Oi you know I'm always down for dark, gritty, and zombies.![]()
OOC
This is something that i have personally never seen done, either in RP or in any other media, so i thought i would see what the folks down here at RPG thought.
The basic idea is a classic zombie survival roleplay, but set in an era before guns and cars. The setting would be a 'sword and sorcery' type medieval kingdom, but with a much heavier emphasis on the 'swords' aspect than the 'sorcery'. While magic will exist in this world, it will only be usable by a select few very gifted individuals, who will have to study its science and practice for years before mastering even the simplest spell, and even master magicians will never be capable of casting anything in the likes of a Final-Fantasy style 'meteor'. And of course, magic will take time to cast, so no spamming 'fire1' on undead hordes.
What I'm looking for is to recreate that feeling of "oh shit, this is a zombie apocalypse, there is way more of them than i have bullets, i need to avoid them if possible, always have an escape plan, ration supplies, and find a place where i can hopefully wait this all out securely" that traditional zombie survival fiction captures with their typically modern settings.
I am looking for a very small group of people to play this with so 3-4 other players max. I will also create character classes that you all will pick from and will expect you to play to those classes faithfully, so, for example, if one of the classes is 'thief' and the class description portrays the thief as a "petty street rat who values trickery and deceit to brute strength. Has learned the hard way that the only way to survive in life is to look out for oneself above all others and has become rather selfish and greedy, if outwardly charismatic and silver-tongued, because of it." I don't want you turning around and crating a 'thief' who is basically a ninja and can perform incredible acrobatic feats, and wield seventy different weapons at once, or conversely a 'noble thief' who only steals from the rich and selflessly give to all the poor little orphans. there will be leeway of course, you can pick your character's name, age, gender (in some cases), weapon of choice, and flesh out their history and personality however you see fit, but it is all under the condition that you stay within the established boundaries of the class you chose. We are not gonna be a group of stalwart heroes who bravely set out to save the world from that great forces of evil, we're all just people, with varying, perhaps even conflicting, personalities and beliefs, forced together because of drastic circumstances with the goal of surviving through an undead hell.
The plot will begin within a small fortress town where all our characters will be assembled for varying reasons that is preparing for the undead horde (commonly referred to as the Hollow Plague) and intends to stop it in its tracks. Needless to say the RP wouldn't be very interesting if this succeeded, so it doesn't. Our characters will be the only survivors and we will make our way out of the ruins of the town so as to make our way across the countryside in order to beat the horde to the Capital city of our country so as to seek refuge in the easily defensible city and warn the king of the Plague's true strength so that the capital doesn't risk falling as well (in which case there would be nowhere left to run save maybe to a neighboring kingdom, and the chances of surviving that kind of journey would be slim at best even compared to our party's current situation). On the way to the capital our party will encounter many different events and how we react to those events will have an impact on future events in the story. Fair warning, it is entirely possible that we will all die during this adventure, and even if we survive, our choices can still earn us a 'bad' ending.
So, anyone up for a gritty, dark, (mostly) realistic medieval zombie survival game?
Last edited by Buio DiAngelo; 01-21-2013 at 09:36 PM.
the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.
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Oi you know I'm always down for dark, gritty, and zombies.![]()
Darkness lingers in the hearts of even the brightest people.
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Valerium Therme's Villainous Repertoire!
looks interesting, has a bit of a dark souls feel to it, im looking forward to this.
Admit it, ever since you saw the Beholder, you wanted to fight it.
And tame it.
you know I was actually thinking that as well moxi, but I tried not to mention it in case it turned some people off lol.
the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.
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the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.
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This does sound interesting. I kind of like the idea of playing a utility mage in this. You know, going by the idea of how you say magic isn't really a practical, powerful combat thing, I'd instead be the guy that knows herbalism and shit and has a few spells for, I dunno, purifying water or something.
Dark is how I like my fantasy. Very interested.
Last edited by Norwegian Wood; 01-12-2013 at 04:38 PM.
good to see there is interest, here is a preview of 8 out of 10 classes that will be available to you.
