"Night rolls in like a black tide and when it leaves, it takes a piece of you with it. The memory of who you were before falls further into that dark abyss. We were doctors, teachers, fathers, sons....But so were they. These monsters, they've lost the light behind their eyes. The darker the day gets, the more viscous they become. We're all that's left, and we fight everyday to hold on to what made us good, what made us human. And so everyday is a battle and every night, we lose more of ourselves to the darkness...What happens when all that was good in us is gone? What would that monster look like?"What is Dying Light?Dying Light is an action survival horror game. During the day, players traverse an expansive urban environment overrun by a viscous outbreak, scavenging the world for supplies and crafting items to defend against the growing infected population. At night, the hunter becomes the hunted, as the infected become aggressive and more dangerous. Most frightening are the predators that only appear after sundown. Players must use everything in their power to survive until the first mornings light.
Here is a quick glimpse into the world of Dying LightLocationDying Light will take place in Havana, Cuba. Many survivors retreated to the island when the outbreak took over their country, from all over the world. This, of course, presented problems. The disease managed to carry over through airplanes, ships, and over sources of travel. Soon, the diseased began to take over Cuba as well. Now, those left fight everyday to survive, trying to keep the outbreak from spreading.The world will be immerse, and can be explored, but as a warning; it will respond to the decisions you make and adjust to them. Havana allows you to move around on the rooftops safely, and traverse the area. Just don't want to be caught out after dark...You are not alone...Dying Light will not only include the possibility of you being betrayed by those you're playing with, but will include the ever existent threat of bandit raids. You aren't the only group of survivors in Havana. Take that knowledge with heed, just because it's alive, doesn't mean that it's automatically a friend.. Scavengers are viscous and travel in groups. In Havana, it's every group for itself. Eat, or be eaten.Zombies anyone?During the day, these creatures of habit and hunger limp around in search of an easy meal, normally traveling in hordes ranging from five, to forty. They are distracted easily, and don't think independently. Blinded by their hunger, they never stop lurking around the streets. Only in cleared safe zones, rooftops, and tunnels, are they not around...At least, in the daytime. At night, as the last rays of sunlight die, they become stronger and more aggressive. Now, they can climb and follow you upon the many littered cars, or even over a fence or two. There attention holds for longer periods of time, they won't stop their pursuit unless they absolutely have to. There is something out there, perhaps even worse than the infected.. Whatever this mutation is, it only comes out after dark, and it hunts the living with a passion.
Skills, and EquipmentSkills: For your abilities, you will have
25 skill points to start out and to distribute to your character. The skill's that you will be able to choose from will be listed in the character sheet, choose wisely! It will determine your play style within the RP.
Equipment: You will need to have a list of normal traveling equipment, think camping...but with weapons. Remember, no katana's or other such to begin with. Weapons will be deduced to small guns, traps, and melee weapons; lead pipes, wrenches, or crowbars.
Rules, Traps, and Mechanics
Alright, the only thing you need to know about this roleplay is;
1. I am Gm, but I am open to suggestions.
2. If you have a question about a post, ask. Don't be afraid.
3. No scrutiny. Everyone is different, which means they may not decide what you wanted them to. So be it. If it doesn't hurt anyone, and I don't see a problem, it's fine.
4. Don't over-use slang. Please. You can swear, just not every two words.
5. Have fun, and add ideas.
6. DO NOT PUPPET CHARACTERS, NPC, PC, UNLESS IT APPLIES AND HAS BEEN ALLOWED.
7. Do your best to contribute, I know it may be hard, but as this is a high-casual, I'm expecting that you try.
8. If you will be absent, let me know. I can make arrangements for your character to be set aside for awhile, instead of just stalling the rp.
9. Talk with other players before posting, discuss the best solution to the problem. I have nothing against collaboration posts, and encourage teamwork.
10. Respect others, no matter what. Listen to your GM, and Co-Gm, as they will help you. And provide help of your own to those in need, if you can answer.
The traps within Dying Light range from simple sparklers, to electric floor traps. Keep in mind, the electric panels will need a nearby generator to run, which have been set up for character use. You can make your own car alarm traps, luring hordes of zombies in, and blowing the car up, and the zombies along with it. Hopefully you won't hit anyone living with the traps...
In any combat situation with NPC's, I will decide the outcome based on your post, and a dice roll. Your characters skill check will also come in handy. If you rely more on stealth, I suggest sneaking up to an enemy rather than rushing straight at them. Your decision can make, or break you. That said, death is possible. Don't worry too much though, you can replace your character once they have died. To start, you can have up to two characters, but please only create two character's if you can handle doing so.
Character Sheet
Name:
Age:
Gender:
Description/Appearance: (Written or image will do fine.)
Weapons: (Start off basic, these will change over time.)
Equipment: (Clothes, Flashlight, Canteen, Backpack, etc..)
