Post by Sofiel on Jul 27, 2008 2:36:36 GMT
Alright guys, I got bored and i wanted to start an RP based on some zombie scenario. Basically here's how it goes. If you want to be in this Rp you have to apply before I start it, now I wont start it until we have at least a group of 5 people. Now each person starts off with a weapon and a certain number of rounds for that weapon. Alright heres how it works, each weapon will give an attack bonus, if you have something else you might get defense bonuses, you attack a zombie who has x defense with y attack so you have to roll x-y or higher to make a killing blow, This does not work the other way around, they hit you but only do one damage (Bosses may do more) and you start off with 15 life. You start off with 5 attack base, that's with just bare fists, and 10 defense, zombies have 7 attack and 17 defense due to them being dead and not feeling pain. Zombies cant equip weapons but due to some mutations there may be a few with higher attack or defense, and you may see special guests such as nemesis from the resident evil series or something of the such, be wary, if a guest appears and you're not well equipped i'd run like hell, but that's up to you. You get 7 Daily actions to start off with, this does not mean only 7 posts, daily actions are only used when you must climb, crawl, attack (not defend), sprint to run away from enemies, or for other special actions, some actions may take more actions for taking longer. These actions do not stack, you cant just walk along one day then be superman the next sorry. You can take 2 weapons in the beginning only, a projectile and a melee weapon, you can pick up one more projectile weapon on your travels, but that's it.
I'm trying to think of more... if anyone sees anything you think I'm missing that might break the game, let me know
Name: John Doe
Age: 20
Sex: Male
Background Info: Any useful information regarding their background goes here.
Equipment: Pistol, Backpack with 2 boxes of pistol rounds.
Characters can choose from the following equipment:
Backpack-Carries supplies such as medical bandages or ammunition can hold 20 items or 2 boxes of ammunition each. Weighs you down, even if empty, takes one action off your daily limit.
Flak Jacket- Adds 4 extra defense, takes away one daily action.
Pistol-Adds 5 attack, lightweight and you start off with 30 shots
Shotgun-Adds 10 attack and you start off with 15 shots You can choose to attack multiple targets if there are many near each other, max of 3
Rifle- (Rare) Adds 15 attack, starts off with 5 shots (recommended for taking out boss zombies and such. Only one will be available from the beginning.)
Sub-Machine Gun- Adds 3 attack, can attack twice but expends 3 times the ammo if it does. Starts with 30 shots as well.
Bow- Adds 5 attack, *Unique* , Only 10 arrows in the game but they can be retrieved if they don't break. To see whether an arrow breaks you roll one six sided die, if you get a 1 the arrow will break on impact due to who knows what reason.
Crossbow- Adds 10 attack, *Unique* , Same as the Bow except on crossbow if you roll a 6 the bolt breaks, all other numbers are safe and it only starts with 5 bolts.
Knife- Increases attack by 3, does not take a daily action to attack with it but you are attacked by the enemy at the same time, Can attack twice as the SMG does, you are only attacked once.
Crowbar- Increases attack by 4, ADDS a daily action to your groups total when you have it and allows for certain special actions. As with all melee weapons you are attacked at the same time as you attack with this.
Pistol Ammunition Case-Can be carried in a backpack and holds 60 shots for pistols. This ammunition can also be used with submachine guns.(this does not mean starting pistol rounds can be used with subs or vice versa)
Shotgun Shell Case- Can be carried in a backpack and holds 30 shots for Shotguns.
Rifle Ammunition Case- (Rare) Can be carried in a backpack and holds 10 shots for rifles.
Arrow Quiver- *Unique* Holds 10 arrows for use with the bow, you must find this as well as the bow to use it.
Bolt Quiver- *Unique* Same as the arrow quiver except obviously for the crossbow.
Items are subject to change in their properties between now and the start of the RP. There will be hidden items throughout the RP.
Any suggestions are welcome.
