Post by Raistlin Majere on Nov 27, 2004 18:53:38 GMT -5
THE OUTBREAK HAS NOT YET BEGUN! JOIN IN BEFORE IT'S TOO LATE, AND ALL OTHERS HAVE JOINED THE HORDES OF UNDEAD!
Hello, folks, and welcome to this Resident Evil Roleplay. This does not follow the plot of any game, individually, but brings all of them together into one, excluding any end boss monsters (and maybe including them! Only time will tell...)
It's the year 2004, and Umbrella's lab beneath Moscow has an all-too familiar accident!
Here's the profile you'll need:
1. Name of character:
2. Character gender
3. Job of Character:
4. Skills of character (Choose 3): (Depends on job)
5. Weapons: (depends on job)
6. Discription, History and Personality of character:
7. Starting Area (depends on job)
A list of jobs:
1. Police Officer: Starts with 9mm Pistol and Nightstick. Has skills: Aim, Melee Attacks, Strength, Speed, Survival
2. Security Guard: Starts with 9mm Pistol and Nightstick. Has skills: Aim, Melee Attacks, Strength
3. Student: Starts with Knife. Skills: Dodge, Speed, Computer knowledge, theivery, medicinal knowledge
4. S.T.A.R.S. Agent: Starts with 9mm Pistol, 15 extra rounds, and survival knife. Skills: Strength, Disarm Bomb, Aim, Melee Attacks, Speed, Survival, Medicinal Knowledge
5. Doctor/Scientist (Umbrella or Not): Starts with Scalpel and first aid spray. Skills: Chemical knowledge, medicinal knowledge, aid
6. Repairman: Starts with Wrench. Skills: Melee Attacks, Repair, Combine item, System Knowledge (Power, Water, etc. all go in this category), Survival
Will add more jobs if asked.
Skill breakdown:
Aim: Kill zombie with one shot, once per page.
Melee Attacks: Use either Melee attack combo or fatal melee attack on zombie (combo doesn't need to be just on a zombie) once per page.
Strength: Move heavy objects, push zombie back to resist attack once per page
System Knowledge: Tamper/Repair systems such as power lines, water pipes, etc.
Combine Items: Combine items with duct tape (be reasonable, people)
Medicinal Knowledge: combine herbs.
Repair: Fix item
Survival: take one more hit to drop health level
Disarm Bomb: Disarm bomb, duh.
Chemical Knowledge: Make first aid spray once per page.
Speed: Run away from Cerberous, Zombie or Licker once per page.
Aid: Splint broken bones, even on self. Stitch up bleeding wounds. Heals one health level on recipient.
Status:
Fine: Taken 0 to 4 hits (5 if you have survival)
Caution: taken 5 to 9 hits (10 if you have survival
Orange Caution: Taken 10-14 hits (15 if you have survival)
Danger: taken 15 hits (16 if you have survival)
Dead: taken 16 hits (17 if you have survival)
Bleeding: Drops you one health level per post. Two hits that would induce heavy bleeding would be necessary on a person that has survival. Can be stopped by the skill Aid, use an herb, or first aid spray.
Poison: Can be healed by Antidote (found) or by a blue herb.
Here's what you should see at the end of each post.
Status: (Whatever status you are at, bleeding, or poison afterwards, if applicable)
Inventory: (What items you have)
Equipped: (What item you have equipped/in hand)
Area: (Where you're at.)
Starting Areas:
Police Station: S.T.A.R.S. Officers, Security Officers, Police Officers, Repairman, Repairman
School: Students, Security Officers, Repairman
Hospitol: Security Officers, Doctor/Scientist. Repairman
Mall: Security Officers, Students, Police Officers, Repairman
Weapons:
9mm pistol: Fifteen bullets per clip. Good against zombies and cerebus
Shotgun: Six bullets. Good against zombies, cerebus, and lickers
Assault Shotgun: Ten bullets. Good against zombies, cerebus, lickers, hunters, and intimidators.
Assault Rifle: Good against hunters, intimidators and anything below
Grenade Launcher: Holds 6 grenades. 3 grenade varieties. Acid good against hunters and below. Incendiary good against leech monsters and below. Regular good against intimidators and below.
Magnum: Holds 6 shots. Good against boss monsters.
Rocket Launcher: Holds 4 rockets. Nothing survives.
(Will add more later)
Everyone has 5 inventory slots, including that which you have equipped. Ammo of one kind is stacked, every item takes up 1 inventory slot.
The setting is Moscow, Russia, after all the other games, in a city which we find is blockaded by tons of of wreckage. We're trying to find a way out.
One last thing. Don't find a rocket launcher, assault rifle, or anything godly too early on. Maybe when we get to the Umbrella lab, or something like that, but not three posts into the thing. Be REASONABLE.
Posts which go against the rules laid down in this thread or the rules thread shall be deleted and you shall be warned. Repeat the offense again, and you shall be on probation from the RP for a term that I see fit. Do it again, you're banned from the RP. Post here in the RP again, and you're banned from the site. Simple as that.
