The Huntsman
03-19-2011, 04:48 PM
I’m sick of Rule The Worlds so I’m going to try to do something different. I’m still working on a few things, but I want to see if there are enough people interested in this game before it officially begins. This game is going to be a bit more “real time” than some of the other games. When you make an action, I will carry out your action as soon as I get the chance. People will go about making actions, trying to survive the zombie apocalypse. At certain points, usually once or twice a day, I will advance the game time by six hours, since we can’t use true “real time” due to different schedules. If enough people want to play this game, I’ll get a map diagram made to show the town’s layout.
I need everybody who wants to play to make their characters. Everybody starts with 12 in every stat. You get an additional 20 to spend as you see fit; the maximum a stat can have is twenty, and you can see what the stats do in their explanations below. You have to select three skills as well; skills start at ten, but you will get five skill points to improve those selected skills per level and can gain more if you have high intelligence. Everybody can carry three items at a time, but strength allows you to carry more. Everybody can also potentially get a follower once the game begins, but charisma allows you to have more than one.
Name:
Background:
S: 12
P: 12
E: 12
C: 12
I: 12
A: 12
L: 12
Skills:
Backgrounds
Arsonist You were incarcerated for your pastime activities, but the zombies did you a favor by eating your guards. You get the explosives skill for free, with a ten point bonus, and start the game with three molotov cocktails.
Civilian You were just trying to get by in life, day to day, and the zombie apocalypse hasn’t really changed that – except for the increased chance of death. However, your miscellaneous job has given you an additional five stat points.
Doctor You have trained your whole life to help save lives, but nothing could have prepared for you the zombie apocalypse. However, your medical training does give you the medic skill for free, with a ten point bonus, and you start the game with two medkits.
Firefighter You used to use your axe to bust down doors in burning buildings, but busting zombies works just as well. Your training gives you the melee skill for free, with a ten point bonus, and you start the game with your trusty fire axe.
Military Sniper Your unit was deployed to monitor the situation, but your colleagues didn’t get to monitor for very long. Your training gives you the rifles skill for free, with a ten point bonus, and you start the game with a sniper rifle. Unfortunately, you only have five bullets left in the clip.
Police Officer You took this job to “protect and serve”, but recent events have caused you to realize just how powerless you actually are. However, your training does give you the pistols skill for free, with a ten point bonus, and you start the game with a handgun. Unfortunately, you only have two clips left, but your partner is still alive so you’ll have a follower to help you out.
Politician You’ve spent a lot of time on the campaign trail, but unfortunately, zombies can’t vote. However, your silver tongue gives you the persuasion skill for free, with a ten point bonus, and you’ll know certain things about the city that others do not.StatsStrength Strength increases your carrying capacity and allows you to move certain obstacles out of the way. If you are caught by a zombie, strength gives you a better chance to push the zombie away from you before you are infected.
12, 13 – Nothing.
14, 15 – +1 carrying capacity, +2 strength roll.
16, 17 – +2 carrying capacity, +4 strength roll.
18, 19 – +3 carrying capacity, +6 strength roll.
20 – +4 carrying capacity, +8 strength roll.
Perception Perception improves your chances to locate things that others may miss, and zombies will be less capable of sneaking up on you.
12, 13 – Nothing.
14, 15 – +2 perception roll.
16, 17 – +4 perception roll.
18, 19 – +6 perception roll.
20 – +8 perception roll.
Endurance Endurance increases the amount of time you can stay awake before you grow too tired to continue, and if you are infected, it increases the amount of time you have to find a medkit before you turn.
12, 13 – Nothing.
14, 15 – 42 hours, 6 hours.
16, 17 – 48 hours, 12 hours.
18, 19 – 54 hours, 18 hours.
20 – 60 hours, 24 hours.
Charisma Charisma improves your ability to reason with NPC survivors, granting you a bonus to social rolls and increasing your maximum amount of followers.
12, 13 – Nothing.
14, 15 – +1 follower, +2 social roll.
16, 17 – +2 followers, +4 social roll.
18, 19 – +3 followers, +6 social roll.
20 – +4 followers, +8 social roll.
Intelligence Intelligence increases the amount of skill points that you get per level.
12, 13 – Nothing.
14, 15 – +3 skill points.
16, 17 – +6 skill points.
18, 19 – +9 skill points.
20 – +12 skill points.
Agility Agility improves your ability to climb certain obstacles and avoid being grabbed by zombies.
12, 13 – Nothing.
14, 15 – +2 agility roll.
16, 17 – +4 agility roll.
18, 19 – +6 agility roll.
20 – +8 agility roll.
Luck Luck makes good things happen for you.
12, 13 – Nothing.
14, 15 – +2 luck roll.
16, 17 – +4 luck roll.
18, 19 – +6 luck roll.
20 – +8 luck roll.Skills
Climbing You are proficient at climbing.
Explosives You are proficient with explosives.
Fortification You are proficient at fortifying strongholds.
Lockpicking You are proficient at lockpicking.
