One Light In The Darkness - Survival RP
One Light In The Darkness
Rules (and I’m going to put them in bold so they’re not forgotten):
Minimize profanity.I don’t mind the characters having a mouth on them and swearing from time to time, if it’s in their nature, but don’t overdo it, and don’t use profanity in the narration.
No ERP. Just don’t.
Say no to godmodding! Godmodding is when you overestimate your own character and assert that he/she is immune to the actions of another or is simply over-exaggerating what the character CAN do. The DM will likely ask the roleplayer to edit their post, or the DM will completely override the action.
No metagaming. I’ll give you an example of metagaming. Cassadee has no idea that Richard intends to divorce her, but Richard’s roleplayer elaborates (through thought or speech to a person besides Cassadee) about Richard’s plans. Cassadee’s roleplayer finds out, and then asserts that Cassadee knows. There is no in-character evidence that Cassadee would know, and thus, it breaks the roleplay.
Don’t overstep your boundaries as a character. Your job is to elaborate on what your character does, says, feels, sees, and senses. Your job is not to dictate others’ roleplay by asserting their actions through your emotes, and you are not allowed to elaborate on even non-controlled characters. That is the DM’s job.
Proofread your emotes. There are not many things more frustrating than reading an emote with awful grammar. Proofread. That is all.
The Itchy Condor’s Guide to DM-Based Roleplay:
I suppose that I should state what a DM (dungeon master) is. The DM runs the roleplay, narrates everything that is happening outside of character actions, elaborates on the setting, and dictates results of character actions. Here’s one example of how a DM would interact with a roleplayer:
Christie: *Christie makes a desperate lunge toward her attacker, trying to quickly lodge her machete into his stomach and finish him off.*
DM: *Christie’s attack was far too slow to catch the attacker off guard; he dodges the attack, but in the process of doing so, he makes the unfortunate mistake of leaning off the edge, and tumbles down the hill. As he rolls down the rocky ledge, he breaks his neck and his lifeless body is finally seen hitting the bottom.*
No, the DM does not choose replied reactions at random. The DM, after reading the roleplayer’s emote of Christie, digs into her character bio and takes a look at her SPECIAL (elaborated on below). It is obvious that in this case, the roleplayer had a low agility (due to being slow in her attack) but a very high amount of luck. So, yes, S.P.E.C.I.A.L is important to your roleplay, as it defines the traits of your character.
Please, unless you’re short on time in general, don’t give us two-sentence emotes with barely any thought behind them. You don’t need to be rushed to give emotes. Even if you are in the middle of a conversation (or confrontation) with another character, if you can’t find the time to emote, the RP will simply move on, and the character will remain status quo with the group until you can emote again (at which point you can finish the confrontation/conversation and then time-jump to the present, or start in the present and flashback at the part you didn’t emote).
SPECIAL (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck):
I’m going to go with the Fallout system in terms of base stats because it is very well organized and simple:
Strength: A measure of your raw physical strength. A stronger character will be able to carry more equipment and necessities than others, and will be more formidable in close-quarters combat due to body mass. It will also allow the character to complete difficult, strength-driven tasks such as carrying/aiding a wounded character or boosting someone onto a ledge. In addition, a strong character will be able to utilize larger weapons.
Perception: How well you use your five senses. A perceptive character is one who can see an ambush coming. One who can hear the distant cries of zanes, and one who can *just* see a settlement in the distance. A perceptive character is one with keen senses and simply a knack for being aware of everything around.
Endurance: Your health and overall physical fitness. How many hits that you can take before falling? How often (or how critically) you become ill? How long you can press on without food or water? How long can you maintain a sprint before becoming tired? These are all proportional to the character’s amount of Endurance. A character that has a low amount of Endurance is a wet noodle. One who will normally not be able to withstand more than a punch or two, one who cannot handle the side affects of dehydration, and one who becomes tired before the day is done.
Charisma: Your overall attractiveness. “You’ll find there are some smooth talkin’ cowboys out there that got themselves a voice that sounds like an angel’s harmonica.” A character’s charisma is directly proportional to how well he/she gets along with others, and how well he/she can raise morale or perfect the art of persuasion. The least charismatic one in the group is likely an antisocial hermit who fails to normally interact with others. The most charismatic one in the group is likely a casanova who simply has their way, where they want it, when they want it.
Intelligence: Your basic intellect, curiosity in the world, and adeptness at critical thinking. An intelligent person is basically, well, more....intelligent. It is likely that the character received a solid college education if they have a high amount of intelligence, and thus, will be able to more easily understand concepts of science, mathematics, literature, and basic school-based skills that others would find mind-boggling.
