it was all about the big game hunting. Now that you've been fortified into New Hope, you've come to the conclusion that you could probably help out around here, if you wanted to.
You've been trained with either Hunting Rifles or Bows and Arrows, and even start off with one as an added bonus!
You are not under Obligation to defend the Outpost if it's under attack, and will have a heavy disadvantage with Rifles, due to their slow firing rate!
You can not hunt for animals anymore, due to their flesh being rotten!
4. Civilian - "Looks like I won't have to go to work today... or at all, again." Whether Unemployed or working a simple job, you now find yourself as one of the lucky few who survived "The Falling". Despite not having as much skill as a Seasoned Veteran, you're sure there's SOMETHING you can do that only a few of them could!
You can choose 1 Trait that's "2" Points Value, or 2 Traits with "1" Point Value, and it won't cost you anything! These would be the first 2 that you've selected!
You are not under Obligation to defend the Outpost if it's under attack, and will not be as skilled as an Officer or Soldier with Firearms, due to their intense training!
5. Doctor - "Let me take a look..." Before "The Falling", you've graduated "Medical School", and are now on the team to patch up those who are injured. When medication runs low, however, then you'll likely have to go searching for some, as well!
You can administer Medical Treatments to Survivors via "Rolling" Chances, so long as you or the one being healed has the proper Medication for the injuries! (You can't heal a Broken Leg with Painkillers, after all.)
Your skills in Surgical Procedures have also given you a bit of an edge with Scalpels... which you might've been able to pick up after "The Falling"...
You are not under Obligation to defend the Outpost if it's under attack, and will not be as skilled as an Officer or Soldier with Firearms, due to their intense training!
You have to select at least ONE additional "-1" Point Value Debuff for balancing! You can NOT choose "Hemophobia"!
6. Farmer - "Fresh from the Garden!" Whether a Country Person, or a worker over at a nearby Greenhouse, you've always had a bit of a Green Thumb. You might not have much Combat Experience, due to oftentimes being on your own in the fields, but at least you can protect the next harvest!
You can grow Food for Survivors, allowing a Morale Boost in the Safehouses you live in!
You are not under Obligation to defend the Outpost if it's under attack, and will not be as skilled as an Officer or Soldier with Firearms, due to their intense training!
You aren't as Skilled in Combat, and have to roll a maximum of "4", instead of "6"!
7. Leader (RESTRICTED) - "You can do it... I can help." A Survivor who has proven themself to be ready for the End-Times. You are the leader of a Safehouse, and can take in Survivors, while also providing a Voice of Reason that others will listen to.
You have a proficiency of everything, from Medical to Weapons, thanks to a huge stockpile of books and guides.
You have a Safehouse with your name written all over it, and can call other Safehouses for support where needed.
You are essential to everyone's survival, can't be killed regularly, and will only fall when your Safehouse is Overrun.
This is a Class that can only be unlocked In-Character, should you find a place to fortify. It will need to be cleared out, first, and then fortified with walls, which will prove risky, due to noise and the fact that you may, in the end, be outnumbered.
You are OverPowered, but have earned that right. However, you are also under HEAVY Obligation to defend your Outpost to your last breath once it's under attack!
+1. Brave - You are less likely to back down from a "Challenge", and can roll out of "8" instead of "6" for most "Intimidation Chances".
(Can NOT be stacked with "Cowardly" Debuff!)
+1. Stout - You are a bit more stronger than most, and can roll out of "7" instead of "6" for most "Strength Chances".
(Can NOT be stacked with "Strong" Buff, or "Feeble" and "Weak" Debuffs!)
+1. Light-Footed - You are a bit more quieter to walk, and can roll out of "7" for "Stealth Chances".
+1. Eagle-Eyed - You can see a bit further, allowing Looting buildings to include 1 additional item!
(CAN be stacked with "Survivalist" and "Scavenger" Traits, to allow an additional 5 items to be discovered, for a maximum of 9 items!)
+2. Keen Hearing - You can hear exceptionally well, and can even "Listen out" for any noises within rooms without having to roll for it, giving a guaranteed "Definitive" answer, whether it's safe or not.
+2. Small Appetite - You can manage with less food and drink than most others, and won't suffer any penalties when Hungry.
