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11-29-2010, 11:48 PM
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AlexFili
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: Feb 2009
: NorthWest of England
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Mad The Creeper 2010 - Tundra Train

Without further ado, I give you... THE CREEPER 2010 - TUNDRA TRAIN!
Just in time for Christmas, this will be a fun adventure in both role-playing and team-based game strategy. I look forward to seeing what happens during the next few weeks and I hope many people will join.

The players who are inactive will probably be the first ones to be killed off by the monsters, but I won't pick on any particular person! If you post at least once a day, you will probably not get booted or voted out. The monsters whoever, aren't so picky and will try to kill everyone!

The main aim of the RPG is to have fun and socialise. Respect the rules and be nice to other players. Try to keep in character if possible. Sligs are not mud-lovers but they won't beat up a Mudokon at the drop of a hat either. Remember, everyone is on an important mission here, no time for prejudice on the job!

Well, that's about it for now. Read the rules, behave and most importantly...

STAY ALIVE!

The Creeper 2010 - Tundra Train
-------------------------------
It is a cold winter's evening in the snow. A local factory (Blarg Corps) has been closed for the season and most of the security staff signed off. A disturbance was reported several times, but as of yet, no further action has been taken. The members of security have been increasingly late for their briefings and the higher ups are getting worried that something is going on. Therefore they have sent us, the Operational Support Unit (OSU for short).

The lights inside the factory are off so we can assume that the power has been turned off somehow. The windows are dark and it is almost impossible to see what is indoors. Probably a good idea to activate any equipped flashlights when you get inside.

In the surrounding areas there are many items and devices that can be utilised. These include; Torches, Tazers, Drilling devices, Steel drums, Cardboard boxes and the limited amount of medical supplies located on-site. A local subway station nearby may contain: Levers, Signals, Signs, Neon Lights and broken bits of machinery lying on the track.

Note: Any item that requires electricity must either have its own battery pack or be powered by the mains electricity. An electrical device is good for about three or four uses before it fizzles out and requires a new battery pack or power source.

Fifteen individuals are assigned to inspect the factory. They each possess different sets of skills. They come from a wide range of backgrounds and are of different species. They have only worked together a few times before, so nobody really knows anyone else very well. The individuals are awaiting orders from their head commander, Furlong.

RPG Rules
---------
The main idea of this game is a survival horror, but the actual gore etc will be written off-screen, so nothing worse than a 12A/15 certificate movie... although some injuries can be implied to be more or less serious. Tone of writing will be that of survivors, so expect some stammering, a bit of confusion and a whole lot of fear. Obviously some characters may be more afraid than others. Keep swearing to a minimum if possible. Use asterisks (****), substitute words (Oh Frag!) or good old fashioned cartoon swearing (%#&$!)

While there are fifteen individuals, a few of them may consist of NPCs should we fail to fill the total. They may even be subject to an early demise, if the story goes down that route.

Generally expect only ONE post per character per real-life day. I would ask that everyone only makes one character each (unless you have played this before and are fully prepared), to keep things reasonably simple.

While this is an RPG, I am a gamer by nature, so it's my idea to fuse a couple of RPG staples with some good old fashioned Gaming (Think Dungeons & Dragons). The most complex thing this will come down to is a dice-roll or a coin-flip (which I will do as an impartial referee). Here are a list of actions that require a 6-sided dice roll;

Attacking something (possible miss)
Closing a door (may get jammed/stuck)
Putting a bullet/clip into a gun (may get jammed/stuck)
Shooting a gun (damage variables & miss factor)
Skill based analysis (examining an object in high-detail, assessing the stability of an object or checking whether a device has a battery pack inside)
Rescuing someone (may not get there in time)
Searching for items (higher dice rolls grant more items found)

The general rule is that 3-6 indicates a correct result, but 1-2 indicates a failure. The exception is to the specialized jobs, which change this to 2-6 indicating a success, with 1 indicating a failure. If a player is attacking a 6 indicates a critical attack, which does twice as much damage.

Movement does not incur any roll, but can only occur once in any particular real-time day. To move, simply write "character name is moving from starting location to end location" Generally characters can only move one room at a time.

Example character profile
-------------------------

Level 1 - XP: 0 (We will all have this until next time)
Name: (Character name here)
Race: (Any sensible Oddworld race. Be aware that races like Glukkons will be severely disadvantaged when it comes to using something)
Age (human years): (Character age here)
Job: (What job does your character have? see below)
Oddity: (What special skill does your character have? see below)
Fear: (What scares your character? see below)
Personality: (What is the character like?)
Brief History: (What has the character done previously?)

