Players [8/9]
WARNING:This RP was given a mature rating.
It also uses the Dice System.
There is also a Player Limit of 9 (3 per class) and only 3 Technicians are left.
SYNOPSIS
Just another day as an Umbrella employee working the night shift. Take the role as either a Technician, Security, or Scientist and use their unique abilities to survive against Umbrella's creations keep Umbrella running. You will not have a cannon Resident Evil experience.
_______________________________
In this Resident Evil RP of evils and residents (and residence), you need know only the following:
Spoiler: 1) Your Goal & Things YOU Can Do
To survive by any means! You are only given 6 points of health where a single attack from an enemy can take away 1 point (some enemies do more). You are also only given 6 inventory slots to fill with ammo, weapons, various items, and puzzle pieces. These can be either kept on your CS or you can post it throughout the OOC after obtaining/losing something in it.
There is no sitting around in this RP. Each round gives you 6 Action Points to help you advance however needed. Thankfully they refresh after each round is up.
Actions available:
Searching a Room(includes Hallways) for equipment = 2AP
Hastily Searching(leave an infested room with Searched items in hand) = 4AP
Attacking an Enemy = 1AP (details on this below)
Healing, Fixing/Crafting(Lockpicks) = 1 AP
OPENING DOORS/ENTERING ROOMS NO LONGER COSTS POINTS.
USING A LOCKPICK TO OBTAIN EQUIPMENT DOES NOT COST POINTS BUT COUNTS AS SEARCHING. This means you can only lockpick a room twice and not Search it after since they are both the same. If a room has already been searched twice, you can't use a lockpick in it.
Spoiler: 2) Choose an Occupation
Why? Because you won't get into this RP without one.
Scientist- 3/3 spots taken.
On Call:
Spend 2AP to heal yourself and other players for 2 Hit points(health points).
Proficiently Efficient:
Use 4 Components to make 1 Health kit (heals a player completely). Remember, it costs 1 AP to make items.
Mix It Up
Use 4 Components to make Fluoroantimonic Acid (Strength 6, Single Use)
Security- 3/3 spots taken. FULL
Surplus:
When choosing a weapon from the Search list, get double the Uses for Melee weapon or Double Ammo for Firearms.
Skillz:
+1 to all Attack rolls
Technician- 1/3 Spots taken
A Picky Picker Picks:
Make Lockpicks with 4 Components instead of having to find a damn lockpick. (Lockpicks allow players to choose firstly if they want an Item or Weapon and then will roll to see what exact Item or Weapon they get)
Recycler:
Earn Double the Components offered when Searching.
Jury Rig:
Repair melee weapons by using 1 component on them and getting 2 more uses out of them. Melee weapon does not need to be broken.
Spoiler: 3)Searching for Equipment and Lockpick Mechanic
NOTE: Searching is different from Entering a Room. You do not need to Search as it is optional.
Searching costs 2 Action points and can only be done twice per room(including hallways) FOR YOUR CHARACTER ONLY. Other characters can search that same room even after YOU searched it twice for yourself.
You can HASTILY SEARCH if you spawned an enemy into the same room and you really wanna keep the item you rolled. However, you will be forced to spend an additional 2AP for the act... and you will leave the room or else you will be immediately attacked at the end of the round.
If you want to Search, state that you are Searching in the OOC and the location, and remove 2 AP from your character. Also, type in [rollv]2d6[/ rollv] for Searching once. The first die represents whether you found an Item(1-3) or a Weapon(4-6).
The second die represents what exact Item/Weapon you found.
THE LIST
1- 2 Components
2- 4 Components
3- 6 Components
4- Health Kit
5- 2 Health Kits
6- Lockpick
1 = Low Durability melee weapon(5 uses) = 2 Damage
2 = Medium Durability melee weapon(10 uses) = 4 Damage
3 = High Durability melee weapon(15 uses) = 6 Damage
4 = Pistol(5 Ammo) = 3 Damage
5 = Pistol(10 Ammo) = 3 Damage
6 = Shotgun(6 ammo) = 5 Damage
------------------------
An example of how this would work is:
Searching Library.
