Nuclear Apocalypse Survival
This RP is based on the Fallout series. I've played it a couple times in my friends house and decided to make a RP out of it. Also inspired by Discovery Channel's The Colony. Hope you guys will enjoy it.
The Beginning
In war there is no room for pity, kill or be killed
World War 3......
A war where nuclear missile and bombs.... Wipe out mankind.
It was the year 2050. Humanity drain out it's final drop of fossil fuel.
Global warming wipe-out most of the crops grown by humans. Bio-fuel is not an option.
Therefore, the United States of America, using it's final reserves of fuel,declares war on the entire world. Hoping to suck out every last drop of fuel of any kind.
The first rounds that went off.... Are the one's no one likes. No one knew who launch the the first nuclear warheads, nor who was the first to be impacted.Whatever it is, World War 3 is the shortest war ever fought.Only 3 hours...... A ceasefire was enforced. But that is because there are almost no one left to fight..... Hiding in nuclear shelters or........
Lying dead.Or worse. Toasted
The final Hope for..... Mankind...
The people who survived, are hidden in shelters, called Nuclear Bunker("NB"), also known as the "grave of the last humans''
They are in the USA, waiting for the radiation levels to lower, so that they could rebuild the entire country, then the world.
You are one of them, the last hope of mankind.
And, in the year 2090, you will emerge from the NB's, to rebuild the country.Our RP starts here.
X-Factor Survival System
AnomaliesOkay. It's based on what the players write and the DM (me) throwing in things I called anomalies.
Anomalies occur whenever a player writes anything. It could be good it could be bad. Therefore, anything could happen to you. Also when you perform an action, you can't just go:
I shoot that bad guy.
No, it should be:
I tried to shoot that bad guy.
So a longer post will be better as it could improve your chances for a success.
An example of Anomaly.
Char: I walk down that dirt path.
DM: You spotted a dead guy. He could have some stuff on him, what do you want to do with him? Also, you sneezed. (Chances of a deadly disease 12%)
Day/Night CycleThere is a day/night cycle which is very important. Happens randomly
DiseaseAlright, people get sick. It's nothing special but in a world full of radiation, people get sick easily. Worst case scenario is death. Disease comes in the form of Anomalies, means you could get a random disease say, flu by well random, or after eating from what seems to be safe source of food, you get maybe a parasite. It requires medication and maybe a doctor. So if you scavenge a (former) hospital, do it carefully to acquire proper medication.
Traits
Traits are about genetics. They are inherited from your parents and could not be cured or altered in anyway(or is it so......).
There are two types of traits.
Positive
These are good traits. They give you some kind of perks which could even save your live. Some people do see better in the dark most others. That's a positive trait.
Negative
These could be from either weak digestion system or a disease that can't be cured. You have them from the start and you will live with it forever,making the game harder for you guys.
The DM will give you a set of 2 random Positive and 2 Negative traits. So you guys won't have to add it in your char sheet.
Credits to -Peper- for pointing it out for me.
DeathNeeds no explanation.
Rules
Follow the The Unwritten RP Rules
Have Fun
DM is always right (somehow.....)
Have Fun
Uses the X-Factor Survival System
Have Fun
Try to keep yourself alive.
Have Fun
Faction
Before you create your character, you must first choose your faction. Although it dosen't really look like one..... But consider it as people who has the same mind-set as you. Also it could be change whenever you like it so if you feel that guy is cool, join him.
PLAYABLE FACTIONS
Could be used and joined.
The settlers are people who settle in certain parts of the area. They would use pre-existing shelters (i.e warehouses or barns) or build one themselves. The settlers would be able to recruit players and NPC (controlled by me of course) to their settlement. It must be named (i.e L Settlement?) and will a management panel that would indicate your food water rations. Players who picked settlers who start out with one extra specialty equipment. They can join or create other settlements.
The nomads...... They never stick in one place.They move from settlement to settlement. The would have groups of people, the nomadic group would have a vehicle on which to travel around. They too can recruit people and NPC and their group must be named and really heavily on the settlements you choose to stop at. Players who picked the nomads would start with extra food and water rations (double of normal ).
