Heya everyone I'm back with the next Ultimate survival Game. This time I intend
to play through all of the rounds this time. So try to stay as active as you
can... I can't talk though ^^' my nets been out for ages. Ok then, I'll just go
over then old rules etc, with a few changes though so please re-read. Also for
the newcomers this is all based on Resident
Evil, primarily on the games.
How this game will work:
Basically RPers play as people striving to survive against all odds. This may be
played in a Role Play style but it is essentially a game. To put it simply
everyone will either die or by chance, escape, but it all depends on how long
you last and how well you play the game. There will be 3 rounds of this game and
depending on how well you did during each match you'll get a rating for each
round, then after the 3 rounds you'll get an average rating and a grade from A
to F.
__________________________________________
Here's what each rounds ranking set up will be
like.
Skill / Assist / Time / Health / Status / Final Grade
__________________________________________
Skill / How well you fought, used weapons
and items, reacted in different situations, etc. Assist / Dependant on how valuable you
were to your team, whether you helped them, how you helped them, etc. Time / How long you lasted or how long it
was until you escaped. (note: this dosen't overly effect final grade) Health / How often you got wounded, how
badly, why, etc. Status / Survived, MIA, KIA (you get the
idea, note: also dosen't overly effect final grade) Final Grade / Your ranking for this
round. Rank F -> A possible
__________________________________________
Skill and Assist will be shown as a number in the scale of 1 -> 10
1-2 Poor 3-4 Bad 5-6 Good 7-8 Great 9-10 Excellent
Time will be shown as Slow, Moderate or Fast, depending on time taken. Also the
in game time taken will be shown, in days/hours. (note: slow, mod, fast will be
determined depending on how long overall the round went for)
Heatlh will be shown as wounded, Never, Rarely, Average, Often, Constant. Your
final health status will also be shown.
__________________________________________
Rules:
1. Dying is very likely but there will be possible escape routes
2. You have to be 100% realistic to your character and the real world, no magic,
so super human abilities, we are all normal people using what skills we chose
for ourselves to try to survive. eg. If you're a soldier you'll have better
skill with firearms(better chance for hitting zombies in places that will affect
them, aka. head shots) and tactics (more confident in a fight) or if you're a
mechanic you'll be less skilled with guns (lower accuracy) but more so with
machines. (repairing damaged equipment)
3. You can't do crazy stuff like jumping out a third storey window without
hurting yourself or shooting a handgun rapidly for 10 minutes. You have human
limitations and ammunition limits for guns. If someones about to get chomped you
can try to shoot the Zombie before it does that but you can't save someone from
an injury if you're a kilometre away.
5. No miraculus finds! If you're looking around in a random house you won't find
a 12 guage assault shotgun.
6. No super quick actions, if you want to unlock a door with a zombie lunging at
you from behind them you are scr#*ed. No repairing a car in five seconds. No
super fast reloads and you can't shoot if a zombie is standing in your pocket.
You get the point.
(NOTE: Although these are the rules when you use
an ability go by what I've said for the ability, rules won't apply against the
abilities actions)
__________________________________________
Scenario location / Background
Story:
13th August. A lesser branch of the Umbrella corporation has been obtaining
funding from a group of corrupt military officials, all of whom were interested
in creating personal biological soldiers and weapons for their own means. These
officials set up a secret base for Umbrella in the Kalahari Desert in Africa.
They had been conducting tests on Enchanced Hunters that the HCF had shipped
there months before. Under the supervision of Professor Kain Strafford the head
team of scientists had managed to re-create the Unhanced Hunters and a new
version, the Sweeper. HCF also requested that all personnel assigned to the
facility were to have a specific piece of equipment given to them.
This day during the testing of Strafford's creation, a new Tyrant created to
have, although lower intelegence than other types, extreme resistance to fire
arms, an advanced nervous system, great skill at melee combat and an unwavering
obedience to a select group of people. The Xavier had implanted neurological
devices that could control it's actions. These devices could be re-programmed
from one source only. On this day Strafford decided to oversee the usual testing
personally, but something went wrong, alot of things went wrong...
__________________________________________
Major Enemies:
Enhanced Hunter: (This Hunter model was
more intelligent than any of Umbrella's models, as it could track down a
specific target through an automated surveillance device called a Seeker. Large
claws on the left arm with smaller claws on the right, also agile and has
greater resistance to typical firearms and some resistance to more powerful
weapons.)
Sweeper: (A variation of the Enhanced
Hunter, the Sweeper has purple veins and scales that are a light purple color,
with red eyes that separate them from the common Enhanced Hunter. Equal in all
aspects, except for their claws have an additional poison effect, making them
considerably more dangerous.)
Xavier: (Dr Strafford's creation,
designed for superior abilities in all aspects but due to an unknown cause
Xaviers intelegence never developed properly. Inspite of his fall back,
Strafford managed to create a fail safe method of protection in case of
emergency. He implanted a control device instead of being able to communicate
and reason verbally with Xavier. Strafford became attached to his creation and
decided not to develop another tyrant that would have had a greater chance of
perfection.)