Medic You are proficient at treating wounds.
Melee You are proficient at melee combat.
Persuasion You are proficient in smooth talking.
Pistols You are proficient with pistols.
Rifles You are proficient with rifles.
Running You are proficient at running.
Survival You are proficient at cooking and purifying water.
I need everybody who wants to play to make their characters. Everybody starts with 12 in every stat. You get an additional 20 to spend as you see fit; the maximum a stat can have is twenty, and you can see what the stats do in their explanations below. You have to select three skills as well; skills start at ten, but you will get five skill points to improve those selected skills per level and can gain more if you have high intelligence. Everybody can carry three items at a time, but strength allows you to carry more. Everybody can also potentially get a follower once the game begins, but charisma allows you to have more than one.
Name:
Background:
S: 12
P: 12
E: 12
C: 12
I: 12
A: 12
L: 12
Skills:
Backgrounds
Arsonist You were incarcerated for your pastime activities, but the zombies did you a favor by eating your guards. You get the explosives skill for free, with a ten point bonus, and start the game with three molotov cocktails.
Civilian You were just trying to get by in life, day to day, and the zombie apocalypse hasn’t really changed that – except for the increased chance of death. However, your miscellaneous job has given you an additional five stat points.
Doctor You have trained your whole life to help save lives, but nothing could have prepared for you the zombie apocalypse. However, your medical training does give you the medic skill for free, with a ten point bonus, and you start the game with two medkits.
Firefighter You used to use your axe to bust down doors in burning buildings, but busting zombies works just as well. Your training gives you the melee skill for free, with a ten point bonus, and you start the game with your trusty fire axe.
Military Sniper Your unit was deployed to monitor the situation, but your colleagues didn’t get to monitor for very long. Your training gives you the rifles skill for free, with a ten point bonus, and you start the game with a sniper rifle. Unfortunately, you only have five bullets left in the clip.
Police Officer You took this job to “protect and serve”, but recent events have caused you to realize just how powerless you actually are. However, your training does give you the pistols skill for free, with a ten point bonus, and you start the game with a handgun. Unfortunately, you only have two clips left, but your partner is still alive so you’ll have a follower to help you out.
Politician You’ve spent a lot of time on the campaign trail, but unfortunately, zombies can’t vote. However, your silver tongue gives you the persuasion skill for free, with a ten point bonus, and you’ll know certain things about the city that others do not.StatsStrength Strength increases your carrying capacity and allows you to move certain obstacles out of the way. If you are caught by a zombie, strength gives you a better chance to push the zombie away from you before you are infected.
12, 13 – Nothing.
14, 15 – +1 carrying capacity, +2 strength roll.
16, 17 – +2 carrying capacity, +4 strength roll.
18, 19 – +3 carrying capacity, +6 strength roll.
20 – +4 carrying capacity, +8 strength roll.
Perception Perception improves your chances to locate things that others may miss, and zombies will be less capable of sneaking up on you.
12, 13 – Nothing.
14, 15 – +2 perception roll.
16, 17 – +4 perception roll.
18, 19 – +6 perception roll.
20 – +8 perception roll.
Endurance Endurance increases the amount of time you can stay awake before you grow too tired to continue, and if you are infected, it increases the amount of time you have to find a medkit before you turn.
12, 13 – Nothing.
14, 15 – 42 hours, 6 hours.
16, 17 – 48 hours, 12 hours.
18, 19 – 54 hours, 18 hours.
20 – 60 hours, 24 hours.
Charisma Charisma improves your ability to reason with NPC survivors, granting you a bonus to social rolls and increasing your maximum amount of followers.
12, 13 – Nothing.
14, 15 – +1 follower, +2 social roll.
16, 17 – +2 followers, +4 social roll.
18, 19 – +3 followers, +6 social roll.
20 – +4 followers, +8 social roll.
Intelligence Intelligence increases the amount of skill points that you get per level.
12, 13 – Nothing.
14, 15 – +3 skill points.
16, 17 – +6 skill points.
18, 19 – +9 skill points.
20 – +12 skill points.
Agility Agility improves your ability to climb certain obstacles and avoid being grabbed by zombies.
12, 13 – Nothing.
14, 15 – +2 agility roll.
16, 17 – +4 agility roll.
18, 19 – +6 agility roll.
20 – +8 agility roll.
Luck Luck makes good things happen for you.
12, 13 – Nothing.
14, 15 – +2 luck roll.
16, 17 – +4 luck roll.
18, 19 – +6 luck roll.
20 – +8 luck roll.Skills
Climbing You are proficient at climbing.
Explosives You are proficient with explosives.
Fortification You are proficient at fortifying strongholds.
Lockpicking You are proficient at lockpicking.
Medic You are proficient at treating wounds.
Melee You are proficient at melee combat.
Persuasion You are proficient in smooth talking.
Pistols You are proficient with pistols.
Rifles You are proficient with rifles.
Running You are proficient at running.
Survival You are proficient at cooking and purifying water.