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Author Topic: Resident Evil Turning Points: A Non-Cannon Game in The Resident Evil Universe  (Read 2202 times)

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Offline UrbanzorroTopic starter


By now everyone knows the story…
 
The Arklay Mountains Outbreak was the first reported outbreak of the T-virus. Despite just how horrifying and disastrous this situation became, it was eventually dwarfed by the Raccoon City Outbreak, which was even worse in scope and consequences.
 
If one follows the timeline leading up to both outbreaks they will find that both events seem to almost be fated to have happened. With several examples of what appear to be the most unfortunate string of coincidences and accidents imaginable having occurred.
 
…But what if these events were not fated? What if the events that took place in 1998 were simply the result of several coincidences? And what if one of these small, seemingly unimportant events were to change? What if a turning point was reached and history took a different course?
 
Then perhaps history itself would change… But for the better? Or for the worse?
 


OOC
 
Ok, so this is my idea for a non-cannon game set in a slightly altered version of the Resident Evil universe. Now before you read any further you should know that when I say ‘non-cannon’ I don’t only mean that the game’s players will be using non-cannon characters. I also mean that the specifics of some situations will be different and that actions taken by the player characters will alter the history of major events in the Resident Evil universe. As for exactly how these events(and thus the history of the series) are changed… that is entirely up to the characters’ actions. SO basically I’m proposing a game that offers players the ability to actually have a ‘real’ effect on the course of events in the Resident Evil universe.
 
If this concept is something that upsets you /violates everything you love about Resident Evil. Then you should probably not join this game. BUT if you’re like me and you think this concept is quite interesting then please read a bit more and find out of this game is to your liking. If it in fact is, then please voice some interest by posting something along the lines of “I’m interested” or by posting up a character.
 
As always, any questions or comments are welcome.
 
The Basics
This section is meant to give you an idea of what the general feel of the game will be and as such there are a few points about the game that should be listed.
 
1.       I’ll be going by the video game universe as opposed to the movie one. This is simply because I grew up on the games and they to me are the true Resident Evil.
2.       I’ve got a long term story, taking part over several chapters, in mind for this game. As such I ask that players who create a character and take up a slot in the game actually commit to seeing the game through. If you know you can’t/won’t do that please don’t deny others the opportunity to play.
3.       Each one of the chapters in this game will cover a different major event in the history of the Resident Evil universe; the exact make up/format of each chapter will be quite different from the next. For instance some games may be very structured with a linear story and others may be much more character driven. This is simply because not only will they be telling different stories from each other but they will also be telling different kinds of stories.
4.       Each chapter will be treated as a different and individual game with it’s own threads, interest check, etc.
5.       I’m going to attempt to capture the spirit of the original video games/universe as much as possible. This means that the games will involve suspense, mystery, in depth stories and characters, and even puzzles that players will solve using their characters and their wits.
6.       The puzzles will NOT be game breaking, and if the players get snagged up by one anywhere along the line I’ll be more than willing to give hints/answers.
 
The Setting
I’d like to also point out that we will be playing in a slightly(very slightly) altered version of the Resident Evil universe. In this universe the outbreaks happen a year later than they did in the cannon universe(1999 as opposed to 1998). My reason for this is to allow myself to make small changes to the setting and for those changes to be easily explained as things that would have happened should the year of 1998 proceeded without incident.
 
A Note On Characters and NPCs
I’m going to require that player characters for all the chapters in the game be 100% original, they can be inspired by whoever/whatever you like but please don’t make any carbon copies of existing characters.
 
As far as NPCs go, players can expect to run into both original and cannon characters as the story(ies) progress.
 