Crimson Head: (When a zombie has been
incapacitated for some time, a process occurs in which the T-virus will begin to
run rampant through its systems, initiating a system known as V-ACT, more
commonly known as a Crimson Head due to the colour of its skin when in this
state. When this occurs, the blood begins pumping at an alarming rate, causing
noticable blood seepage in the skin and giving it a dark crimson color. The
subject's fingers and toes also develope sharp claws. The subject's level of
aggressiveness has also greatly increased from that of the typical zombie. When
it has entered this state, virtually nothing will stop it from pursuing its
prey. The Crimson Head even jumps at its victim due to an increase in
blood-lust. If the Crimson Head is left active, it will eventually continue to
transform into a Licker. A Crimson Head attacks with much force, running after
it's prey. It has been known to even kill zombies that get in its way. A zombie
can be prevented from turning into a Crimson head by either destroying the head
while it is still active, or burning the body.)
Licker: (They can jump incredible heights
and distances and move much more rapidly. Their warped bone structure makes it
more suitable for them to crawl about on all fours. It uses its newly formed
talons to scale vertical structures and ceilings with ease. This allows them to
use predator tactics to surprise their prey. These new hunting strategies also
showcase its increased primal intellect. Lickers have lost the use of their eyes
entirely and cannot track prey by sight. Their Super developed hearing, however,
more than compensates for the loss. When they detect even the slightest sound
vibration from its prey it will attack full force.)
Chimera:(Created by inserting fly DNA and
the T-Virus into human tissue. Chimera's most notable characteristics is their
ability to walk over walls and ceilings. They usually use the air ducts to
travel from one part of the lab to the other and attack with their claw-like
limbs. Their wings were too small to allow them to fly, and they lacked a fully
developed exoskeleton. Even though they showed signs of notable resilience,
their intelligence was little more than that of an insect. note: ONLY found in
Secondary Facility, Basement 1.)
__________________________________________
NPC's: All are common in the begining,
scientists and U.B.C.S. soldiers and mercenaries will become rare as the round
progresses. All other NPC's become uncommon.
Security Guards
General military and research Base Staff
Medics
Scientists
U.B.C.S. Soldiers
Mercenaries
Hint: Mercs and U.B.C.S. are of course
heavily armed and well trained. Scientists can have access code cards and
Security Guards can have keys. Medics, you can tell why they'd be useful. HINT: All NPC types that have abilities
that are specific to them and can be used infinately (N/A) will have them when
they join your party.
__________________________________________
Special Abilities: (How many times
ability can be used)
Instincts: (Mercenary Specific / 3x)
Player can react swifty to being attacked or caught off guard. (Melee. Also,
bullet dodging is only possible when not caught off guard)
Counter: (4x) When melee fighting the
player can block and then strike their opponent. (Fists and melee
weapons)
Neck Breaker: (U.B.C.S. Specific / once)
During melee combat if enemy is caught off guard or countered then you can
follow up with neck breaker. (Fists only and can't be used on other players or
any enemy not physically human)
Kick: (N/A) If a players foe is caught
off guard then you can attack with kick. (use within reason and you can't go
kick, kick, kick ^^)
Snipe: (U.B.C.S. and Mercenary specific /
twice) When using a rifle, player will always hit target. (any rifle type
weapon)
Clear the Room: (Mercenary specific /
twice) If player has an automatic weapon with a full magazine then they can
rapid fire in a room or at a specific area and injure or force back anyone in
that area. (chance to kill weak enemies, other players are always forced back,
other players can't be killed by this ability)
Resilience: (U.B.C.S. specific / once)
Player can take a major, normally cripling hit. Player can continue fighting as
though uninjured. Injury is still inflicted.
Tech Repair: (Scientist specific / 3x)
Player can fix damaged technological equipment. Time taken depends on level of
disrepair and how advanced the piece of equipment is.
Superior Treatment: (Medic specific /
N/A) All injuries treated by the player require only half of the necessary
healing items and are twice as effective.
Vengence: (U.B.C.S. specific / once) When
a foe scores a death blow on a player, as long as the foe is close to death and
the player has a weapon, then the player can take down the foe along with
him/her.
Unlock: (Security Guard specific / N/A)
As long as the player has the key to a locked door then the player can unlock
the door in an instant.
Special Access: (Scientist specific /
twice) Player can unlock doors with code locks even if they don't have the
code.
Rush Charge: (Security Guard specific) /
twice) Player can shoulder barge into and past most enemies, through locked or
unlocked doors, objects blocking entrances. (any doors or objects charged
through are left open for other players and enemies)
ABM Training: (Medic and Security Guard
specific / N/A) Player can break out of holds, grips, locks, grabs, etc, and
stun opponents easily and quickly.
Medicinal Compounds: (Medic and Scientist
specific / 3x) Player can create advanced healing and herb compounds from only
one herb and the compounds created fully heal any injuries. (although healing
isn't instant like in the games, these stop bleeding, if its a blue, poison,
restore stamina, health and close the injury.)
Steady Aim: (Security Guard specific /
4x) Player can fire from up to double the maximum distance at which their weapon
is accurate with double chance of hitting the target effectively. (Handguns
only. Also just an example; firing a standard 9mm from one end of a long
corridor to the other, double that and that's what i'd call reasonable.
Variations depend on other abilities and your occupation)
Lucky: (Twice) If player must react to or
dodge something in reasonable sitautions they can get through less
scathed.
Just in Time: (once) If player must react
to or dodge something in most situation they will always succeed.
