Post by Koda, Master Crunchyroller on May 28, 2009 3:21:15 GMT -5
Ok, I got this weird idea. I know we all love zombies. I know how most of us love RPGs. So I combined the two and came up with an RPG we can play!
This game takes place in the Resident Evil universe(the games, not movies) and this first campaign's setting will be Oklahoma City and is in the realm of the Resident Evil novels. The reason for this is because in the novels, Raccoon City isn't the only place with S.T.A.R.S. teams and Umbrella appears to have influence in OKC as well, because they hire the Captain of the OKC S.T.A.R.S. team to lead a team of other skilled S.T.A.R.S. members to kill the surviving Raccoon City S.T.A.R.S.
How we will do this is everyone that wants to play has to create a character. You have to first select a class and then roll your stats.
First, this is the program we'll be using for random dice rolls:
www.freedownloadscenter.com/Games/Gaming_Utilities/Random_Dice_Roller_Screenshot.html
For your base stats, just "roll" 3 dice 5 times. The numbers you get will go into each of the 5 main stats for this game:
- Strength(Dictates carrying load and melee combat)
- Speed(Dictates how many "tiles" you can move in a turn and how many attacks you can get during combat)
- Endurance(Dictates how much damage you can take and how well you can fight the virus, if bitten/scratched)
- Intelligence(Dictates how well you can use things and solve puzzles. For example, a person high in intelligence, but low in strength would be able to deduce that an axe would be better used as a tool for them, instead of a weapon.)
- Accuracy(Dictates how far beyond a fire arm's default effective range they can hit accurately. For example, for this game, a pistol's default effective range is 10 feet, a person with an accuracy of 13 can hit perfect shots up to 25 feet with a pistol.)
Of course, like always, there will be modifiers to stats. Unlike D&D, however, where the modifiers have a range, this will be simple. Anything above 10 is positive and anything below is negative. So stat of 11 has a modifier of +1, but a stat of 9 has a modifier of -1. These modifiers have different effects depending on the stat. Going back to accuracy, each positive modifier is an additional 5 feet to a firearm's range, so 11 will give you a pistol range of 15 feet, but negatives shrink your range, so a 9 has a pistol range of 5 feet. Now, this doesn't mean you can't hit a zombie with a bullet if you have piss poor accuracy, it is just that a shot isn't a sure fired head shot. That is what the effective range is, the range you can get instant headshots in, if you succeed in attacking.
Oh, and everyone's base max item count is 4 spaces, depending on your class and Strength, this will change.
Now, time for the classes. There are 6 at the moment:
S.T.A.R.S.
Key Stats: Strength, Intelligence, Accuracy
Brief Description: S.T.A.R.S. members are the best of the best, the top members of a city's police department. As such, they are highly skilled and trained, they are mentally strong and can solve tough puzzles, while still being able to get a nice pot shot.
Item Bonus: +2 additional item slots
Starting Items: Beretta Pistol w/ 3 10 round magazines, Combat Knife, 1 Healing Spray
Special Traits: Accuracy is unaffected by wounds, Minor Herb Mixing, Teammate(All stats gain +1, as long as another member of the same class is around)
Police Officer
Key Stats: Strength, Speed, Accuracy
Brief Description: Police Officers aren't special military soldiers, but are more trained than civilian classes.
Item Bonus: +1 additional item slot
Starting Items: Handgun w/ 3 10 round magazines, Nightclub, 1 Healing Spray
Special Traits: Teammate, Pot Shot(Take 1 turn to aim, the next turn the attack is an instant head shot, can only be done with a pistol), Animal Companion: K-9 Unit(Can have an animal with them)
Mercenary
Key Stats: Strength, Endurance, Accuracy
Brief Description: Trained in some degree in combat skills, a hired gun to do the bidding of those with deep pockets.
Item Bonus: +0 additional item slot
Starting Items: SMG w/ 2 30 round clips, Small Handgun w/ 3 8 round magazines, Combat Knife
Special Traits: Iron Will(Can make a dice roll to remain alive despite no health or infected, if succeeds, must roll 1 d6 to see how many turns they remain alive), Lord of War(Firearms & ammunition, and small melee weapons don't take up item slots)
Student
Key Stats: Intelligence, Speed, Accuracy
Brief Description: A high school or college student. More agile than trained soldiers, still learning new things, and thanks to video games and toy guns has a strangely heightened accuracy for a civilian.
Item Bonus: +4 additional item slot
Starting Items: 1 Healing Spray, Taser w/ 5 shots, Heavy Duty Flash Light
Special Traits: Brainstorm(Can spend 1 round investigating an item to find an alternate use for it), All-Nighter(Can do two turns in a row, but must skip their next turn), Minor Herb Mixing, Caffeine Boost(Consuming an item containing Caffeine gives player an additional turn, even if All-Nighter was used last turn, but player must miss next turn no matter what. If used after All-Nighter, player must make a d20 roll, if they fail, they die, unless a Doctor is around.)