The Chapters
Here’s a basic rundown of each chapter:
 
Chapter 1: The Mansion Incident
July 24, 1999, a number of grisly murders have taken place on the outskirts of the Arklay Mountains and forest surrounding the Midwestern town of Raccoon City. The Victims were attacked in their homes by what appears to have been a group of assailants. There has also been evidence of cannibalism…
 
Baffled by the strange nature of these cases the Raccoon City Police Department(R.P.D.) has sent in the Special Tactics And Rescue Service (S.T.A.R.S.) to investigate these mysterious events taking place near and in the woods. The S.T.A.R.S. Bravo team was dispatched on the 22nd but after a day of non-contact with the team the Alpha team was sent to find them on the 23rd. As of today there has been no further contact with either team, and so the R.P.D has dispatched Charlie team to find out what has happened…
(The specifics of this chapter will be explained further below)
 
Chapter 2The Birkin Situation
William Birkin is a top biologist working for the Umbrella Corporation and is responsible for the discovery of the G-virus. He is now the head of the G-virus development project. He was promoted in 1988 to lead the project and has recently completed all but the final stages of development for the G-virus. It was previously believed that he planned to use his final research as grounds for requesting promotion into Umbrella’s executive board.
 
However, a series of disagreements with his superiors have cause suspicion amongst the executive board that he plans on keeping is research for himself and selling it to the U. S. Government. On of our sources within the U.S. military has also informed us that a Special Forces unit has been dispatched on a ‘training exercise’ to the area near Raccoon City. It is believed that this unit’s true purpose is to intervene in the situation and retrieve Dr. Birkin along with his research. This cannot be allowed…
(This game will involve players taking on the roles of members of an Umbrella task force sent to retrieve samples of the G-Virus and to also prevent the U.S. Government from gaining their own samples)
 
Chapter 3The Raccoon City Outbreak
September 22, 1999. Another viral outbreak involving the T-virus has occurred… Somehow, in the process of Umbrella’s attempts to retrieve a sample of the G-virus from William Birkin, vials containing samples of the G-virus and the T-virus were lost and said viruses have managed to enter Raccoon City’s sewers. This has caused the sewer’s rats and other organisms to become infected and has also caused the virus to spread to the surface.
 
As of the 24th of September, the city is reported to be in total chaos. Requiring the U.S. Army to enact a quarantine of the city in an attempt to stabilize the situation. Umbrella has dispatched their Umbrella Biohazard Countermeasure Service (U.B.C.S.) to assist the police. But the outlook of the situation thus far is not hopeful…
(This game will involve players taking on the roles of people within Raccoon City who are now forced to find a way to survive and hopefully escape the city)
 
Chapter 4No Loose Ends
September 28tth, 1999. The Umbrella Corporation, seeking to keep the Raccoon City Outbreak from being a complete and total loss has decided to use the chaos of the outbreak to hunt down and kill anyone within the city who has thus far proven to be a thorn in the corporation’s side. They have deployed several different forms of weapons and ‘projects’ to achieve this end while also collecting valuable combat data.
(This game will involve any characters who are still in Raccoon City after the previous chapters as well as new characters)
 
Chapter 5The Rockfort Island Attack
Rockfort Island is a private island located somewhere south of the equator which is owned and operated by the Umbrella Corporation. The island’s main purpose is to serve as an illegal prison camp, which is currently holding several high value enemies of Umbrella, and a paramilitary training facility for the corporation. Rockfort is administered by Alfred Ashford, who’s father was a researcher for, and who’s grandfather was a co-founder of Umbrella. Besides the prison and training facility the island also boasts a small but lavish palace for the hosting of dignitaries, a private residence or Alfred and his sister Alexia, and several B.O.W. storehouses.
 
So long as the Rockfort facility remains operational Umbrella’s future is all but assured by their compiled research data and their large numbers of B.O.W.s ready for immediate sale. With this in mind an unnamed rival of Umbrealla is currently preparing to launch an attack on the facility. Exactly who will take part in this attack, what their objectives are, and what effects their actions will have is currently unknown.
(This chapter will involve a large number of players playing both new characters and having the option of playing characters from previous chapters. More details will be revealed at the end of chapter 4)
 
Chapter 6In The Daylight/In The Rain
The final chapter…The events of this chapter more than any other will be decided by the accumulated actions, decisions, successes, and failures of the player characters throughout the previous chapters. As such everything from it’s title, to the exact make up of the game will remain a secret until it is time for the chapter to be set up.
 