Aw crap....... still reading this? Fine. Marauders are bandits. You raid settlements and nomad groups to earn money, acquire food and water as well as equipment. You may have a camp, or you are nomadic. All the systems applied to the Settlers and the Nomads applies for the Marauder.Yes, you can recruit NPC and players. You only have one goal: Survive at all cost. Players who picked this will start with a melee weapon and extra ammo for their guns.
UNPLAYABLE FACTIONS
Could not be used or joined. You can only interact with them.
These are either nomadic (common) or they have a shop or depot (not so common) and they buy and sell stuff to you. Some guys are good while some are rude. They often have guards so Marauders beware if you want to rob them.
They are groups of mercenaries travelling around. They sell their services to the highest bidder. You could also join them if you are skilled enough.Most commonly offer farmers hunters and hired guns who can shoot well. Even have "special" services like assassinations. It's expensive though.
NPC
So... I've been playing Terraria, and I figure if you can add NPC which are control by me, into your group(be it Settlers or Nomads or Marauders)it might add some form hmmm added skill-sets because you cant be a jack-of-all-trades right?
Speaking of skills-set, I haven't done a list of it. Will be worked on soon.
Here is a basic list of NPC that I just figured.
Farmer
He has been farming for all his life and now that he survived the apocalypse, he cant really survived on his own. Therefore, he will joined pretty much any faction to survived. He works on your land, growing corps for you and
while not the best should free you of some of your duties.
Requirements:
You need to be actually growing crops. That's right, if you ain't planting anything, he won't even ask you to let him in your group, since he will do nothing.
Rifleman
This guy has been trained with a rifle before. Could be for hunting or just recreational shooter. Whatever it is, it's the 1st form of NPC that players would have that could increase their firepower in almost any early RP situation. The great thing is you could re-train him and be better because he might be useless in later RP situation. NOTE: Re-training take a long time.
Requirements: Well, not really any.
Hunter
He could assist you in your hunting trips. It's important as "monster" that you are hunting still roam this land. While mutated most animals are safe to eat if you cook it. Well, most. Like the rifleman he could be re-train.
Requirements: Have one successful hunting trip.
Craftsman
These guy have some ability and creativity to make shiny gold stuff out of rusty parts. Be sure to have these NPC (or player) so that you can make use of most of your..... Junk?
Requirements: Craft an item out of anything with or without any blueprints plans or schematics.
The list will get longer every time you RP so don't hesitate to ask me about whatever you wanted to add.
Skills
To survive, you will need to have different kind of skills. Some are good at shooting, some making stuff, some cooking. But whatever it is, every player will have different levels of that particular skill, making them either better or worse than other people. The higher the skill level, the better you will fare of in that particular field. Etc: You are good at hunting. So, you will fare better during hunting trips (i.e knowing where to place traps) than people who well.... sucks...
Each player could have a maximum of seven skills.
If you have one master skill, you can only have five other skills
If you have two (max) master skill, you can only have four other skills.
There are four levels.
Beginner: Mastery of level:1-50%
So, you had just picked up this skill and you are in the process of properly learning it. You won't have much success doing anything other then the mere basic of this skill but it's better than none. Right?
Adept: Mastery level:51-100%
A step above the beginner, it's the most common skill level in this world. Meaning, most people or NPC you are going to meet will have at the least 1 "Adept" skill.
Expert: Mastery of level: 101%-150%
Hmm, "Expert" huh. Most of the people you will see with any skill that is at the "Expert" level, would have to have some kind of formal education or training.
Say, a rifleman. No matter how hard a player or NPC train themselves, they can't reach the ''Expert" level unless they trained by:
Instructor (NPC? Great..... Have not listed it yet.)
School (Hey, I swear you can build a school. XD)
Or, any one who has the "Master" Level.
Master: Mastery of level: 151%-200%
Last but not least "Master" level. Each player could only have two "Master" Skill. They can train NPC quicker and could also advance them towards the "Expert" level.
That's all. If you wonder, how to progress in a particular field or skill, practice makes perfect(and sense) so keep doing it. Say, cooking. The more you cook the better it will get. And if somebody helped you or train or teaches you(must be at least "Expert") you will advance quicker. Your skill and it's level will be written on your Char Sheet. It's always better to have good and important set's of skill.