Unscathed: (once) Player aren't injured
when they commit a dangerous act. Falls, smashes, shrapenel. (Jumping through
windows, from heights. Aren't hit by the splash damage from nearby
explosions)
One Bullet Left: (once) Player will have
one bullet left in the chamber, magazine, barrel. With all weapons that use
bullets and shotguns. (no grenade launchers, rocket launchers, etc)
Last Chance: (once) If player has one
bullet left, when that round is fired it will always hit its target. Only
weapons that use bullets. (no shotguns, grenade launchers, etc)
__________________________________________
Debilitating Effects:
Lingering Cough: Player has a persisting,
hoarse, dry cough. Him/her will cough near constantly and the cough will only
cease during sleep or when the player takes cough syrup. The cough stops the
player from moving covertly and will either wake any sleeping enemies in earshot
or alert any active or dormant foes.
(cough syrup isn't a permanent fix. Each bottle will only last for 5 doses and
each dose only 2 hours. note: players with lingering cough start with one bottle
of cough syrup any more will need to be found.)
Shoe Less: Player isn't wearing any shoes
and any glass or broken material will cause injury and make their feet start to
bleed, attracting nearby enemies.
(player cannot wear shoes but can use other items to fix their state of bare
feet. example: Wrapping their feet in bandages will last until contact with
broken material then they will start to tear and wear away.)
Haemophiliac: Any injury the player
sustains will bleed constantly causing the slow drop of stamina and health also
attracting any nearby enemy. The only way to stop the bleeding is treatment with
proper materials and bandaging or if the player takes a hemostat. (medics with
the Superior Treatment ability can treat the players injuries more quickly and
without proper materials, as long as some form of healing item is applied and
the injury is bandaged)
Glasses: Player wears glasses and are
either short sighted or long sighted. If their glasses are broken, lost, etc
then they can no longer see properly.
(player starts out with glasses specifically. only way to fix this is to not
allow anything to happen to your glasses or have a spare pair of glasses or
contact lenses. note contacts will be disloged in the event of being thrown,
knocked around, etc.)
Old Injuries: Player isn't as fit as
other players, tires quicker and can't undergo extensive physical activity for
long periods of time. He/she is less resistant to injury, poison and other
illnesses. Reaction times are also decreased.
(player cannot fix this effect and must find their own methods of coping with
it. All injuries sustained cause more damage and poison kills and weakens
faster.)
__________________________________________
Profile:
Name: Age: Gender: Occupation: (You have to pick one of
these Security Guard, General military and research Base Staff (if you choose
this then you have to state an occupation that would fit into that class),
Medic, Scientist, U.B.C.S. Soldier, Mercenary) Abilities: (You can choose 3, either
abilities availiable to anyone or your occupation specifics) Debilitating Effect: (I decided to throw
this in to spice things up a bit. Try to remember that this affects you at all
times. You only have one and two people can't have the same effect. If there are
more people that availiable effects I'll think of some more :P) Weapons: (Depending on your occupation
you can choose your starting weapon or weapons) Equipment: (whatever tools or equipment
you want to start with, these should be occupation based) Appearance: Personality: Other: (anything extra you want to
mention if it wasn't convered above)
Life After Death:
I'm introducing this for all the people who die and then have to wait forever
until the next round begins. If you are killed then you can become a zombie and
roam around until th end of the round. What you do as a zombie doesn't affect
your grading for the round and if you die then you have to make a new character
for the next round. Players who become zombified are stronger, faster and more
durable than other zombies. You can hunt other still living players but don't do
things like go straight to where they are by reading their posts. There will
still be the few hardy survivors to hunt no matter how long the round lasts.
__________________________________________
Area Maps and Location Guide
Camp Grounds
Black: Main and Secondary Facilities
Cyan: Camp Quarters
Yellow: Mess Hall and Med Bay
Green: Guard House
Gray: Motor Pool (open area for vehicles)
Purple: Guard Towers (Ladder leading up to lookout area)
Dark Red: (These areas are watched by special viral scanners, they're turned off
when the game begins, anything that is infected is incapacitated by electricity
and an alarm goes off.)
__________________________________________
Profiles can be put up whenever, I cannot stress this enough, read everything
above whether you've played this before or not. If anything read what you think
you'll need to know. But if you read everything you can reap the benefits of
small details and hints.
Also I call dibs on the Debilitating Effect
Glasses.
The more people the better this wil be so can anyone who thinks this is
interesting, at least give it a go.
Name: Shino Hikari
Age: 95 looks 21
Gender: female
Occupation: research Base Staff medic
Abilities: healing, retracting ashes, and lightning
Debilitating Effect: it can either cause death or relieve
Weapons: books, and talismans
Equipment: lots of drinks, and food
Appearance: has black hair, purple dress, yellow eyes, black boots, and hair
always down
Personality:silent but kind and sweet
Other: likes ghosts and keeps them as a trophy.
Name: Sean Connery (Thats right, Old Sean is making the scene!)
Age: Really Old (I think he's like 64)
Gender: Male
Occupation: (You have to pick one of these Security Guard, General military and
research Base Staff: Mercenary
Abilities: Counter, Lucky, Snipe
Debilitating Effect: Lingering Cough
Weapons: Standard issue Combat Knife, LR-300 Assault Rifle
Equipment: Bullet Proof vest, body armor, cloths, boots, Food Rations, extra
ammunition.
Appearance: http://www.reelfilm.com/images/lxg.jpg
Personality: Sean Connery, is a man of many faces and must keep up with the
times.
Other: In case you did NOT know who Sean Connery is, he is a world famous actor
who played such classic roles as "James Bond" and "The
Un-killable Hunter". He is a world champion at acting, speaking Scottish,
Street Fighter 2 turbo, Olympic Shooting, Archery and scotch drinking, upper
cutting, sucker punching and World of Warcraft
((Half the time my character will be talking in afrikaan alot but ill put the
translation in also.))