(If you're Hungry, you suffer only half the Damage/Defense Penalties. When Starving, however, it'll be as bad as "Hungry"!)
+2. Strong - You're built like a wall, and can roll out of "8" for most "Strength Chances".
(Can NOT be stacked with "Stout" Buff, or "Feeble" and "Weak" Debuffs!)
+2. Survivalist - You've read up a few books here and there, and can find an additional 2 items inside buildings!
+4. Last Stand - If your HP runs out, Roll a "50" Dice. The amount you roll is how much HP will be restored, as an "Adrenaline Surge"!
(Only works once per Combat Session!)
+4. Scavenger - You are almost the Human-Equivalent of a Rat, and can scavenge many more items than most... 3 additional items, in fact!
-1. Cowardly - You are more likely to back down from a "Challenge", and can only roll out of "4" instead of "6" for most "Intimidation Chances".
(Can NOT be stacked with "Brave" Trait!)
-1. Feeble - You can't lift as much as most people could, and can roll a "5" instead of "6" for most "Strength Chances".
(Can NOT be stacked with "Weak" Debuff, or "Stout" and "Strong" Traits!)
-1. Flat-Footed - You are a bit noisier when sneaking, and can only roll out of "5" for "Stealth Chances".
-1. Short-Sighted - You can't see very well, and as such, can find 1 less item while Looting.
-2. Hard of Hearing - You are unable to listen out for Danger, and will have to "Wing it", or rely on the hearing of an ally.
-2. Weak - You can barely lift yourself up off the ground, let alone anything else! You can only roll out of "4" for "Strength Chances", and can even suffer an Injury if you roll a "1"!
-2. Impatient - You can't stand staying in the same place for long, and are less likely to find anything valuable while Looting. You'll find 2 less items while Looting, as a result.
-4. Tempting Fate - You've always been an "all or nothing" person. As such, you feel as if you'd fight until your last breath. In combat, if your HP goes down to 0, then you are GUARANTEED to die, regardless of any nearby Medics.
-4. Hemophobia - You are terrified of Blood, and can't stand the thought of it getting near you. In ANY Combat Situation, you are only able to roll up to "4" to Attack, and will most certainly be afraid to loot any areas that are near an Undead.
(Can NOT stand Surgery, either, and will likely have to be "Drugged" or "Unconscious" before being on the receiving end of such.)
Name:
Gender:
Appearance: (Can use a Picture, Description, or Both!)
Age:
Job/Class:
Traits:
Debuffs:
Biography: ( At least 1 paragraph describing what your character was doing at least one day BEFORE "The Falling"! )
Inventory: (You start with a Regular Backpack, which can hold 10 items altogether. You can choose 3 items to start with, in addition to whichever weapon your Class gives you!)
Starting Location:
Home (If any): (House Location + House ##. Note that you CAN choose to live outside the Safehouse, but expect a LOT of attention to be drawn your way from the Undead, and the daily risk of being Overrun!)
- Name (Player) | Status | Current Location | Job/Class
+ Jason Walker (My Character) | Alive | New Hope | Leader ("New Hope")
New Hope (Safehouse)Population: 30
Leader: 1 (Player)
Officers: 5 (NPCs)
Soldiers: 10 (NPCs)
Doctors: 4 (NPCs)
Hunters: 5 (NPCs)
Farmers: 2 (NPCs)
Civilians: 3 (NPCs)
Storage (Food/Crafting Supplies/Medicine/Misc): 100/100/20/2
Food:
+ Fresh Veggies x 20
+ Canned Food x 30
+ Bottled Water x 20
+ Canned Soda x 20
+ Bottled Soda x 10
Crafting Supplies:
+ Lumber x 30
+ Metal x 20
+ Weapon Parts x 10
+ Gunpowder x 20
+ Paper x 20
Medicine:
+ Painkillers x 10
+ Medical Kit x 5
+ Casts/Splints x 5
Misc:
+ Deck of Cards
+ Large Backpack
Houses (Reinforced, Heavily Guarded) - 25 (Room for 8 Survivors in each.)