Personality:
Attributes: (25 points to distribute) [[15 to max one skill]]
Skills: (The full list will be below)[[Each skill has a different amount required to master]](Start off with 35 points to distribute)
Brief Bio: (A paragraph or two, perhaps longer, explaining the history of your character. Please include where they are originally from, and how they came to Havana, if they weren't born there)
Strength: (Will improve close combat, and chances to break through barriers varying in size.)
Stamina: (How long your character can go without fumbling, or losing energy.)
Health: (How much your character can take, and keep going.)
Dexterity: (Applies to stealth, and agility, enabling movement that is more accurate and fast.)
Sense: (How in tune you are to your surroundings, noticing things others would miss. Bricks, keys, and perhaps some ammunition.)
Charisma: (How well your character appears in either speech or appearance, will add a point to barter for every two in charisma.)
Skills:
Barter: (Proficiency at trading and haggling)
|Every two in Charisma adds one| [5 points to bribe, 12 points to persuade, 16 points to gain an extra item trading, 23 points to lower the cost of items, 28 points to sway an alive NPC enemy or friend into attacking a specific target or set of targets] {28 points to Master}
Lockpicking: (Proficiency at picking locks) |Add one for every four in sense|
[Five to pick small locks, 12 to pick regular locks, 18 to pick strong locks and can now crack codes, 22 to pick locks faster and receive hints to codes] {22 points to master}
Parkour: (Proficiency at jumping, climbing, and running) |Add one for every two in Stamina to Parkour| [5 points to run at a faster pace, 8 to climb up walls and vertical objects, 14 points to vault over a person or zombie, 19 points to decrease the chance of alerting nearby to your presence when running, 25 points to unlock a quick sprint, allowing the player to get around enemies without being affected by large groups, can only be used once a day, and will not deplete the characters chances of using other parkour related skills. {25 to master}
Gunning: (Proficiency at long range weapons, shooting, and recovery when using guns) |Add one for every three in both Dexterity and Sense|
[7 points to use pistols or small handguns, 14 points to use two-handed guns- shotgun and likewise, 21 points to use long range weaponry, 25 points for a silencer, 32 points for a melee attachment, 35 points to use turret machinery- as well as add a chance for a devastating blow] {35 to master}
Melee: (Proficiency at close range weaponry and combat) [Add one for every five in Strength]
[Need 5 to be able to parry, 10 to have a chance of a critical hit, 17 to retain weapon strength longer, 24 to have an automatic critical hit and increases the chance to knock nearby enemies, 30 to have access to a deathblow; can only be used once a day, allowing the player to stun enemies nearby -10 foot radius- allowing for easy kills] {30 to Master}
Technical: (Proficiency at trap setting, repairing objects, and upgrading weapons) |Add two for every three in Sense|
[3 points to activate traps, 6 to reactivate used traps, 8 to create a trap, 14 to repair basic items, 16 to upgrade weaponry, 22 to upgrade armor, 24 to find hidden traps, 26 to deactivate traps; repair adept items, and weaponry as well as to use a skill of chance to help you avoid injury from a trap. (The move can only be preformed once every day) {26 to master}
Automotive Machinery: (Proficiency at steering and controlling cars, planes, and other vehicles) [5 points to drive small vehicles, 7 points to jump-start car engines, 12 points to siphon gas, 15 points to steer through the grass, 19 points to add any upgrades to your car; such as spikes on the front or brighter headlights, 25 points to fly a plane, 27 points to parachute, 30 points to fire any automotive weaponry, 34 points to hijack vehicles of any size and shape, the engine must have been on or operational to do so. {34 to master}
Stealth: (Proficiency at silent and undetected movements) [5 points to move in a stealth crouch, 8 to roll silently, 13 to hide in the shadows; briefly stopping combat, 17 to muffle the sound made when walking, 24 to allow silencers, 26 to not leave footprints in the grass, dirt, flooring, or mud, 30 points to remove the sound made while running, also allowing players a move that will make them unnoticeable until they attack, only good for one post per day] {30 to master}
Survival: (Proficiency at crafting items, patching wounds, hunting, basic survival skills) [3 points to build small fires or use flammable items, 6 points to patch or stitch open wounds, 10 points to increase navigation skills, 15 points to craft items using what you've collected in your inventory, 18 points to unlock hunter traps for small game, 24 points to craft bows and arrows; as well as spears and basic weaponry, 27 points to build small shelters, 32 points to listen for enemies; allowing characters to find out at the very least how many enemies are in the area, 38 points to purify up to three food items in the character inventory; also giving the player instant access to medicine and a cure if needed, rather than have them deliver it back to base] {38 to master}
Achievements:
Achievements will be given to the player once they have unlocked them.
Name: Drew Arron Richards
Age: 26
Gender: Male
Weapons: Crowbar.
Equipment: -Slim Sports Backpack; containing two water bottles, small snack-bar, spare clothes.
- Slightly-worn Nike's
- Flashlight
- Programmed Watch
- Padded, and finger-less gloves.
- Small Health kit; containing sutures, bandages, and small antidote.
- Taped Sunglasses.
- Passport.
- Crowbar
- Small Locket.