Name: Eric Parkers
Age: 21
Gender: Male
Occupation: Mercenary
Abilities: Instincts, Clear the Room, Unscathed.
Debilitating Effect: Old Injuries
Weapons:
Walther P99
LR300 ML assault-rifle
Rifle. (Have no clue what kind)
Eric
and his team of six are from the Kalahari Desert and live in a group called the
sand people. His team are Torture And Communication Recon also known as the TCR.
Eric grew up in the usa and later moved too Africa. He was a soldier untill one
day he was kidnapped. He didn't have a family to care about him so he made a
deal with his kidnappers.
Two years later the Umbrella corporation made a base near their home and started
killing the sand people. So Eric and his team attacked the Umbrella corporations
base. They were caught and put in there prison for questioning. Later on Eric
and 4 of his team escaped and was conceded a threat too Security.
I like the hair and face but make her a little older-..haha!
Personality: serious, caring, silent, boyish (not too obvious)
Other: She may be a medic who seems helpless but she actually is boyish despite
the femme appearance. She likes ball games that include kicking or foot power
(sepak, soccer...), and also likes arcade shooting games which enhanced her
ability to aim.
Life After Death: ((This is so cool! Wanna hunt you guys!))
I guess I really did made a mistake on making the abilities. I need some sleep..
Name: Kain Strafford
Age: 32
Gender: Male
Occupation: Scientist
Abilities: Special Access, Counter, Last Chance
Debilitating Effect: Glasses
Weapons: Desert Eagle
Equipment: Kevlar lined shirt and trousers, 4 magazines
Appearance: In picture is what I'm wearing under my lab coat.
Personality: Dedicated, calm, knowledgeable
Other: Head Scientist and Researcher of the Kalahari desert base. Has also had
considerable training in melee combat and side arms.
______________________________
Debiliating effects are, to put it simply, something your character has wrong
with them that causes them incovienience or harm. Also Micah, you need to choose
another D. E. because pantsmaster got in first with lingering cough.
Great to see you pantsmaster ^^ i'm sure you'll enjoy this Rp. Also great to see
you Azyl. All of the abilities are listed with their specifics and benefits,
everyone can choose 3.
Another thing to clear up that I just noticed, everyone can kick an opponent but
if they use the ability kick then they stun, knock back and do double the damage
a normal kick would.
w000000000000000000000t! Also you should go check out my rp, [RP]
WaterDeep~Tribute to Gary Gygax
Its a fantasy rp instead of horror survival , but Im sure you will still like
it.
@pantsmaster: I'll check out Water Deep, it looks interesting.
@forte-san: I guess it's no trouble on the storyline. Sure, you can be S.F.R.C.
but lets say you and a few of your men were performing a routine check of the
facility and got caught up in this.
Sorry I haven't added the rest of the stuff yet. Lately I've been falling asleep
really quickly and easily. Everyone says I'm tired but I don't really feel
tired. Anyways, I'm getting to work on the last bits as I type. Everyone ready?
@Micah: Just a little bit of background story in the, other section. The story
will be centered around what's going on inside the facility and with the
survivors.
I'm posting up the locations, for the overall camp just imagine what you think
would be around the place.
--edit--
It is very important for you to read the guides for the areas and doors, don't
worry. It's not as complicated as it looks.
Thanks ^^ it's taken me alot of time to set this game up.
A debilitating effect is something that hinders you. For an example, it's like
being sick and trying to play sport. There's only one free debilitating effect.
It's Haemophiliac. Just read the explanation it'll tell you all you need to know
and how to counter it.
There's only one area with an orange wall section and it's to do with an escape
route.
Heya everyone I'm back with the next Ultimate survival Game. This time I intend to play through all of the rounds this time. So try to stay as active as you can... I can't talk though ^^' my nets been out for ages. Ok then, I'll just go over then old rules etc, with a few changes though so please re-read. Also for the newcomers this is all based on Resident Evil, primarily on the games.
How this game will work:
Basically RPers play as people striving to survive against all odds. This may be played in a Role Play style but it is essentially a game. To put it simply everyone will either die or by chance, escape, but it all depends on how long you last and how well you play the game. There will be 3 rounds of this game and depending on how well you did during each match you'll get a rating for each round, then after the 3 rounds you'll get an average rating and a grade from A to F.
__________________________________________
Here's what each rounds ranking set up will be like.
Skill / Assist / Time / Health / Status / Final Grade
__________________________________________
Skill / How well you fought, used weapons and items, reacted in different situations, etc.
Assist / Dependant on how valuable you were to your team, whether you helped them, how you helped them, etc.
Time / How long you lasted or how long it was until you escaped. (note: this dosen't overly effect final grade)
Health / How often you got wounded, how badly, why, etc.
Status / Survived, MIA, KIA (you get the idea, note: also dosen't overly effect final grade)
Final Grade / Your ranking for this round. Rank F -> A possible
__________________________________________
Skill and Assist will be shown as a number in the scale of 1 -> 10
1-2 Poor 3-4 Bad 5-6 Good 7-8 Great 9-10 Excellent
Time will be shown as Slow, Moderate or Fast, depending on time taken. Also the in game time taken will be shown, in days/hours. (note: slow, mod, fast will be determined depending on how long overall the round went for)
Heatlh will be shown as wounded, Never, Rarely, Average, Often, Constant. Your final health status will also be shown.