Agility: A measure of your quickness and dexterity. An agile character is quick; one who could rob a rich man blind without him being the wiser. An agile character is one who could sneak through an entire military fort quickly without making a sound. Agility will allow a character to reload more quickly, attack more quickly and precisely, and be able to maneuver around enemies without detection.
Luck: How often good (or bad) things happen to you by chance. Your attacker accidentally waiting too long to lob a frag grenade after pulling the clip would normally be written off as complete stupidity, but there are some lucky individuals who stumble across good fortune quite often. Not much more can be said about Luck. It’s luck. An unlucky person would likely be subject to many mishaps that may-or-may-not be fatal. Moderate luck means that you are neither lucky nor unlucky.
SPECIAL, by default, has five (out of the maximum of ten) points in each skill, with five extra to spend. Not only can you add these extra points to your special, but you can also take some points out of different skills.
Here is an example of a SPECIAL setup:
In this setup, I left Luck and Charisma at five, I distributed the points between Strength, Endurance, Intelligence, and Agility, before taking a point out of perception and placing yet another point in Endurance.
Yes, S.P.E.C.I.A.L. can change as time goes on. There are not level-ups, where you gain points to spend. There aren’t experience points, and there aren’t DMs who boost SPECIAL out of the kindness of their hearts. The DM will grant the player, perhaps once in the entire roleplay, an opportunity to gain a point. Whether it be a character being stranded from the group and building endurance living on their own, or digging into a textbook to gain intelligence, these opportunities are very rare, and they will grant you +1 into the skill that it applies to.
Be careful. There are opportunities, sometimes disguised as chances to get a skill point, where the DM intends to knock off points either temporarily, or permanently. For example, Robert, who was unperceptive enough to step on a landmine, sets it off. He is able to gain a few feet before it goes off, but not before it sends him flying into the ground and temporarily knocking out his hearing in one ear. This would be a temporary -1 to Perception. Or, perhaps Robert did not gain any yardage from the mine, and it sets off under him. His left leg, which shielded some of his body from the blast, was brutally pierced by the mine. It would later have to be amputated, causing the character to perhaps lose an entire -3 to Agility. Don’t worry, I’m not a cruel enough DM to ruin your character like that, but it’s still a possibility.
Gun Nut: You are proficient in using firearms to dismantle your enemies. You have a keen accuracy, and simply are a natural at shooting proficiently and quickly.
Unstoppable Force: There’s something about bludgeoning (or cutting) your enemies to death that just excites you. You are a force to be reckoned with while your are using any melee weapons.
Brawler: Simple, easy, and badass. Just how you like it. You very much enjoy working your way through combat by using your fist (or fist-based weapons).
Egghead: From day one, you were destined to win that fifth grade science fair. You were destined to graduate from Harvard with a PHD in neuroscience. Or whatever. You’re just really damn smart. It is likely that someday, you will get to the bottom of whatever causes humans to become zanes. This is just one of the many possibilities that could be imagined for someone who could be so damned smart! Yay you!
Survivalist: The survivalist is the one who can make something out of almost nothing. The survivalist can attach lethal poisons, caused by the mixing of specific plants, from the wild. The survivalist can create explosives, or dangerous weapons, out of everyday objects. The survivalist is a expert scrounger who can find use out of almost anything. Often times, a survivalist can use odd, but effective methods to avoid zanes.
The Good Doctor: You have extensive experience with medicine, and thus, you are an expert at crafting and applying medicines. You also have an at least proficient knowledge of diseases and organs, meaning that you can deduce what areas of the enemy are the most effective to strike, and treat sickness within the group.
Cutthroat: Not only are you quiet, but you are subtle in your methods, and experienced in the art of lockpicking. Only the most cunning of individuals are worthy of this trait, and only the most cunning can make it from place to place in the post-panademic world without making a sound.
Silver-Tongued Devil: You are the post-panademic version of a movie star. You are often able to persuade (or deceive) others into doing your will. People just tend to be like you. You have a way with words that is unrivaled by others.
Good Natured: You are more skilled in the arts of medicine and science, have a good way with words, but due to your good nature, you are less effective with weapons.
Child of the Night: The darkness is your ally; you are more likely to win combat scenarios at night, but during the day, you are exposed and uncomfortable, and thus you are less likely to win scenarios during the day.
Early Bird: You feel more comfortable with your skills during the daytime due to the comfort of being in the sun’s warmth and light. You are more likely to win combat scenarios during the day, but at night, you have a hard time seeing the enemy, and thus you are less likely to win scenarios during the night.