Personality: Drew is a naturally optimistic young man, despite the horde of dead bodies pounding on the walls of the safe house every night. Though, he keeps a level head and a strong air about him. He won't back down easily, and his quick-tempered, sometimes allowing this to cloud his thoughts. Though he can be considered complicated, his emotions mirroring the ride of a roller-coaster, Drew is a simple person. He does what he can to survive, but will gladly help other's, as long as it doesn't put him in grave danger. Despite his lighthearted nature, he has long since questioned his morality after the apocalypse. He became all too used to the motto, 'kill, or be killed' as well as those around him. He has been used to the company of others, but doesn't tend to get too close, fearing that he will be affected by the loss. A risk he can't afford to take.
Brief Bio: The world is always finding ways to make us stronger, to batter us, to make us fear anything that we are not familiar with. It's strange, to live in such a wide and vast globe, when in truth, we are all but encased to the life that has been organized just for us. Following in the footsteps of other lives, instead of caving a path of our own. Well, that was the expectation anyway. Though, to what can the offer of a stable life really hold to a young man with a fire in his heart?
Nothing. At least nothing compared to the reward of breaking away, of discovering all things new. Moving to Havana had been a change that had shaped up Drew, ha caused him to see the world in a new light. A light that though it struggled to stay, the only thing it had left was the warmth. Even that was bare, and fading. His adventuress spark had seemed to wither along with that light. Once the quarantine's had been set, and all travel had been cut off to all but the special, or very wealthy, Drew could feel his spark leave. The final flame still burning, but the warmth had gone.
He had tried to run from his past, even from his future, but when faced with the present. He had nowhere to go, he was trapped, and when it seemed that the wolves would devour him, he was given a last chance. To live, to work, and to
run. Originally born and raised in the mitten of the United States, he had been adapted to living in the horrible winters, the sun seeming to slow him a bit. Fishing, was a different story. In this world, any food goes. When you can, you go to the water, if it's not clustered by the living, or the dead. In that case, you could be sure he would volunteer to go. Not just because of his past experience in his childhood with acrobatics, but with the fact of his willpower and hard to break ego. One thing that hasn't fully crumbled in this mess. If that's a good thing, the world might never know.
AttributesStrength: 7Stamina: 5Health: 5Dexterity: 3Sense: 4Charisma: 1SkillsBarter: -
Lockpicking: 6 (+1)
7Parkour: 8 (+2)
10Gunning: -
Melee: 4 (+1)
5Technical: 3 (+1)
4Automotive Machinery:
6Stealth:
5Survival:
3Achievements:None yet earned.
Alive/CharactersDrew Richards | Nightwing (Gm)-James Kosher | Frettzo-Aleccio Ricci De Luca | Makatsume Haru-Cori Schmitt | Emuxe (Co-Gm)-Adrian Fong | Zombehs-Sarah Wright | MatParker1711-Miranda Hall | Wizard-Maggie Warner | Rinnee-Andrei Zherdev | RangingWolf-Joshep Veridna | DAWNSTAR-Jacob Miles | CorruptedShadowImportant/NPC CharactersBelow are either fully leveled, and important PC's and/or NPC's that are alive and in the world. Their presence is not one to be taken lightly, and should be known by those who will come to call themselves survivors. Please keep in mind that this list will always be under edit, as character's can die, and other's can replace them or join the list as we progress.
Sully Akula47- The current leader of Havana Bunker Groups, in charge of the drop offs, and group listings. He is well-known for his time as a scavenger, one of the fastest. Now, he is well known for his leadership, helping those in need, but making sure to supply the bunkers. He is almost never seen in person, as he is transported from bunker to bunker to remain hidden. He will sometimes contact scavengers and high-ranking officials through radio-contact, or by a special microphone in the ear when he needs something of importance in the area. It is wise to do as he says...
Mara Dawkins29- A skilled technician, and marksman, Mara is normally the one to command runners from behind the scenes. She'll give warnings and advice from her lookout post as long as the team is in sight, otherwise she will give advice based on information given to her. She tends to hand out contracts to those looking for work, and will head out on missions from time to time. However, she only will do so to collect a body, or help if an ambush has taken place. She is not a woman to be messed with, a friendly piece of advice; don't try to. Mara can gift items to players from time-to-time, and while out on a mission, don't be too surprised if she set a trap for you.
Pandora???- A trio of pilots and suppliers... With a twist. The mystery women view the end of the world as a game, and has thus decided to make it more interesting and decided to make it more interesting. These women make their own drops, but be warned, there's a 50% chance that this drop may be a trap (as decided by a dice-roll by GM or Co-Gm). Don't fret, though, you'll have a warning in the form of a spring up message warning you to "start running" before detonating 30 seconds later. These traps can either alert the undead, or harm the "player," as they call the survivors. Though on the other hand, the drop may be supplies - so one must trust their instincts around these "Pandora's box"es. It's easy to tell if these boxes are theirs or not, for these particular drops are made by helicopters with the name "Pandora" printed on the tail, as well as on the boxes themselves.
Good night Good luck.