[Die 1 rolled a 6]
[Die 2 rolled a 2]
From looking at the list, I found a Medium Durability melee weapon that can be used 10 times until it breaks and gives 4 damage per hit. I can also make this into anything I want due to the vague title. I'll make it into a baseball bat!
If you happen to roll a firearm you already have, you can turn that into ammo OR offer one of the firearms to another player nearby. No dual wielding when attacking.
Lockpicks
A lockpick is used in allowing you to avoid having to roll to see if you get either an item or weapon. Instead, you just choose if you are looking for a weapon or item and then roll to see what exactly you get. Also, in the IC, be sure to state that you found the weapon hidden in a locked drawer or something that you can unlock with the Lockpick. Remember that it costs 1 AP to make a Lockpick out of 4 components for TECHNICIANS ONLY. No other occupation may craft a Lockpick.
Once a Lockpick is used, it is removed from your inventory.
IT ALSO DOES NOT COST ANYTHING TO USE THE LOCKPICK TO FIND EQUIPMENT. However, Searching a room and using a Lockpick in a room are the same thing which means using a Lockpick twice in a room means you can no longer Search it because it is now empty for you. If a room has already been Searched twice, you can no longer use a Lockpick as it is now empty for you.
For Example:
I have a lockpick and want a Weapon. I state this in the OOC and then roll to see what weapon I get. Simple as that.
Spoiler: 4) How to Kill Enemies
Every player is given 6 Action Points(AP) to be used in and out of combat. When attacking an enemy, each AP used as an attack will also be used as that weapon’s ammo/durability. If your ammo/durability runs out before you can use all of your AP, then use your fists (Strength 1)!
Example:
If a player uses 1 AP when attacking a zombie with a pistol, that will count as 1 bullet fired and only 5AP will remain for that player to use. Same thing for a melee weapon with durability replacing ammo.
In the OOC, players choose a weapon from their inventory and select the present enemy(s) they wish to attack. You are allowed to fire a single shot (or however many that should down the enemy) and then retreat or advance to another location on the map. Just note that some enemies will quickly chase after you and may even attack you after the round is over.
Also, you may bypass enemies in a room to get to a new location beyond that room. HOWEVER, they will follow you or be waiting for you to return.
Using the Roll to Wound Chart; match your weapon's Strength with the Enemy Toughness to locate what you must roll to wound.
Example Enemy Toughness:
Crows- 1
Dogs- 2
Zombies- 3
Crimson Head- 4
Hunter- 5
If you managed to land a wound on the enemy, congrats! However, some enemies have several hitpoints which means you will have to attack them multiple times.
Spoiler: 5)Writing Rooms, Doing things in them and Spawning Enemies In Them
First person into a new room/hallway is the one able to explain what the room looks like. While a player's post should reflect that of the room's given name (ex. Library), they can trash the place, fill it with gore, or let another player do most of the writing work.
-----------------
Also, the first person into any untouched room/hallway MUST roll to see if enemies will be waiting inside. If you are that first person to enter any unsafe room, you must roll 2 or higher (2+) to be sure no enemies will spawn. If you manage to roll a 2 or higher, the next person must roll a 3 or higher to avoid spawning monsters in a different untouched location. The player after that must roll a 4 or higher and so on until it is impossible to roll beyond 6 (the highest number on the dice is 6).
Example:
Player1 rolls a 2 or higher to avoid spawning enemies.
If player 1 succeeds,
Player2 rolls a 3 or higher as a modifier of 1 increases the chance of spawning enemies.
If player 2 succeeds,
Player3 rolls a 4 or higher
If player 3 succeeds,
Player4 rolls a 5 or 6.
If player 4 succeeds,
Player5 rolls a 6.
If player 5 succeeds,
Player6 is forced to have enemies spawn in the unsafe room they enter.
IF MONSTERS ARE IN THE ROOM WITH YOU, Searching is disabled unless you...
Hastily Search:
If you are unlucky enough to spawn monsters while searching a location, you may escape with the goods but must spend an additional 2AP. If you do not have enough AP to do this, then you must drop all items as your character fails to successfully leave the room with the Searched goods. This also means that your search is disabled if you do not have enough AP to leave with the goods, so that magnum you rolled will stay in the Searchable List.