Beginner: Mastery of level:1-50%
So, you had just picked up this skill and you are in the process of properly learning it. You won't have much success doing anything other then the mere basic of this skill but it's better than none. Right?
Adept: Mastery level:51-100%
A step above the beginner, it's the most common skill level in this world. Meaning, most people or NPC you are going to meet will have at the least 1 "Adept" skill.
Expert: Mastery of level: 101%-150%
Hmm, "Expert" huh. Most of the people you will see with any skill that is at the "Expert" level, would have to have some kind of formal education or training.
Say, a rifleman. No matter how hard a player or NPC train themselves, they can't reach the ''Expert" level unless they trained by:
Instructor (NPC? Great..... Have not listed it yet.)
School (Hey, I swear you can build a school. XD)
Or, any one who has the "Master" Level.
Master: Mastery of level: 151%-200%
Last but not least "Master" level. Each player could only have two "Master" Skill. They can train NPC quicker and could also advance them towards the "Expert" level.
That's all. If you wonder, how to progress in a particular field or skill, practice makes perfect(and sense) so keep doing it. Say, cooking. The more you cook the better it will get. And if somebody helped you or train or teaches you(must be at least "Expert") you will advance quicker. Your skill and it's level will be written on your Char Sheet. It's always better to have good and important set's of skill.
Hunting
General Knowledge a.k.a Logic or Brain (for identifying stuff and problems)
Shooting
Building
Car-Building (yes it's different)
Farming
Cooking ( For boosting morale.)
Crafting (pairs with General Knowledge (GK) and Inventing)
Fishing
Salvaging
Medicine ( Healing.)
Boat-building
Security (Determines for well you can make and break locks)
Firearms ( For well you know you gun. Pairs with shooting)
Invention (pairs with General Knowledge (GK) and Crafting means you can get a bonus for the skills that can be paired.)
Melee (pairs with martial arts)
Martial arts (pairs with melee)
Charisma ( The power to persuade people and keep morale high. Pairs with
Negotiation. Pointed out by Lore-Wolf
Negotiation (Get good deals with this. Pairs with Charisma.)
The list will get longer every time you RP so don't hesitate to ask me about whatever you wanted to add.
Character Sheet
Character SheetName: ( XXXXXX XXXXXX XXXXXXX)
Age: ( 89)
Faction: ( Settlers or Nomads or Marauders. [Insert Group name here unless solo)
Skills: Each player starts with 3 and learns the rest later.
Interest: ( Rp-ing (??))
Appearance: ( Plain. Yea I look plain. Why? [Insert body size. Height and size])
History(Bio): ( I live in NB. I come out of NB. ( Wish I am still in NB)
Weapon: ( .22 or .45 rifle. Also is it the Glock 17 or 1911?)
Timezone Your own timezone. Important please do not fake it.)
Starting EquipmentAlso, each player starts with the following stuff:
Back-pack( you carry your stuff here for the size here's a pic.
http://www.rockymountaintrail.com/images/pictures/360/59203_224.jpg)
10Kg of food rations
5 liters of water(purified)
Swiss Army knife (Tools included in addition to the main blade, a smaller second blade, tweezers, toothpick, corkscrew, can opener, bottle opener, slotted/flat-head screwdriver(s), phillips-head screwdriver, ballpoint pen and pliers. It's custom made so you won't find it in the real-world if some players who own the knife asked.)
Warrington hammer
.22 Hunting rifle (long-barreled comes loaded and 1 magazine.)
OR
.45 Hunting Rifle (scoped and comes loaded. Marauders get no extra ammo if they picked this.)
Glock 17 ( 4 magazines.)
OR
Browning 1911 (3 Magazines)
Digital Geiger Meter
Ball-point pen
First aid kit (basic ones)
Flare x2
Ronson-Lighter ( Sure to light on 1st try lol )
Hand-Shovel ( Better than hands)
500 chips (money)
SETTLERS ONLY
The specialty equipment is for the equipment for the highest skill percentage of your character. If it's hunting, you could either get a special trap or ammo for the .45 hunting rifle.
All players will start with this plus their factions respective bonuses.
http://www.hiveworkshop.com/forums/live-shows-373/nuclear-apocalypse-survival-rp-204104/#post2011688
PM me if you have any idea.
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