- House 01 ( Jason Walker, and 2 NPCs )
- House 02 ( 4 NPCs )
- House 03 ( 4 NPCs )
- House 04 ( 3 NPCs )
- House 05 ( 8 NPCs )
- House 06 ( 8 NPCs )
- House 07 ( Vacant )
- House 08 ( Vacant )
- House 09 ( Vacant )
- House 10 ( Vacant )
- House 11 ( Vacant )
- House 12 ( Vacant )
- House 13 ( Vacant )
- House 14 ( Vacant )
- House 15 ( Vacant )
- House 16 ( Vacant )
- House 17 ( Vacant )
- House 18 ( Vacant )
- House 19 ( Vacant )
- House 20 ( Vacant )
- House 21 ( Vacant )
- House 22 ( Vacant )
- House 23 ( Vacant )
- House 24 ( Vacant )
- House 25 ( Vacant )
Bunker (Underground, Reinforced)
- Provides Unbreachable Protection against the Undead when the Outpost is under attack. When inside the Bunker, Civilians are guaranteed safety, even if the Security is overrun!
Farm (Greenhouse, Reinforced)
- Provides enough rations for 35 people to be "Decently Fed" every day.
Workshop (Reinforced)
- A place where Crafting Materials are stockpiled. Armor and Weaponry can be crafted here, so long as you've found the right parts, and have the proper know-how.
Walls (Fortified, Reinforced, Heavily Guarded)
- The walls are Fortified with solid metal, reinforced with spikes, and Heavily Guarded by Watchtowers at the corners. Automated Turrets are frequently scanning the skies, and bring down any Undead Birds, while Soldiers and Officers scout the ground levels for any Land-Roamers.
Medical Station (Fortified, Reinforced)
- The walls are padded down with Metal Supports, and is even covered with Electric Fencing around the windows and chimney for any birds that fly past the Turrets to receive a nasty, lethal shock.
Barracks (Fortified, Reinforced, Heavily Guarded)
- Numerous Soldiers and Officers train hard here. An Obstacle Course is there as well, to keep everyone in tip-top shape while they try outrunning a bunch of Undead Rhinos and other things.
Kitchen (Fortified)
- A place where Survivors gather around to either cook or eat. It's been Fortified quite well, with a roof over the Dining Area, but its placement is in the Center, which is already well-guarded as-is. Civilians who were Chefs frequent this area to prepare meals for their comrades, as a way to boost morale and provide better-quality meals for better nourishment.
Trade Yard (Fortified, Reinforced, Heavily Guarded)
- Not everyone wishes to stick around. Some wish to, instead, go fortify a Safehouse of their own. Those that do, however, may find it a bit more of a challenge to find certain materials, while others may be in need of what they have plenty of. In Trade Yards, it allows two Safehouses to trade materials for either other materials or even services, like Escorting or even Protecting scavengers while they go out Looting... for a price, of course.
Diamond City
Residential District (Low Threat) - The least amounts of Animals tend to roam these parts. The biggest threats would likely be a few Rodents here and there. With Food being one of the first things packed up at people's homes, it's now a lot harder to find Food in the Residential District. However, a few Construction Supplies and Basic-Quality Weapons might be able to be uncovered from a few spots within each home.
Community Area (Medium Threat) - Where most people's jobs were. A few Gun Stores, Gas Stations, and Office Buildings make this a priority location for Food, Firearms, Ammunition, and even some Construction Supplies, while also having a few Miscellaneous Goods here and there!
Market District (High Threat) - While the perishables from the Stands are likely to have gone rotten, the Supermarket holds several Dried Goods that one would kill for! Just don't expect the smell in the air to ONLY be noticed by Humans... they also tend to attract the Undead quite often. Furthermore, a nearby Zoo rests in the heart of it all, where a couple BIG Zombies can be found! Inside the Zoo, however, is an Aquarium, where Marine Life was miraculously sustained! But would it really be a good idea to carry a bunch of MEAT with you, in a place surrounded by creatures that kill for it regularly?
Wilderness (MASSIVE Threat!) - You've made your way out of the City, and into the Jungle. There is a ton of Food and Supplies that can be foraged from within, but a HUGE amount of Zombies, including Lions, Tigers, Bears, and even a few Mutants! However, it's also the best place where one can go Fishing, should anyone need some fresh Meat... but be warned! Those things have a VERY keen sense of smell, and will be after more than just your fish if they spot you!
Question is... would anyone be interested in it?