Doctor
Key Stats: Intelligence, Speed, Endurance
Brief Description: Trained in the medical field, can make items most classes can't.
Item Bonus: +1 additional item slot
Starting Items: 2 Healing Sprays, Small Herb Case(Containing 3 Green Herbs, 1 Blue Herb, and 1 Red Herb), Field Medical Kit(Contains bandages, sutures, needles, splints, disinfectants, and a stethoscope)
Special Traits: Medical Expert(Medical Kits amd Herb Cases don't take up an item space), Major Herb Mixing(Can mix herbs of different colors together), Temporary Relief(Can create an item that slows down the spread of viral infection, but doesn't cure it)
Scientist
Key Stats: Intelligence, Endurance, Accuracy
Brief Description: Highly intelligent, can create nearly anything, possibly may have had a hand in Umbrella's viral experiments.
Item Bonus: +2 additional item slot
Starting Items: Pocket Knife, 1 Vaccine(Does not cure infection, but prevents a player from becoming infected on the first contact with the virus), 1 Healing Spray
Special Traits: There's a Cure(Can create 1 Cure if the right components are gathered. Can make more than 1, but only 1 at a time), Major Herb Mixing, Brainstorm, Innovation(Can spend 1 turn combining two items together, 2 turns for 3 items, etc.)
Here is how the rate of infection works. When you get hit by an infected creature(like a zombie bite), you roll a d20 and add you Endurance modifier to it. That is how many turns you have to find a either a cure or an infection suppressor. For example, if your modifier is 5 and you roll a 16, you have 21 turns to do something about it.
As for health, this is simple too, your health is 10 + your Endurance modifier + your level(x2). Example: You are level 1 with an Endurance modifier of 5, your health is 10+5+2, or 17.
So, who wants to play? Oh, and I'm going to be the Game Master, as well as a player(trust me, all encounters will be random, so even I will get snorked).
Here is my character:
Name: Koda Kazar
Height: 6'1"
Weight: 235lbs
Age: 19
Features: Short brown hair, silver-blue eyes, black-framed glasses, White skin
Class: Student
Strength: 10(Modifier = +0)
Speed: 14(Modifier = +4)
Endurance: 14(Modifier = +4)
Intelligence: 16(Modifier = +6)
Accuracy: 15(Modifier = +5)
Level: 1
Health: 16
Items: 1 Healing Spray, Taser w/ 5 shots, Heavy Duty Flash Light
Special Traits: Brainstorm, All-Nighter, Minor Herb Mixing, Caffeine Boost
This game takes place in the Resident Evil universe(the games, not movies) and this first campaign's setting will be Oklahoma City and is in the realm of the Resident Evil novels. The reason for this is because in the novels, Raccoon City isn't the only place with S.T.A.R.S. teams and Umbrella appears to have influence in OKC as well, because they hire the Captain of the OKC S.T.A.R.S. team to lead a team of other skilled S.T.A.R.S. members to kill the surviving Raccoon City S.T.A.R.S.
How we will do this is everyone that wants to play has to create a character. You have to first select a class and then roll your stats.
First, this is the program we'll be using for random dice rolls:
www.freedownloadscenter.com/Games/Gaming_Utilities/Random_Dice_Roller_Screenshot.html
For your base stats, just "roll" 3 dice 5 times. The numbers you get will go into each of the 5 main stats for this game:
- Strength(Dictates carrying load and melee combat)
- Speed(Dictates how many "tiles" you can move in a turn and how many attacks you can get during combat)
- Endurance(Dictates how much damage you can take and how well you can fight the virus, if bitten/scratched)
- Intelligence(Dictates how well you can use things and solve puzzles. For example, a person high in intelligence, but low in strength would be able to deduce that an axe would be better used as a tool for them, instead of a weapon.)
- Accuracy(Dictates how far beyond a fire arm's default effective range they can hit accurately. For example, for this game, a pistol's default effective range is 10 feet, a person with an accuracy of 13 can hit perfect shots up to 25 feet with a pistol.)
Of course, like always, there will be modifiers to stats. Unlike D&D, however, where the modifiers have a range, this will be simple. Anything above 10 is positive and anything below is negative. So stat of 11 has a modifier of +1, but a stat of 9 has a modifier of -1. These modifiers have different effects depending on the stat. Going back to accuracy, each positive modifier is an additional 5 feet to a firearm's range, so 11 will give you a pistol range of 15 feet, but negatives shrink your range, so a 9 has a pistol range of 5 feet. Now, this doesn't mean you can't hit a zombie with a bullet if you have piss poor accuracy, it is just that a shot isn't a sure fired head shot. That is what the effective range is, the range you can get instant headshots in, if you succeed in attacking.
Oh, and everyone's base max item count is 4 spaces, depending on your class and Strength, this will change.
Now, time for the classes. There are 6 at the moment:
S.T.A.R.S.