=Job List=

Engineer - Ability to assess the stability of ground/walls.
Consultant - Has a higher chance of assessing objects accurately.
Technician - Has a higher chance of closing doors or operating machinery correctly, can repair objects more easily.
Weapons Expert - Has a higher chance of succeeding with an attack.
Native Intuition - Ability to sniff the air and sense the proximity of monsters. (Can be used by non-industrial races and feral beings)

=Oddity List=

Quick Hands - Reload faster (allows you to fire twice in one turn).
Last Chance - If mortally wounded, you will sink to the floor and be able to knife any enemies. If not rescued in two turns the character will be unconscious and be out of the game.
Close Quarters Combat - Melee attacks do twice as much damage as normal.
Survival Instinct - Have one extra segment of health.
Armament Mastery - Guns will never get jammed, overheat or break.

=Fear List=

Fear of Heights - Certain rooms may be revealed to contain a basement or upper floor, this shock can cause irrational fear.
Fear of Noises - A character may hear a noise and the character may enter a paralyzed state.
Fear of Darkness - If the lights turn off at any point, the character may enter a paralyzed state.
Fear of Monsters - If a scary monster appears, the character may enter a paralyzed state.
Fear of Water - If water is in the area, the character may enter a paralyzed state.
Fear of Fire - If a fire suddenly appears in the area, the character may enter a paralyzed state.

Note: Determining paralysis requires a coin-flip.

Leveling and Experience
-----------------------
From now on, every monster killed will give the attacker experience.
This experience can be used to utilise special weapons and oddities.
To progress from Level 1 to Level 2 requires 30 experience points, which is equal to 3 monster kills. Once you level up, your experience resets to 0 and you then have to progress to the next level above that.

Experience required to reach each level as follows:

Level 2 - 30
Level 3 - 70 (Can create multiple characters for future RPGs)
Level 4 - 140
Level 5 - 250 (Can activate and move Sentry Turrets)
Level 6 - 400
Level 7 - 610 (Can equip two Oddities)
Level 8 - 850
Level 9 - 1100 (Fears no longer affect the character)
Level 10 - 1500 (Extra segment of health)

You must be at least level 3 in order to create multiple characters (or played in the very first Creeper Halloween special).
Note: Players can only be created before the game has officially begun.

You must be at least level 5 in order to activate a Sentry Turret (if you find one).
Level 7 players can equip two separate Oddities.
Level 9 players will no longer get paralysed by any fear.
Level 10 players gain an extra segment of health.

Note: While each character has their own experience, at the end of the game all player characters yield their experience to their given player's total. The combined total of all players will also yield some shared experience to all players who take part in the game.

-MAP-

Because characters may move around the area, here is the basic structure of the Factory.

E - Entrance to the Factory (Everyone starts here)
D - Factory Top Floor
C - Factory Bottom Floor

C is connected to A1 and B1.
The subway is divided into two separate lines which meet up at the end.

A1 - Entrance to Alpha Subway Line
B1 - Entrance to Bravo Subway Line

Alpha Subway Line - A2,A3,A4,A5,A6,A7,A8,A9,A10.
Bravo Subway Line - B2,B3,B4,B5,B6,B7,B8,B9,B10.

F is connected to A10 and B10.

F - Lab Facility Entrance
G - Main Lab
H - Delta Subway Line

Movement does not incur any roll, but can only occur once in any particular real-time day and can only cover one area.

Some of the information will be kept secret until such time as I wish to divulge it, such as the strength/health of the monster(s) you encounter. I will let you know if the monster is healthy, barely injured, injured, severely injured, dying or dead.

Player characters (except certain Oddity users) are on a three-strike system, whereby a third attack will incapacitate/defeat a player character. They may or may not be able to be revived depending on the success of medical equipment (requires a specific dice roll). A player stuck in Last Chance requires a "rescue". Due to the nature of a rescue, you cannot attack and rescue at the same time within the same turn.

To stop item hogging, people are only allowed four items each (an item being something that you pick up and use). When searching an area, a roll of 1 or 2 grants only one item. A roll of 3, 4 or 5 grants two items. A roll of 6 grants three items.

Basic points to remember;
- Only ONE IC post per real-time day (at least 12 hour gap between posts).
- Your character can only move to one adjacent area per each post (no leap-frogging/running).
- Any task that requires a certain amount of skill/intelligence requires an admin dice-roll. Just type *DICE ROLL*, and I will perform that particular roll and reveal the results of the roll in the subsequent turn.

With that said, everyone may now post their characters. Nobody is allowed to move until the game officially starts.
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Last edited by AlexFili; 12-04-2010 at 03:07 AM..
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