Post by b101 on Jan 7, 2017 20:28:25 GMT -5
Well well well. Another site to role play, hmm? I'll admit, I don't like how the posts are layed out, but I'll go with it. Anyways. Welcome one, welcome all, here is yet another CYS member coming in! I'll take it you're not impressed. Good, because I'm a total loser. Anyways, I guess this needs to be here due to the fact that this is 'Horror' genre material. Now, I originally tried this on CYS and it had a very rough start, but this time, Imma simplify a lot. No groups this time. Everyone is alone (Unless you and another Player decide to group together), and I hope to succeed at this way better than I kinda-not-so-really-succeeded on CYS. Now, I'm used to saying; 'CYS' The Walking Dead', so this is... different for me... WGE, WGE, WGE, I'm still processing on that. Anyways, here is the Sign Up Sheet!
Character Sheet--- Be reasonable!
Name:
Age:
Gender:
Racial Identification:
Appearance:
Personality:
Background:
Clothing:
Class:
Inventory: (Be Logical)
Other Info: (Optional)
Stats--- 52 to distribute.
Strength:
Agility:
Speed:
Intellect:
Integrity:
Perseverance:
Charisma:
Searching:
Luck:
Defense:
Endurance:
Perception:
Strength determines your power over a Walker or another Character.
Agility is your flexibility and dexterity, raising the likeliness of dodging an attack.
Speed is how fast you can run or dodge an attack and so forth. Works a lot with Agility.
Intellect is your ability to solve problems logically.
Integrity is responsible for how others view you as a Character in trust.
Perseverance is the motivation of your character to continue pushing on, and follow through with the task at hand.
Charisma is your ability to sway people and get them to believe you (Works alongside Integrity).
Searching is the skill of your Character to find useful stuff, or spot danger from a distance.
Luck adds one extra roll to your lowest rolled die for that turn. (EX. Integrity: 6 (Small Success) Perseverance: 7 (Small Success) Strength: 2(+8)=10 (Success).
Defense is your ability to reduce the damage taken by rule of dice.
Endurance is your ability to keep moving, to push on (Boosts Perseverance).
Perception is your ability to see the truth in people (Boosts Intelligence).
Classes--- A Must Have!
Stealth: A small, nimble class. High Agility and Speed required. This class mainly uses sharp melee weapons and sneak around the enemies. Usually the only class used as Walker bait. This class receives an additional +2 Searching, +3 Speed and +2 Agility.
Soldier: Pretty decent in size, the Attacker class wields loud and automatic weapons. This class is only brought out when the going gets tough. Used mainly as distractions as well. +1 Strength and +1 Perseverance
Sniper: Size doesn't matter, as long as you can wield a Sniper, and use it. This class obviously is used at long distances to attempt to make dents in enemy hordes or army's. This class receives an additional +1 Agility, +2 Searching and +1 Luck.
Heavy: Big people, ready to put on armor and walk right into the herd. Heavy's wield blunt melee weapons, but have more trouble killing an enemy. Mainly used for crowd control. This class receives an additional +3 Strength and -2 Speed and -1 Agility.
Warrior: Very rare people. Have an uncanny ability with a sword. Are fast, but not nimble, strong, but not tough. Good for silent crowd control, but not something like a herd. This class receives an +1 Perseverance, +2 Speed and +1 Agility and +1 Strength.
Medic: Another rare set of people. Medics aren't much of fighters, but they do increase the morality of the group, especially with good news. And obviously they heal injured survivors. +2 Intellect, +1 Integrity, +1 Perseverance and +2 Charisma
Leader: The Leader ability is not attainable yet. The leader is the most important class. They are the morality and will power of the group. Leaders come with satisfying traits too. +1 Strength +2 Agility +2 Speed +1 Intellect +3 Integrity +3 Perseverance +2 Charisma, +1 Searching, +1 Luck.
Dice System--- How this all plays out.
Example: During a 'Stealth Mission', You encounter walkers or guards. By rolling the die, it will determine the outcome of how you do.