__________________________________________
Rules:
1. Dying is very likely but there will be possible escape routes
2. You have to be 100% realistic to your character and the real world, no magic, so super human abilities, we are all normal people using what skills we chose for ourselves to try to survive. eg. If you're a soldier you'll have better skill with firearms(better chance for hitting zombies in places that will affect them, aka. head shots) and tactics (more confident in a fight) or if you're a mechanic you'll be less skilled with guns (lower accuracy) but more so with machines. (repairing damaged equipment)
3. You can't do crazy stuff like jumping out a third storey window without hurting yourself or shooting a handgun rapidly for 10 minutes. You have human limitations and ammunition limits for guns. If someones about to get chomped you can try to shoot the Zombie before it does that but you can't save someone from an injury if you're a kilometre away.
5. No miraculus finds! If you're looking around in a random house you won't find a 12 guage assault shotgun.
6. No super quick actions, if you want to unlock a door with a zombie lunging at you from behind them you are scr#*ed. No repairing a car in five seconds. No super fast reloads and you can't shoot if a zombie is standing in your pocket. You get the point.
(NOTE: Although these are the rules when you use an ability go by what I've said for the ability, rules won't apply against the abilities actions)
__________________________________________
Scenario location / Background Story:
13th August. A lesser branch of the Umbrella corporation has been obtaining funding from a group of corrupt military officials, all of whom were interested in creating personal biological soldiers and weapons for their own means. These officials set up a secret base for Umbrella in the Kalahari Desert in Africa. They had been conducting tests on Enchanced Hunters that the HCF had shipped there months before. Under the supervision of Professor Kain Strafford the head team of scientists had managed to re-create the Unhanced Hunters and a new version, the Sweeper. HCF also requested that all personnel assigned to the facility were to have a specific piece of equipment given to them.
This day during the testing of Strafford's creation, a new Tyrant created to have, although lower intelegence than other types, extreme resistance to fire arms, an advanced nervous system, great skill at melee combat and an unwavering obedience to a select group of people. The Xavier had implanted neurological devices that could control it's actions. These devices could be re-programmed from one source only. On this day Strafford decided to oversee the usual testing personally, but something went wrong, alot of things went wrong...
__________________________________________
Major Enemies:
Enhanced Hunter: (This Hunter model was more intelligent than any of Umbrella's models, as it could track down a specific target through an automated surveillance device called a Seeker. Large claws on the left arm with smaller claws on the right, also agile and has greater resistance to typical firearms and some resistance to more powerful weapons.)
Sweeper: (A variation of the Enhanced Hunter, the Sweeper has purple veins and scales that are a light purple color, with red eyes that separate them from the common Enhanced Hunter. Equal in all aspects, except for their claws have an additional poison effect, making them considerably more dangerous.)
Xavier: (Dr Strafford's creation, designed for superior abilities in all aspects but due to an unknown cause Xaviers intelegence never developed properly. Inspite of his fall back, Strafford managed to create a fail safe method of protection in case of emergency. He implanted a control device instead of being able to communicate and reason verbally with Xavier. Strafford became attached to his creation and decided not to develop another tyrant that would have had a greater chance of perfection.)
Crimson Head: (When a zombie has been incapacitated for some time, a process occurs in which the T-virus will begin to run rampant through its systems, initiating a system known as V-ACT, more commonly known as a Crimson Head due to the colour of its skin when in this state. When this occurs, the blood begins pumping at an alarming rate, causing noticable blood seepage in the skin and giving it a dark crimson color. The subject's fingers and toes also develope sharp claws. The subject's level of aggressiveness has also greatly increased from that of the typical zombie. When it has entered this state, virtually nothing will stop it from pursuing its prey. The Crimson Head even jumps at its victim due to an increase in blood-lust. If the Crimson Head is left active, it will eventually continue to transform into a Licker. A Crimson Head attacks with much force, running after it's prey. It has been known to even kill zombies that get in its way. A zombie can be prevented from turning into a Crimson head by either destroying the head while it is still active, or burning the body.)
Licker: (They can jump incredible heights and distances and move much more rapidly. Their warped bone structure makes it more suitable for them to crawl about on all fours. It uses its newly formed talons to scale vertical structures and ceilings with ease. This allows them to use predator tactics to surprise their prey. These new hunting strategies also showcase its increased primal intellect. Lickers have lost the use of their eyes entirely and cannot track prey by sight. Their Super developed hearing, however, more than compensates for the loss. When they detect even the slightest sound vibration from its prey it will attack full force.)
Chimera:(Created by inserting fly DNA and the T-Virus into human tissue. Chimera's most notable characteristics is their ability to walk over walls and ceilings. They usually use the air ducts to travel from one part of the lab to the other and attack with their claw-like limbs. Their wings were too small to allow them to fly, and they lacked a fully developed exoskeleton. Even though they showed signs of notable resilience, their intelligence was little more than that of an insect. note: ONLY found in Secondary Facility, Basement 1.)
__________________________________________
NPC's: All are common in the begining, scientists and U.B.C.S. soldiers and mercenaries will become rare as the round progresses. All other NPC's become uncommon.
Security Guards
General military and research Base Staff
Medics
Scientists
U.B.C.S. Soldiers
Mercenaries
Hint: Mercs and U.B.C.S. are of course heavily armed and well trained. Scientists can have access code cards and Security Guards can have keys. Medics, you can tell why they'd be useful.
HINT: All NPC types that have abilities that are specific to them and can be used infinately (N/A) will have them when they join your party.