Chapter 1 Specifics
The following is everything you need to know about Chapter 1:
 
The Basics
I’m looking for 4 other players to take part in this game. The game itself will be a system game and it will run on my Systemic Freeform system which will be explained a bit later. I should stress that even if you normally don’t enjoy system games you might want to still take a look at this one. The system is designed to be nearly 100% seamless and behind the scenes from the players. This means that the only real contact you’ll have with it is during character creation. A more in depth explanation of this will follow shortly!
 
Character Sheet & Character List
Here is a list of the character slots in the game.
Team Leader: Arthur Lancaster (UrbanZorro/NPC)
Team Member
Team Member
Team Member
Team Member
Team Member Kevin Rayman (UrbanZorro/NPC)
 
And here is the character sheet. It may seem a bit intimidating but it’s really nowhere near hard to put together (considering that most of the complicated stuff will be handled by the GM behind the scenes ;D)
 
Code: [Select]
[b][u]Appearance: [/u][/b] What your character looks like. An image is best, though any differences between the image and your character’s appearance should also be noted
[b][u]Name: [/u][/b] Self explanatory
[b][u]Age: [/u][/b] Self explanatory
[b][u]Gender: [/u][/b] See above ;D
[b][u]Personality: [/u][/b] What your character acts like, their attitude on life. Please provide at least one paragraph.
[b][u]Bio: [/u][/b]  Who your character is, their life story. Pleas provide at least two paragraphs, though there is no real upward limit so feel free to flesh them out as much as you like.
[b][u]Equipment: [/u][/b] Your character’s weapons and other items (this portion is broken down into smaller lists below so don’t fill anything in right here)
[u]Armor: [/u] What form of armor your character has, along with any upgrades to it
[u] Primary Weapon: [/u ] Your character’s primary weapon choice along with any upgrades to it
[u]Secondary Weapon: [/u] Your character’ secondary weapon choice along with any upgrades to it
[u]Defensive Weapon:[/u] Your character’s defensive weapon choice
[u]Extra Items:[/u] Any items not listed above that your character possesses
[u]Special Items:[/u] Any Special or Unique items your character possesses
 [b][u]Determined Stats[/u][/b] These are the stats which you decide by directly adding points to as well as selecting equipment.
[u]Health[/u] The measure of how much Damage your character can take before dying
[u]Attack[/u] How much Damage your character can do in Melee Combat
[u]Ranged Attack[/u] How much Damage your character can do in Ranged Combat, this stat is only effected by a character’s equipment choices.
[u]Accuracy [/u] How accurate your character’s Ranged and Melee Combat attacks will be.
[u]Agility[/u] How capable your character is of avoiding enemy attacks, and outrunning enemies.
[u]Defense[/u] How much Damage is absorbed by your character’s armor as opposed to their body.
[u]Intelligence[/u] How smart your character is. Effects many of their Derived Stats as well as their ability to interact with certain aspects of the world around them.
[u]Perception[/u] How perceptive your character is of their surroundings, and how likely they are to spot enemies who are attempting to sneak up on them.
[u]Stealth[/u] Your character’s ability to sneak up on their enemies.
[u]Luck[/u] The likelihood of random events turning in your character’s favor. Has an effect on a number of Derived Stats.
[b][u]Derived Stats[/u][/b] These stats are determined by your character’s stats as well as their equipment and cannot be directly altered. They will be filled in by the GM at game start, you do not need to address them during character creation.
 [u]Poison Resistance[/u] How likely your character is to avoid being poisoned. It is effected by your character’s Health, Defense, Luck and Agility
 [u]Infection Resistance[/u] How likely your character is to avoid being infected when attacked or when coming into contact with sources of infection. It is effected by your character’s Health, Defense and Luck
[u]Infection Rate[/u] How quickly infection takes hold on your character. It is effected by your character’s Health, Agility, and Defense
[b][u]Infection Stage[/u][/b] What stage of infection your character is at and any effects this stage has on them.
 [u]Bleed Chance[/u] How likely your character is to avoid serious bleeding when attacked. It is effected by your character’s Defense, and Attack[b]
[u]Critical Hit Chance[/u] The likelihood of your character’s attacks doing extra damage/having a more dramatic than normal effect. It is effected by your character’s Luck and Attack
 [u]Key Item/Information Chance[/u] The likelihood of your character to simply stumble across a key piec of information or a key item rather than having to search for it. It is effected by your character’s Perception, Intelligence, and Luck
[u]Special Weapon Chance[/u] How likely your character is to come across a unique, special, or otherwise uncommon weapon.  It is effected by your character’s Luck and Perception
 [u]Special Skills[/u][/b] Any special skills your character possesses
[u]Your character’s special skill choice goes here[/u]
[code]
« Last Edit: May 26, 2012, 11:48:47 AM by Urbanzorro »