NOTE: If you enter another room, wait for me to post what is in that room. If you're in an area your character would know well, and you state the room ahead's name and general discription, chances are it will be the same, of course. However, I control all encounters, zombies, monsters, etc.
Hello, folks, and welcome to this Resident Evil Roleplay. This does not follow the plot of any game, individually, but brings all of them together into one, excluding any end boss monsters (and maybe including them! Only time will tell...)
It's the year 2004, and Umbrella's lab beneath Moscow has an all-too familiar accident!
Here's the profile you'll need:
1. Name of character:
2. Character gender
3. Job of Character:
4. Skills of character (Choose 3): (Depends on job)
5. Weapons: (depends on job)
6. Discription, History and Personality of character:
7. Starting Area (depends on job)
A list of jobs:
1. Police Officer: Starts with 9mm Pistol and Nightstick. Has skills: Aim, Melee Attacks, Strength, Speed, Survival
2. Security Guard: Starts with 9mm Pistol and Nightstick. Has skills: Aim, Melee Attacks, Strength
3. Student: Starts with Knife. Skills: Dodge, Speed, Computer knowledge, theivery, medicinal knowledge
4. S.T.A.R.S. Agent: Starts with 9mm Pistol, 15 extra rounds, and survival knife. Skills: Strength, Disarm Bomb, Aim, Melee Attacks, Speed, Survival, Medicinal Knowledge
5. Doctor/Scientist (Umbrella or Not): Starts with Scalpel and first aid spray. Skills: Chemical knowledge, medicinal knowledge, aid
6. Repairman: Starts with Wrench. Skills: Melee Attacks, Repair, Combine item, System Knowledge (Power, Water, etc. all go in this category), Survival
Will add more jobs if asked.
Skill breakdown:
Aim: Kill zombie with one shot, once per page.
Melee Attacks: Use either Melee attack combo or fatal melee attack on zombie (combo doesn't need to be just on a zombie) once per page.
Strength: Move heavy objects, push zombie back to resist attack once per page
System Knowledge: Tamper/Repair systems such as power lines, water pipes, etc.
Combine Items: Combine items with duct tape (be reasonable, people)
Medicinal Knowledge: combine herbs.
Repair: Fix item
Survival: take one more hit to drop health level
Disarm Bomb: Disarm bomb, duh.
Chemical Knowledge: Make first aid spray once per page.
Speed: Run away from Cerberous, Zombie or Licker once per page.
Aid: Splint broken bones, even on self. Stitch up bleeding wounds. Heals one health level on recipient.
Status:
Fine: Taken 0 to 4 hits (5 if you have survival)
Caution: taken 5 to 9 hits (10 if you have survival
Orange Caution: Taken 10-14 hits (15 if you have survival)
Danger: taken 15 hits (16 if you have survival)
Dead: taken 16 hits (17 if you have survival)
Bleeding: Drops you one health level per post. Two hits that would induce heavy bleeding would be necessary on a person that has survival. Can be stopped by the skill Aid, use an herb, or first aid spray.
Poison: Can be healed by Antidote (found) or by a blue herb.
Here's what you should see at the end of each post.
Status: (Whatever status you are at, bleeding, or poison afterwards, if applicable)
Inventory: (What items you have)
Equipped: (What item you have equipped/in hand)
Area: (Where you're at.)
Starting Areas:
Police Station: S.T.A.R.S. Officers, Security Officers, Police Officers, Repairman, Repairman
School: Students, Security Officers, Repairman
Hospitol: Security Officers, Doctor/Scientist. Repairman
Mall: Security Officers, Students, Police Officers, Repairman
Weapons:
9mm pistol: Fifteen bullets per clip. Good against zombies and cerebus
Shotgun: Six bullets. Good against zombies, cerebus, and lickers
Assault Shotgun: Ten bullets. Good against zombies, cerebus, lickers, hunters, and intimidators.
Assault Rifle: Good against hunters, intimidators and anything below
Grenade Launcher: Holds 6 grenades. 3 grenade varieties. Acid good against hunters and below. Incendiary good against leech monsters and below. Regular good against intimidators and below.
Magnum: Holds 6 shots. Good against boss monsters.
Rocket Launcher: Holds 4 rockets. Nothing survives.
(Will add more later)
Everyone has 5 inventory slots, including that which you have equipped. Ammo of one kind is stacked, every item takes up 1 inventory slot.
The setting is Moscow, Russia, after all the other games, in a city which we find is blockaded by tons of of wreckage. We're trying to find a way out.
One last thing. Don't find a rocket launcher, assault rifle, or anything godly too early on. Maybe when we get to the Umbrella lab, or something like that, but not three posts into the thing. Be REASONABLE.
Posts which go against the rules laid down in this thread or the rules thread shall be deleted and you shall be warned. Repeat the offense again, and you shall be on probation from the RP for a term that I see fit. Do it again, you're banned from the RP. Post here in the RP again, and you're banned from the site. Simple as that.
NOTE: If you enter another room, wait for me to post what is in that room. If you're in an area your character would know well, and you state the room ahead's name and general discription, chances are it will be the same, of course. However, I control all encounters, zombies, monsters, etc.