Warmonger: You have a knack for using weapons. Even though you prefer one or two weapon types over the others, you are simply more proficient with every weapon. This comes with a price, though. Your warmongering does not earn you any sympathy with your group, and takes your time away from valuing intelligence. You are less skilled in the arts of medicine, science, and speech.
You are allowed to distribute two points between the “combat” and “other” perks, meaning that out of the eight options available, you are allowed to pick two. Choose wisely, and choose what you will prefer to play your character as. If you have no interest in fighting, it is a wise decision to pick two “other” traits. If you prefer to be balanced, pick a “combat” and “other” perk. The trade-offs section is a section of its own; you can choose one, two (without the points counting for the traits section), or you don’t have to choose any. They are perks that help specific parts of your character’s proficiencies, but are deductive in a different proficiency. Because all four perks are opposites of each other (Warmonger is opposite of Good Natured, CotN is the opposite of Early Bird), choosing two opposites will simply cancel each other out.
Character Bio (Copy-paste and fill it out before messaging it to me):
Trade-Offs (If none write N/A):
The bestiary, obtained from the U.S. scientific records of the effects of Delta-415:
-Zane: Zanes (the slang word for the humans infected by Delta-415), in general, are operated by only their brain stems, and thus, their intelligence is a grim echo of their former selves. Regular zanes, who have stronger immune systems, were not quite as affected by the virus, but have still become mindless monsters, operated by their brain stems, whose only intention is to feed. These creatures are fairly weak, slow, and predictable.
-Hunter: The hunters, similar to the regular zanes, have bony and deteteriorated flesh, and thus they are still weak, but they have the ability to move considerably quicker than their regular counterparts, or even sprint. They are distinguishable from the regular zanes by their tendency to move on all fours.
-Siren: Some female zanes, who have received an extremely heavy amount of the virus due to a weak immune system, have retained the ability to scream at a deafening octave. They are physically no more dangerous than the regular zanes, but their tendency to scream when provoked will alert most other zanes in the area.
-Juggernaut: “Jugg” for short, only few have ever seen these creatures. They prefer the dark underground, and few humans dare to brave the metro systems that lie below the major cities of the united states. Juggs are male or female humans who have received an extreme strain of delta-415 and, through mutation and an anomaly of the usual routine of the virus, have grown gigantic muscles and are basically impossible to kill. However, they are not very perceptive, and thus, if you see one before it notices you, there is a chance that you can sneak by it. Juggs do not share the same “herd” mentality as the zanes, and tend to be loners in the dark underground.
Work-in-progress, as there are different effects of the virus yet to be discovered...
Plot: The beginning of the end begins on September 1, 1957, after the Cold War has been stale for more than a decade. The Soviet Union has captured a squad of U.S. soldiers near the Berlin Wall, and is demanding ransom from the U.S., acting like simple villains to camouflage why they really captured the group of 29 men. Joseph Stalin, the totalitarian kingpin of the Soviet Union, ruthless in his methods, tasked the Soviet scientists with developing a weaponized virus which would strike into the heart of the United States, kill many of them, and invoke fear within the country. Stalin never lived to see this far-fetched dream carried out, nor did he believe it would come to fruition.
Joseph Stalin died in 1953, and the burden of power fell upon Nikita Khrushchev. However, even after Stalin’s death, his personal group of experimental physicists and chemists toiled away at perfecting the virus which would strike at the heart of Stalin’s enemies. When they finally believed that they had perfected it, they continued to operate secretly under the new Soviet leader’s nose. When the American soldiers were captured and brought to Moscow, the scientists drained them of their consciousness through morphine doses and injected them with the virus, Nikita Khrushchev being none the wiser. After the United States bargained for their release, the men were sent back to the United States, infected with the weaponized virus. It was extremely contagious, and the soldiers, relieved of their duties, who resumed their normal lives, infected everyone around them, and it spread quickly. After three weeks, which is now the estimated time of what the Americans would call “delta-415” to surface in a human, the hosts of the virus became horrific subjects.
The millions who had become infected were holding parasites that grew and festered where the virus had caused infection inside the bloodstream. Soon enough, the parasites were able to terminate the functions of the brain, except for the brain stem, which caused them to become mindless abominations with no motivations except to feed. The virus would terminate itself after most of the population were stricken by it, but it held a presence in the bloodstream of a “zane”.
Therefore, the virus is transmitted through being bitten. ‘Twas a horrific scientific failure by the soviet scientists, who did not anticipate the mutation that would occur in delta-415. The United States launched hydrogen bombs against the Soviet Union in retaliation, striking up a third world war. However, the United States dropped from the war shortly after the pestilence spread, and the nation grew dark. Survivors were few in number, and fewer by the day.........