Offline UrbanzorroTopic starter

The System
Rolls
There are none! At least none that players need to make. Taking part in this game will in no way require the use of dice by the players in any way.
 
Ammunition:
For the sake of keeping things simple we will leave ammunition to our own freeform devices, provided that everyone can agree to accept when the GM informs them that their character is running a bit low on ammo.
 
Posting
The reason why players do not need to use dice/interact with the actual system is due to the way posts are meant to be made in the game. In order for the system to work posts which interact with the system(such as combat, or attempts to pick locks/hack computers/etc)  must be posted in a way to still allow the GM(s) to maintain control of events. This means the player’s posts should illustrate their character’s actions and the intent of their actions but not the results. For instance “My character shoots at the enemy and hits them in the head” does not work. Whereas “My character shoots at the enemy, and aims for their head” does.  And that is the gist of the restrictions placed on creativity by the system.
 
Character Creation
Each player is given 45 points to allocate to their character’s stats. The minimum for each stat is 3, and the maximum is 10. The only exceptions to this are the Health and Ranged Attack stats. Health’s max is 20 and Ranged Attack is only effected by your character’s equipment choices meaning that you cannot allocate stat points to it.
 
In addition to these points each character is given 20 points to spend on equipment selected from the list below. If anything is not on the list(such as sun glasses, or gloves, etc) it may be added on in a freeform manner.
 
Equipment
Special Skills:
The following skills represent talents and abilities that have a direct impact on the system. Each character is allowed to select a single one of these skills in order to represent their character’s specialization within the team. There is no limit on how many players can select a specific skill, for instance everyone could be a medic, though they are designed to work best with several characters possessing different skills in order to better support one another.
 
Aircraft Pilot: Your character has been trained to pilot aircraft, whether they be helicopters or fixed wing planes doesn’t matter. Your character is skilled at both.
Effect: Your character receives +5 Intelligence when attempting to interact with aircraft, your character is able to expertly pilot aircraft.
 
Mechanic: Your character has a strong understanding of mechanics and is able to fix most broken machines.
Effect: You character’s chance of repairing broken equipment is doubled.
 
Biochemist: Your character has studied biology and chemistry for many years, they are an expert at understanding the organic systems of animals and other organisms.
Effect: Your character is able to examine organisms and from their bodies determine information about them, the also receive +5 Intelligence when attempting to work with chemicals and viruses, Provides access to the Chemical Kit Skill Specific Item.
 
Medic: Your character has been trained to serve as a medic and can heal many different forms of injury.
Effect: +5 Intelligence when attempting to save another character’s life, Provides access to the Medical Kit.
 
Explosives Expert: Your character is skilled at the placement of explosives as well as the disarming of them.
Effect: Your character receives +5 Intelligence when attempting to disarm bombs and explosives, your character has access to the Demolitions Kit.
 
Electronics Expert: Your character has an innate skill with electronics such as computers, communication equipment, and electronic locks.
Effect: Your character receives +5 Intelligence when attempting to hack computers or break into electronic locks, Your character has access to the Combat Laptop.
 
Weapons Specialist: Your character has logged hours upon hours of experience with all forms of firearms.
Effect: Your character is able to carry two primary weapons instead of one.
 
Detective: You character has a strong eye for detail and patterns, making them an excellent detective.
Effect: Your character’s Key Item/Information Chance is Doubled.
 