-------------------
NOTE: Under certain events, rooms and hallways can be refilled with monsters. If you didn't get all your searching in, then best of luck going back to that possibly infested room!
Also Note: All rooms and hallways already clear of monsters will be marked in the OOC Map section. This means you entered a room and either killed all monsters OR rolled whatever needed to avoid spawning them in the first place.
REMEMBER, you may bypass enemies in a room to get to a new location beyond that room. HOWEVER, they will follow you or be waiting for you to return. NO OTHER PLAYER MAY BYPASS THAT INFESTED ROOM LIKE YOU DID.
Spoiler: 6)A Cooperative Experience
Help other players by trading/giving items for no AP cost.
You can also heal other players with a Health Kit where only you have to spend 1 Action Point and not them... or just give them the damn thing.
You can also co-post where only one player needs to roll to see if monsters spawn or not. However, both players must search for their own character.
7)Your Character
Remember that you start with nothing and should get searching asap when you finally reach a searchable location.
Also keep in mind that you are given:
6 Health Points
6 Action Points
6 Inventory Slots (Weapons and Health Kits do not stack. 5 Components per space. Ammo is different for every weapon and thus can't be mixed all into one Inventory slot. Pistol ammo is separate from Shotgun ammo. =P )
Name
Age
Appearance
Short Bio
[Inventory and other stats can be found here]
Spoiler: Rules
*While GM word is law, I'll allow majority ruling at times when deemed appropriate.
*No killing other characters not belonging to yourself.
*1 Character per Player
*Do not try to get away with cheating the dice roller code as you will be easily caught. There are several ways to easily tell.
*Rules are subject to change.
Spoiler: Map, Missions, Enemy Information, and Goodies
Spoiler: PreviousMap:Ecliptic Express - Introductory Area (No rooms to Search nor Enemies)
A luxury train wearing that vintage look for its Umbrella Employees who ride it the Umbrella Research Center from Raccoon City. The train has six carriages - a kitchen with cargo room, a bar and saloon, and four carriages with exquisite beds and a dining hall.
While it may not appease the younger employees with the lack of contemporary amenities, it offers that feel of nostalgia for the veteran employees from decades ago.
Research Facility aka Training Facility
Only these 4 maps may be explored. Elevator in B1 is off limits.
Monsters:
Crows
While able to somewhat fly in their zombified state, they are incredibly weak and unable to break down doors. However, if the do enter a hallway, they will fly after you.
Toughness - 1 (use this on the Wound Chart as their toughness)
Damage 1 (the damage they will do to you if they attack)
Hitpoints - 1 (how many times you must successfully hit them until they uh... die?)
Dog (Doberman Pinscher)
(the 'Cerberus BOW' will not be given notice until later)
Surprisingly agile and capable of outrunning any target. While not strong enough to smash down a door, they are an incredible danger if not dealt with.
Toughness 2
Damage 1-2
Hitpoints 2
Zombie (Zombified Human)
The sorry staff of the center were turned by the T-Virus Outbreak and now shuffle about. While majority are slow, some of the more capable ones may attempt to charge with a short burst of speed if you are too close. They can manage to break open doors but lack the speed to chase after you.
Attacks from them include mostly biting and sometimes scratching.
Toughness 3
Damage 1-2
Hitpoints 2
---------------
CLEARED ROOMS
Lecture Room
Large Hall
Private Corridor
Living Room
INFESTED ROOMS
Medicine Room
---------------
ENEMY STACKS
Stack 1: IN THE MEDICINE ROOM
3 Crows
1 Zombie
Stack 2:
1 Dog
S3:
6 Crows
S4
4 Zombies
S5
2 Zombies
1 Crow
-----------
OBJECTIVES
Get to the Maintenance Room upstairs and retrieve the replacement parts for the radio in the Monitoring Room.
You will receive the Quest-specific item when entering the room.
Fetch the medical supplies in the Medicine Room upstairs and bring it back to the main hall.
You will receive 4 Components and 2 Health Kits when Searching the room + whatever you roll for the Search.
Check on the Living Room or the Private Study Room for a Crow Corpse.
You will immediately receive the item when entering either room.
Bookmarks