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Special Abilities: (How many times ability can be used)
Instincts: (Mercenary Specific / 3x) Player can react swifty to being attacked or caught off guard. (Melee. Also, bullet dodging is only possible when not caught off guard)
Counter: (4x) When melee fighting the player can block and then strike their opponent. (Fists and melee weapons)
Neck Breaker: (U.B.C.S. Specific / once) During melee combat if enemy is caught off guard or countered then you can follow up with neck breaker. (Fists only and can't be used on other players or any enemy not physically human)
Kick: (N/A) If a players foe is caught off guard then you can attack with kick. (use within reason and you can't go kick, kick, kick ^^)
Snipe: (U.B.C.S. and Mercenary specific / twice) When using a rifle, player will always hit target. (any rifle type weapon)
Clear the Room: (Mercenary specific / twice) If player has an automatic weapon with a full magazine then they can rapid fire in a room or at a specific area and injure or force back anyone in that area. (chance to kill weak enemies, other players are always forced back, other players can't be killed by this ability)
Resilience: (U.B.C.S. specific / once) Player can take a major, normally cripling hit. Player can continue fighting as though uninjured. Injury is still inflicted.
Tech Repair: (Scientist specific / 3x) Player can fix damaged technological equipment. Time taken depends on level of disrepair and how advanced the piece of equipment is.
Superior Treatment: (Medic specific / N/A) All injuries treated by the player require only half of the necessary healing items and are twice as effective.
Vengence: (U.B.C.S. specific / once) When a foe scores a death blow on a player, as long as the foe is close to death and the player has a weapon, then the player can take down the foe along with him/her.
Unlock: (Security Guard specific / N/A) As long as the player has the key to a locked door then the player can unlock the door in an instant.
Special Access: (Scientist specific / twice) Player can unlock doors with code locks even if they don't have the code.
Rush Charge: (Security Guard specific) / twice) Player can shoulder barge into and past most enemies, through locked or unlocked doors, objects blocking entrances. (any doors or objects charged through are left open for other players and enemies)
ABM Training: (Medic and Security Guard specific / N/A) Player can break out of holds, grips, locks, grabs, etc, and stun opponents easily and quickly.
Medicinal Compounds: (Medic and Scientist specific / 3x) Player can create advanced healing and herb compounds from only one herb and the compounds created fully heal any injuries. (although healing isn't instant like in the games, these stop bleeding, if its a blue, poison, restore stamina, health and close the injury.)
Steady Aim: (Security Guard specific / 4x) Player can fire from up to double the maximum distance at which their weapon is accurate with double chance of hitting the target effectively. (Handguns only. Also just an example; firing a standard 9mm from one end of a long corridor to the other, double that and that's what i'd call reasonable. Variations depend on other abilities and your occupation)
Lucky: (Twice) If player must react to or dodge something in reasonable sitautions they can get through less scathed.
Just in Time: (once) If player must react to or dodge something in most situation they will always succeed.
Unscathed: (once) Player aren't injured when they commit a dangerous act. Falls, smashes, shrapenel. (Jumping through windows, from heights. Aren't hit by the splash damage from nearby explosions)
One Bullet Left: (once) Player will have one bullet left in the chamber, magazine, barrel. With all weapons that use bullets and shotguns. (no grenade launchers, rocket launchers, etc)
Last Chance: (once) If player has one bullet left, when that round is fired it will always hit its target. Only weapons that use bullets. (no shotguns, grenade launchers, etc)
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Debilitating Effects:
Lingering Cough: Player has a persisting, hoarse, dry cough. Him/her will cough near constantly and the cough will only cease during sleep or when the player takes cough syrup. The cough stops the player from moving covertly and will either wake any sleeping enemies in earshot or alert any active or dormant foes.
(cough syrup isn't a permanent fix. Each bottle will only last for 5 doses and each dose only 2 hours. note: players with lingering cough start with one bottle of cough syrup any more will need to be found.)
Shoe Less: Player isn't wearing any shoes and any glass or broken material will cause injury and make their feet start to bleed, attracting nearby enemies.
(player cannot wear shoes but can use other items to fix their state of bare feet. example: Wrapping their feet in bandages will last until contact with broken material then they will start to tear and wear away.)
Haemophiliac: Any injury the player sustains will bleed constantly causing the slow drop of stamina and health also attracting any nearby enemy. The only way to stop the bleeding is treatment with proper materials and bandaging or if the player takes a hemostat. (medics with the Superior Treatment ability can treat the players injuries more quickly and without proper materials, as long as some form of healing item is applied and the injury is bandaged)
Glasses: Player wears glasses and are either short sighted or long sighted. If their glasses are broken, lost, etc then they can no longer see properly.
(player starts out with glasses specifically. only way to fix this is to not allow anything to happen to your glasses or have a spare pair of glasses or contact lenses. note contacts will be disloged in the event of being thrown, knocked around, etc.)
Old Injuries: Player isn't as fit as other players, tires quicker and can't undergo extensive physical activity for long periods of time. He/she is less resistant to injury, poison and other illnesses. Reaction times are also decreased.
(player cannot fix this effect and must find their own methods of coping with it. All injuries sustained cause more damage and poison kills and weakens faster.)