1, 2, 3: All Failed moves
4, 5: Barely Succeed (With Major Consequences)
6, 7: Small Success (With Minor Consequences)
8, 9, 10 Success
11, 12: Flawless (No Possible Consequences)
You start with 20 Health. One attack from a Walker reduces -2 Health. Time, Sleep and Medicine and Time will reheal you.
Now, I'm not sure if we need Admins or Mods to approve of this, so I'm just gonna get off the Computer real slow like, and pretend that I'm really not just crazy...
Character Sheet--- Be reasonable!
Name:
Age:
Gender:
Racial Identification:
Appearance:
Personality:
Background:
Clothing:
Class:
Inventory: (Be Logical)
Other Info: (Optional)
Stats--- 52 to distribute.
Strength:
Agility:
Speed:
Intellect:
Integrity:
Perseverance:
Charisma:
Searching:
Luck:
Defense:
Endurance:
Perception:
Strength determines your power over a Walker or another Character.
Agility is your flexibility and dexterity, raising the likeliness of dodging an attack.
Speed is how fast you can run or dodge an attack and so forth. Works a lot with Agility.
Intellect is your ability to solve problems logically.
Integrity is responsible for how others view you as a Character in trust.
Perseverance is the motivation of your character to continue pushing on, and follow through with the task at hand.
Charisma is your ability to sway people and get them to believe you (Works alongside Integrity).
Searching is the skill of your Character to find useful stuff, or spot danger from a distance.
Luck adds one extra roll to your lowest rolled die for that turn. (EX. Integrity: 6 (Small Success) Perseverance: 7 (Small Success) Strength: 2(+8)=10 (Success).
Defense is your ability to reduce the damage taken by rule of dice.
Endurance is your ability to keep moving, to push on (Boosts Perseverance).
Perception is your ability to see the truth in people (Boosts Intelligence).
Classes--- A Must Have!
Stealth: A small, nimble class. High Agility and Speed required. This class mainly uses sharp melee weapons and sneak around the enemies. Usually the only class used as Walker bait. This class receives an additional +2 Searching, +3 Speed and +2 Agility.
Soldier: Pretty decent in size, the Attacker class wields loud and automatic weapons. This class is only brought out when the going gets tough. Used mainly as distractions as well. +1 Strength and +1 Perseverance
Sniper: Size doesn't matter, as long as you can wield a Sniper, and use it. This class obviously is used at long distances to attempt to make dents in enemy hordes or army's. This class receives an additional +1 Agility, +2 Searching and +1 Luck.
Heavy: Big people, ready to put on armor and walk right into the herd. Heavy's wield blunt melee weapons, but have more trouble killing an enemy. Mainly used for crowd control. This class receives an additional +3 Strength and -2 Speed and -1 Agility.
Warrior: Very rare people. Have an uncanny ability with a sword. Are fast, but not nimble, strong, but not tough. Good for silent crowd control, but not something like a herd. This class receives an +1 Perseverance, +2 Speed and +1 Agility and +1 Strength.
Medic: Another rare set of people. Medics aren't much of fighters, but they do increase the morality of the group, especially with good news. And obviously they heal injured survivors. +2 Intellect, +1 Integrity, +1 Perseverance and +2 Charisma
Leader: The Leader ability is not attainable yet. The leader is the most important class. They are the morality and will power of the group. Leaders come with satisfying traits too. +1 Strength +2 Agility +2 Speed +1 Intellect +3 Integrity +3 Perseverance +2 Charisma, +1 Searching, +1 Luck.
Dice System--- How this all plays out.
Example: During a 'Stealth Mission', You encounter walkers or guards. By rolling the die, it will determine the outcome of how you do.
1, 2, 3: All Failed moves
4, 5: Barely Succeed (With Major Consequences)
6, 7: Small Success (With Minor Consequences)
8, 9, 10 Success
11, 12: Flawless (No Possible Consequences)
You start with 20 Health. One attack from a Walker reduces -2 Health. Time, Sleep and Medicine and Time will reheal you.
Now, I'm not sure if we need Admins or Mods to approve of this, so I'm just gonna get off the Computer real slow like, and pretend that I'm really not just crazy...