Admission to the RP is currently closed, but if you're genuinely interested, feel free to message me and we can possibly work something out.
This is an IC thread, but this post is an informational one to guide the roleplay.
1. Connor Ritchie:
Name: Malcolm Langley
Physical Description: Mal has brown, coarse hair, which does not give cause for an accent in his dark green eyes. He is tall and physically fit (although he has somewhat of a small frame). Although his youth is beginning to stray away from him, he looks older and wiser than his younger self. His skin resembles the average white tone that one would expect from a caucasian male. He has a rather difficult time growing facial hair, but left unshaven, he will produce a noticeable amount of stubble. He has small, and not very noticeable acne scars from his youth. He looks quite handsome, yet aged.
Character Background: The brutality of the pacific theater of World War II changed Mal; he returned from the war (to his home in Atlanta, Georgia) as a colder, more hardened man. Not only so, but he returned to a wife who he realized had “slept around”, so-to-speak, while he was away. Following his divorce, Mal disappeared for a long time, and his neighbors started rumours that perhaps he had left his life behind, and moved to somewhere new, and others insisted that he indeed stayed in his house, and never left. After Malcolm re-emerged into the perfunctory routines of normal life, and ended the reclusive chapter of his life, he quickly sold his house and left Atlanta. Strangely enough, Mal must have inherited a ludicrous sum of money, because he bought a mansion in Houston as if he was simply picking out a new suit. As of 1957, not much is known about him, except that his former life is shrouded in mystery. Now, he lives in Houston, reclusive and consistently drunk, trying to forget his former life.
Trade-Offs (If none write N/A):
2. Connor Ritchie:
Name: Nora Williams
Physical Description: Nora is a bit shorter than average at five-foot-four, and has fairly skinny arms, but what she lacks in body strength, she makes up for in quickness and rapid thinking. She has a head of long, red, curly hair that reaches down to her upper chest, which is especially accented by her pale white skin. She has a light amount of freckles on her face and arms. Nora has somewhat apparent curves on her hips as well. She has a pretty face; not one that you would find on the front of a magazine, but a pretty one nonetheless, and a kind-looking one as well. Her presence is calm and soothing to those around her.
Character Background: Nora was born and raised in Austin, and led a rather normal life. She went to college, majored in biology, and moved to Houston with hopes of becoming an experimental biologist. However, her dreams, like those of many others, fell short of what she wanted from them, and she landed what she thought would be a menial job as a housekeeper. However, it proved to be more complicated (and rewarding) than that. She grew attached to the man that owned the mansion that she consistently tidied up, and the man (Malcolm) began to feel reliant on her, so he gave her a room in the mansion, and now she wants more than anything for him to confront his past and be happy again. However, her pleads, as of late, have been falling on deaf ears.
Trade-Offs (If none write N/A):
Name: Cecily Dale
Physical Description: Cece is not unfortunately plain, but nor is she the loveliest thing you've seen in the decade. She has ebony hair that sits idly just below her shoulders, which she'll most likely have tied up off her back in any sort of manner, messy-or-not. Her vaguely curvaceous form is built more for agility and finesse. She has blue eyes. No, not as blue as the ocean or the sky, or some other 'deep' simile. Just blue. Her pale skin is free of unwanted blemishes. She stands at a common height, not a stretch, not short. Cece holds a simple look that covers how dangerous she really is when provoked.
Character Background: Cece has held a life that has never strayed from status quo. She had a simple existence; a year ago, she graduated from Rice University with a degree in music performance. She, like many others who aspire to be starlets, was an aspiring singer, who, unfortunately could not land a career from that ambition. She wound up as a waitress at a local diner, and has tended to receive enormous tips from her customers due to her outstanding work ethic and charming way with words. Not much more can be said about her life.
Trade-Offs (If none write N/A):
Name: Lacy Maier
Physical Description: Lacy has a rather cheerful disposition, which is reflected in her face. She has long blonde hair, which rests midway down her back and ends in wave-like curls. Lacy isn't bothered by her height, her parents and grandparents were all short. Her weight is about average, at least for her height. Her face is round in shape, and her large blue eyes are the highlight of her face. The rest of Lacy's face is rather average, a small pointed nose, and small lips.
Character Background: Lacy's family immigrated to the US several generations ago from Austria, and her family has since made it out to Texas. Lacy left the farm near Fort Worth due to the loss of her fiancÚ, who was left MIA at the end of the Korean War. She has since taken up residence in a small house just outside of Houston.
-The good doctor
Trade-Offs (If none write N/A):