To give you an idea of how things are I'll let you know, You're in a weapon shop of all places simply because some of you thought it would be the smart place to run and some of you saw others running here and decided to follow, whatever your reason this is how you get your starting weapons. The zombies did not notice you entering so they are not crowding the doorway although it would still be somewhat unsafe to exit through there it **Seems** to be the only way out, if you think there might be another way then you should PM me with your possible solution and I'll let you know whether you can recommend it to the group and what it's dangers will be. I will not actually play as a character but will be rolling for the zombies and deciding on when they attack. I will basically play for the zombies.
I'm actually going to skim over this a bit and make sure it's complete...I want to make sure all my rules are in here first, I will tell you when it's ready to start.
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I'm trying to think of more... if anyone sees anything you think I'm missing that might break the game, let me know
Name: John Doe
Age: 20
Sex: Male
Background Info: Any useful information regarding their background goes here.
Equipment: Pistol, Backpack with 2 boxes of pistol rounds.
Characters can choose from the following equipment:
Backpack-Carries supplies such as medical bandages or ammunition can hold 20 items or 2 boxes of ammunition each. Weighs you down, even if empty, takes one action off your daily limit.
Flak Jacket- Adds 4 extra defense, takes away one daily action.
Pistol-Adds 5 attack, lightweight and you start off with 30 shots
Shotgun-Adds 10 attack and you start off with 15 shots You can choose to attack multiple targets if there are many near each other, max of 3
Rifle- (Rare) Adds 15 attack, starts off with 5 shots (recommended for taking out boss zombies and such. Only one will be available from the beginning.)
Sub-Machine Gun- Adds 3 attack, can attack twice but expends 3 times the ammo if it does. Starts with 30 shots as well.
Bow- Adds 5 attack, *Unique* , Only 10 arrows in the game but they can be retrieved if they don't break. To see whether an arrow breaks you roll one six sided die, if you get a 1 the arrow will break on impact due to who knows what reason.
Crossbow- Adds 10 attack, *Unique* , Same as the Bow except on crossbow if you roll a 6 the bolt breaks, all other numbers are safe and it only starts with 5 bolts.
Knife- Increases attack by 3, does not take a daily action to attack with it but you are attacked by the enemy at the same time, Can attack twice as the SMG does, you are only attacked once.
Crowbar- Increases attack by 4, ADDS a daily action to your groups total when you have it and allows for certain special actions. As with all melee weapons you are attacked at the same time as you attack with this.
Pistol Ammunition Case-Can be carried in a backpack and holds 60 shots for pistols. This ammunition can also be used with submachine guns.(this does not mean starting pistol rounds can be used with subs or vice versa)
Shotgun Shell Case- Can be carried in a backpack and holds 30 shots for Shotguns.
Rifle Ammunition Case- (Rare) Can be carried in a backpack and holds 10 shots for rifles.
Arrow Quiver- *Unique* Holds 10 arrows for use with the bow, you must find this as well as the bow to use it.
Bolt Quiver- *Unique* Same as the arrow quiver except obviously for the crossbow.
Items are subject to change in their properties between now and the start of the RP. There will be hidden items throughout the RP.
Any suggestions are welcome.
To give you an idea of how things are I'll let you know, You're in a weapon shop of all places simply because some of you thought it would be the smart place to run and some of you saw others running here and decided to follow, whatever your reason this is how you get your starting weapons. The zombies did not notice you entering so they are not crowding the doorway although it would still be somewhat unsafe to exit through there it **Seems** to be the only way out, if you think there might be another way then you should PM me with your possible solution and I'll let you know whether you can recommend it to the group and what it's dangers will be. I will not actually play as a character but will be rolling for the zombies and deciding on when they attack. I will basically play for the zombies.
I'm actually going to skim over this a bit and make sure it's complete...I want to make sure all my rules are in here first, I will tell you when it's ready to start.
-+-Win32##Mozilla Firefox 3.0##1152 × 864##13-+-