Key Stats: Strength, Intelligence, Accuracy
Brief Description: S.T.A.R.S. members are the best of the best, the top members of a city's police department. As such, they are highly skilled and trained, they are mentally strong and can solve tough puzzles, while still being able to get a nice pot shot.
Item Bonus: +2 additional item slots
Starting Items: Beretta Pistol w/ 3 10 round magazines, Combat Knife, 1 Healing Spray
Special Traits: Accuracy is unaffected by wounds, Minor Herb Mixing, Teammate(All stats gain +1, as long as another member of the same class is around)
Police Officer
Key Stats: Strength, Speed, Accuracy
Brief Description: Police Officers aren't special military soldiers, but are more trained than civilian classes.
Item Bonus: +1 additional item slot
Starting Items: Handgun w/ 3 10 round magazines, Nightclub, 1 Healing Spray
Special Traits: Teammate, Pot Shot(Take 1 turn to aim, the next turn the attack is an instant head shot, can only be done with a pistol), Animal Companion: K-9 Unit(Can have an animal with them)
Mercenary
Key Stats: Strength, Endurance, Accuracy
Brief Description: Trained in some degree in combat skills, a hired gun to do the bidding of those with deep pockets.
Item Bonus: +0 additional item slot
Starting Items: SMG w/ 2 30 round clips, Small Handgun w/ 3 8 round magazines, Combat Knife
Special Traits: Iron Will(Can make a dice roll to remain alive despite no health or infected, if succeeds, must roll 1 d6 to see how many turns they remain alive), Lord of War(Firearms & ammunition, and small melee weapons don't take up item slots)
Student
Key Stats: Intelligence, Speed, Accuracy
Brief Description: A high school or college student. More agile than trained soldiers, still learning new things, and thanks to video games and toy guns has a strangely heightened accuracy for a civilian.
Item Bonus: +4 additional item slot
Starting Items: 1 Healing Spray, Taser w/ 5 shots, Heavy Duty Flash Light
Special Traits: Brainstorm(Can spend 1 round investigating an item to find an alternate use for it), All-Nighter(Can do two turns in a row, but must skip their next turn), Minor Herb Mixing, Caffeine Boost(Consuming an item containing Caffeine gives player an additional turn, even if All-Nighter was used last turn, but player must miss next turn no matter what. If used after All-Nighter, player must make a d20 roll, if they fail, they die, unless a Doctor is around.)
Doctor
Key Stats: Intelligence, Speed, Endurance
Brief Description: Trained in the medical field, can make items most classes can't.
Item Bonus: +1 additional item slot
Starting Items: 2 Healing Sprays, Small Herb Case(Containing 3 Green Herbs, 1 Blue Herb, and 1 Red Herb), Field Medical Kit(Contains bandages, sutures, needles, splints, disinfectants, and a stethoscope)
Special Traits: Medical Expert(Medical Kits amd Herb Cases don't take up an item space), Major Herb Mixing(Can mix herbs of different colors together), Temporary Relief(Can create an item that slows down the spread of viral infection, but doesn't cure it)
Scientist
Key Stats: Intelligence, Endurance, Accuracy
Brief Description: Highly intelligent, can create nearly anything, possibly may have had a hand in Umbrella's viral experiments.
Item Bonus: +2 additional item slot
Starting Items: Pocket Knife, 1 Vaccine(Does not cure infection, but prevents a player from becoming infected on the first contact with the virus), 1 Healing Spray
Special Traits: There's a Cure(Can create 1 Cure if the right components are gathered. Can make more than 1, but only 1 at a time), Major Herb Mixing, Brainstorm, Innovation(Can spend 1 turn combining two items together, 2 turns for 3 items, etc.)
Here is how the rate of infection works. When you get hit by an infected creature(like a zombie bite), you roll a d20 and add you Endurance modifier to it. That is how many turns you have to find a either a cure or an infection suppressor. For example, if your modifier is 5 and you roll a 16, you have 21 turns to do something about it.
As for health, this is simple too, your health is 10 + your Endurance modifier + your level(x2). Example: You are level 1 with an Endurance modifier of 5, your health is 10+5+2, or 17.
So, who wants to play? Oh, and I'm going to be the Game Master, as well as a player(trust me, all encounters will be random, so even I will get snorked).
Here is my character:
Name: Koda Kazar
Height: 6'1"
Weight: 235lbs
Age: 19
Features: Short brown hair, silver-blue eyes, black-framed glasses, White skin
Class: Student
Strength: 10(Modifier = +0)
Speed: 14(Modifier = +4)
Endurance: 14(Modifier = +4)
Intelligence: 16(Modifier = +6)
Accuracy: 15(Modifier = +5)
Level: 1
Health: 16
Items: 1 Healing Spray, Taser w/ 5 shots, Heavy Duty Flash Light
Special Traits: Brainstorm, All-Nighter, Minor Herb Mixing, Caffeine Boost