LEADERS
Guard Captain
Gender: M
Alignment: Neutral
Skills: Extensive Weapon's Training, Tactical Training,
Equipment: Sword, Shield, Crossbow, Light armor
Pros: Short and long range, Can command/inspire units in battle, harder to infect
Cons: few useful skills outside of combat
Class Description:
Adventurer
Gender: M/F
Alignment: Neutral
Skills: Basic Weapon's training, Charisma, Journeyman's knowledge, Basic food preparation/preservation.
Equipment: Sword, Map&Compass, Provisions, spyglass
Pros: Can get along well and inspire loyalty from anyone, Knows the roads and terrain of the kingdom well
Cons: not as useful in combat or intimidating to highwaymen as the Guard Captain
Class Description:
CASTERS
Magus Scholar
Gender: M/F
Alignment: Dark
Skills: Magic, Great intellect
Equipment: Staff, Magical crystals, Magic Tome,
Pros: Fastest cast time, Versatile through knowledge of several spells, Knowledgeable on several diverse subjects
Cons: Weak physique, Impatient with others (especially the slow of wit), Rude
Class Description:
Sister of Peace
Gender: F
Alignment: Lawful Light
Skills: Can cast miracles, advanced medical training, advanced food preparation
Equipment: Holy Rosary
Pros: Can heal and treat wounds better than anyone(includes healing fatigue), can boost morale and mood by performing blessings on party members (neutral and light characters only) and cooking good food
Cons: Essentially useless in combat outside of support role (poor physique and refuses to harm or kill anyone), can irritate chaotic or dark allies through preaching
Class Description:
ROGUES
Huntress of the Wilds
Gender: F
Alignment: Chaos
Skills: Advanced Archery, Tracking, Advanced food preservation, expert wilderness navigation, Flora and Fauna Knowledge, Trapping
Equipment: Bow and Arrows, skinning knife, Snares
Pros: can hunt game and identify edible plants in the wild, can navigate party through densely forested areas, can pick off targets silently and accurately at the longest distance, can skin pelts for trade and clothing
Cons: Does not get along well with men or enjoy human interaction, hates being in urban areas for an extended period of time
Class Description:
Thief
Gender: M/F
Alignment: Chaotic Dark
Skills: Lock-picking, Stealth, pickpocketing, expert urban exploration, persuasion
Equipment: Pair of steel daggers
Pros: Can move quietly and without drawing attention to himself, Can gather information through the merchant's guild quickly, Can acquire funds through thievery easily, can navigate secret passages and sewers in urban locales, Silver tongued: can get his way through smooth talking, trickery, and negotiation most of the time
Cons: Selfish and disloyal, Misogynistic, Not very useful in direct combat (relies primarily on stealth and getting the first strike in)
Class Description:
WARRIORS
Executioner
Gender: M
Alignment: Lawful Dark
Skills: Smithing, Heavy Weapons Training
Equipment: Battle axe, Smith's kit
Pros: Can wield the heaviest weapons, Can carry more equipment than anyone else, Can repair and maintain the party's equipment with his smith's tools, Can create new items in towns with a forge
Cons: Stern and unsociable, Unintelligent, doesn't have the skill or training to wield lighter weapons or pole-arms efficiently, very lightly armored despite ability to deal great damage.
Class Description:
Imperial Knight
Gender: M
Alignment: Law
Skills: Advanced weapons training, Equestrian training, Extensive tactical training
Equipment: Plate-mail armor, longsword, Kite shield, Spear, Imperial Seal
Pros: can wield every kind of melee weapon proficiently, can use polearms, can fight on horseback better than anyone, more heavily armored than anyone else, The imperial seal he carries commands the authority of the king
Cons: has little to no patience for any acts that go against the laws of the king regardless of circumstance, expects to be served and waited on as is befitting of a knight of his stature, does not take well to having his authority or request rejected.
Class Description:
the problem with awesome roleplays is they attract awesome players, and the problem with having awesome players is they usually fuck up in awesome ways, and require awesome explanations to correct their awesome mistakes.
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I'm definitely calling the Thief for this one.
Darkness lingers in the hearts of even the brightest people.
Famous Quote's that I enjoy:Spoiler
Valerium Therme's Villainous Repertoire!
If picking characters beforehand is indeed allowed; Dibs on Executioner.