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Profile:
Name:
Age:
Gender:
Occupation: (You have to pick one of these Security Guard, General military and research Base Staff (if you choose this then you have to state an occupation that would fit into that class), Medic, Scientist, U.B.C.S. Soldier, Mercenary)
Abilities: (You can choose 3, either abilities availiable to anyone or your occupation specifics)
Debilitating Effect: (I decided to throw this in to spice things up a bit. Try to remember that this affects you at all times. You only have one and two people can't have the same effect. If there are more people that availiable effects I'll think of some more :P)
Weapons: (Depending on your occupation you can choose your starting weapon or weapons)
Equipment: (whatever tools or equipment you want to start with, these should be occupation based)
Appearance:
Personality:
Other: (anything extra you want to mention if it wasn't convered above)
Life After Death:
I'm introducing this for all the people who die and then have to wait forever until the next round begins. If you are killed then you can become a zombie and roam around until th end of the round. What you do as a zombie doesn't affect your grading for the round and if you die then you have to make a new character for the next round. Players who become zombified are stronger, faster and more durable than other zombies. You can hunt other still living players but don't do things like go straight to where they are by reading their posts. There will still be the few hardy survivors to hunt no matter how long the round lasts.
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Area Maps and Location Guide
Camp Grounds
Black: Main and Secondary Facilities
Cyan: Camp Quarters
Yellow: Mess Hall and Med Bay
Green: Guard House
Gray: Motor Pool (open area for vehicles)
Purple: Guard Towers (Ladder leading up to lookout area)
Dark Red: (These areas are watched by special viral scanners, they're turned off when the game begins, anything that is infected is incapacitated by electricity and an alarm goes off.)
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Profiles can be put up whenever, I cannot stress this enough, read everything above whether you've played this before or not. If anything read what you think you'll need to know. But if you read everything you can reap the benefits of small details and hints.
Also I call dibs on the Debilitating Effect Glasses.
The more people the better this wil be so can anyone who thinks this is interesting, at least give it a go.
Name: Shino Hikari
Age: 95 looks 21
Gender: female
Occupation: research Base Staff medic
Abilities: healing, retracting ashes, and lightning
Debilitating Effect: it can either cause death or relieve
Weapons: books, and talismans
Equipment: lots of drinks, and food
Appearance: has black hair, purple dress, yellow eyes, black boots, and hair always down
Personality:silent but kind and sweet
Other: likes ghosts and keeps them as a trophy.
((I don't want to sound like a berk but could you please follow my proper guidelines for profiles and also check out the rules.))
Name: Sean Connery (Thats right, Old Sean is making the scene!)
Age: Really Old (I think he's like 64)
Gender: Male
Occupation: (You have to pick one of these Security Guard, General military and research Base Staff: Mercenary
Abilities: Counter, Lucky, Snipe
Debilitating Effect: Lingering Cough
Weapons: Standard issue Combat Knife, LR-300 Assault Rifle
Equipment: Bullet Proof vest, body armor, cloths, boots, Food Rations, extra ammunition.
Appearance: http://www.reelfilm.com/images/lxg.jpg
Personality: Sean Connery, is a man of many faces and must keep up with the times.
Other: In case you did NOT know who Sean Connery is, he is a world famous actor who played such classic roles as "James Bond" and "The Un-killable Hunter". He is a world champion at acting, speaking Scottish, Street Fighter 2 turbo, Olympic Shooting, Archery and scotch drinking, upper cutting, sucker punching and World of Warcraft
((Half the time my character will be talking in afrikaan alot but ill put the translation in also.))
Name: Eric Parkers


Age: 21
Gender: Male
Occupation: Mercenary
Abilities: Instincts, Clear the Room, Unscathed.
Debilitating Effect: Old Injuries
Weapons:
Walther P99
LR300 ML assault-rifle
Rifle. (Have no clue what kind)
Equipment:
Scope (For rifle)
http://www.binocularsdirect.com/Images/Large/bsard30.jpg
Body Armor
http://www.aceuniforms.com/osCommerce/catalog/images/torq.jpg
Six assault-rifle Mags
http://www.marauderinc.com/catalog/m&m6_thumb.jpg
Rifle Ammo belt with 25 bullets
http://www.pennyback.com/images/wabr%5B1%5D.jpg
2 Walther P99 Mags 25 bullets each.
http://www.aceros-de-hispania.com/image/norica/bullet-magazine-p99.jpg
Combat Bag (It holds A First Aid Kit, Emergency Kit, 25 more Rifle Ammo and kitchen Knives)
http://www.hsgear.biz/images/products/25-cufclsside.jpg
Appearance:
Personality: TBA
Other: He is part of the group known as the sand people who live in Kalahari Desert area in Africa Here is some info below
Spoiler:
Eric and his team of six are from the Kalahari Desert and live in a group called the sand people. His team are Torture And Communication Recon also known as the TCR. Eric grew up in the usa and later moved too Africa. He was a soldier untill one day he was kidnapped. He didn't have a family to care about him so he made a deal with his kidnappers.
Two years later the Umbrella corporation made a base near their home and started killing the sand people. So Eric and his team attacked the Umbrella corporations base. They were caught and put in there prison for questioning. Later on Eric and 4 of his team escaped and was conceded a threat too Security.
Life After Death:
Name: Lyanna Schroendinger
Age: 21
Gender: F
Occupation: Medic
Abilities: ABM Training, Superior Treatment, Lucky
Debilitating Effect: Haemophiliac
Weapons: syringe (injection?), scissor, alcohol+pce of rope+match=BURN!, knife? (the small thing for surgery thingy- dunno the spelling), ballpen
Equipment: med kit, herbs, packed munchie (yoghurt, sandwhich, iced tea), ballpen, cellphone, comb, cosmetics (perfume, lip balm, lip stick, alcohol)
Appearance:
I like the hair and face but make her a little older-..haha!
Personality: serious, caring, silent, boyish (not too obvious)
Other: She may be a medic who seems helpless but she actually is boyish despite the femme appearance. She likes ball games that include kicking or foot power (sepak, soccer...), and also likes arcade shooting games which enhanced her ability to aim.
Life After Death: ((This is so cool! Wanna hunt you guys!))
I guess I really did made a mistake on making the abilities. I need some sleep..
(Please read the infomation in the first post before making a character)
....I hope this rp starts soon.....
Name: Kain Strafford


Age: 32
Gender: Male
Occupation: Scientist
Abilities: Special Access, Counter, Last Chance
Debilitating Effect: Glasses
Weapons: Desert Eagle
Equipment: Kevlar lined shirt and trousers, 4 magazines
Appearance: In picture is what I'm wearing under my lab coat.
Personality: Dedicated, calm, knowledgeable
Other: Head Scientist and Researcher of the Kalahari desert base. Has also had considerable training in melee combat and side arms.
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Debiliating effects are, to put it simply, something your character has wrong with them that causes them incovienience or harm. Also Micah, you need to choose another D. E. because pantsmaster got in first with lingering cough.
Great to see you pantsmaster ^^ i'm sure you'll enjoy this Rp. Also great to see you Azyl. All of the abilities are listed with their specifics and benefits, everyone can choose 3.
Another thing to clear up that I just noticed, everyone can kick an opponent but if they use the ability kick then they stun, knock back and do double the damage a normal kick would.
w000000000000000000000t! Also you should go check out my rp, [RP] WaterDeep~Tribute to Gary Gygax
Its a fantasy rp instead of horror survival , but Im sure you will still like it.
((Time for Raika to step in again! Is it okay if I use Raika's previous occupation? I'll use the abilities that Raika has.))
Name: Raika Antilles
Age: 22
Gender: Male
Occupation: 51st squadron S.F.R.C. captain (S.F.R.C. is Special Forces Research Center)
Abilities: Steady Aim, Snipe, Resilience
Debilitating Effect: Shoe Less
Weapons: Arctic Warfare Magnum sniper rifle, M1 Garand, Thompson.
Equipment: 5 Sniper Rifle clips, 15 Rifle clips, 4 SMG clips.
Appearance: Army uniform, black hair
Personality: Protective, trusting, loyal
Other: A bit crazy....
@pantsmaster: I'll check out Water Deep, it looks interesting.
@forte-san: I guess it's no trouble on the storyline. Sure, you can be S.F.R.C. but lets say you and a few of your men were performing a routine check of the facility and got caught up in this.
Sorry I haven't added the rest of the stuff yet. Lately I've been falling asleep really quickly and easily. Everyone says I'm tired but I don't really feel tired. Anyways, I'm getting to work on the last bits as I type. Everyone ready?
Shadow can i post stuff up about the "Sand people"
@Micah: Just a little bit of background story in the, other section. The story will be centered around what's going on inside the facility and with the survivors.
I'm posting up the locations, for the overall camp just imagine what you think would be around the place.
--edit--
It is very important for you to read the guides for the areas and doors, don't worry. It's not as complicated as it looks.
Nice map. ^^
What's a debilitating effect?
merged: 05-08-2008 ~ 12:48pm
PS: I'm color blind (Lolz)
The walls with orange (Is it orange) are easy to be destroyed?
Thanks ^^ it's taken me alot of time to set this game up.
A debilitating effect is something that hinders you. For an example, it's like being sick and trying to play sport. There's only one free debilitating effect. It's Haemophiliac. Just read the explanation it'll tell you all you need to know and how to counter it.
There's only one area with an orange wall section and it's to do with an escape route.
Also your pic is really cool ^^
Tnx! I like the face and her hair but not the body. My character is supposed to be21 years old!
!
Is the orange thing on the Secondary Facility B2?
(Seriously, I'm a bit color blind)
((hallo. Ek praat afrikaan [Hello. I am speaking Afrikaan]))
((Okay, Raika was investigating again.... Ready to start anytime!))
Game?
Shino: Hey Raika what's up? Can we talk? I am Shino Hikari the Medical Scientist.
((I'm Starting at the Guard House in the Storage Room))
Eric: nie vertel hulle enigiets. daardie manne wil nie laat u soldate lewe.
[[Don't tell them anything. Those men won't let you soldiers live]]
U.B.C.S. Soldier 1: Shut up.
*U.B.C.S. Soldier 1 hits Eric over the head with his gun.*
U.B.C.S. Capitan: Do any of you speak English? I will kill every single one of yous untill you tell.
*U.B.C.S. Capitan Shoots one of the Sand people*
Eric: You'll regret that!
U.B.C.S. Capitan: Mhmm. Get up!
*Eric got up. when he got up the capitan pinned him agianst the wall*
U.B.C.S. Capitan: Who are you? why are you here? How much of us do you know?
Eric: I'm Eric Parkers! We attacked this base because of ideas and i know everything. Like this is a bio weapon base.
U.B.C.S. Capitan: Kill them.
* As the capitan said that Eric pulled a knife out and stab him. Then threw the knife into a U.B.C.S. soldier.*
Shino: Hey Eric what's up is anyone hurt?
((Umm. Guessjeans if your talking to me i will kill you. plus you don't know who i am))