Locksmith: Your character is skilled at working with locks. Such as those on doors, safes, cabinets, and windows.
Effect: Your character receives +5 Perception when attempting to break or pick locks, Your character has access to the Lock Pick Tools.

Primary Weapons
Each character is allowed to select a single Primary Weapon, unless they have taken the Weapons Specialist special skill, then they may select two. Rather than listing specific models of weapons I’ve listed general ‘types’ which have been placed in bold font. So that players can select the exact model of weapon they’d like their character to have. Underneath each ‘type choice’ there are also several modifications which can be added to represent the customization of equipment that can be common in special units such as S.T.A.R.S. Each item’s modification options are listed below said item and are only applicable to itself. For instance you can’t take an upgrade for a sniper rifle and attach it to a shotgun.
 
Light Machine Gun: A light machine gun designed to be employed by an individual soldier without an assistant as a support weapon meant to deliver suppressive fire. Light machine guns boast an extremely high rate of fire as well as a high caliber round making them very effective at medium and long range combat. But their size and weight makes them less effective at close range combat.
Effect: +5 Ranged Attack, Ranged Attacks strike up to three opponents when they are in melee range of one another, -1 Agility, Can be fired on eight round burst or fully automatic-firing modes.
Cost: 3
Bipod: A two legged stand fixed to the bottom of the light machine gun, this stand allows the user to fire more accurately when placing the weapon so that it is propped up by the bipod.
Effect: +2 Accuracy while in a setup firing position
Cost: 2
Sling:  A sling attached to the light machine gun and worn around the shoulder, it is meant to help support the weight of the light machine gun when the user does not have the weapon propped against something. This added support helps the user focus their strength on steadying the weapon.
Effect:  +1 Accuracy while not in a setup firing position.
Cost: 1
Box Magazine:  A large ammunition magazine meant to carry far more rounds than a standard magazine, box magazines are useful for lowering the number of times a weapon needs to be reloaded in combat and thus increasing the weapon’s overall fire output.
Effect: +1 Ranged Attack, -1 Agility
Cost: 1
Muzzle Brake: A device fitted to the muzzle of a firearm to redirect propellant gases and cut the weapon’s recoil.
Effect: +2 Accuracy, -1 Stealth
Cost: 2
Holographic Sight: A non-zooming sight which uses mirrors to project the illusion a crosshair image to anyone staring down the weapon’s sights.
Effect: +1 Accuracy
Cost: 1
Increased Rate of Fire: Re-working of each individual part of the light machine gun has allowed the weapon to achieve a higher rate of fire than originally possible, this increased rate of fire does, however, add to the weapon’s recoil factor.
Effect: +1 Ranged Attack, -1 Accuracy
Cost: 1
Carbine: A weapon similar to, but shorter than, a rifle, carbines often fire the same ammunition as rifles but at a lower velocity due to their shorter barrels. Their smaller size and lighter weight than rifles makes them easier to handle in a close-quarter situation, while their higher caliber ammunition gives them a higher degree of stopping power than submachine guns and assault rifles. They are often best employed at the upper edge of mid-range to the lower edge of long-range combat.
Effect: +4 Ranged Attack, +1 Accuracy, -1 Attack, can be fired on semi-auto or three round burst firing modes.
Cost: 3
Holographic Sight: A non-zooming sight which uses mirrors to project the illusion a crosshair image to anyone staring down the weapon’s sights.
Effect: +1 Accuracy
Cost: 1
Magnifying Sight: A zooming sight which allows for clearer vision at high distances when looking down the weapon’s sights.
Effect:  +3 Accuracy
Cost: 2
Fully Automatic Fire:  The weapon has been modified to support a fully automatic firing mode.
Effect: +1 Ranged Attack, -1 Accuracy, the carbine can be fired on fully automatic mode
Cost: 2
Laser Sight: A small laser light placed on a handgun or a rifle and aligned to emit a beam parallel to the barrel. The laser appears as a small dot on the targeted area, even at long distances.
Effect: +1 Accuracy
Cost: 1
Suppressor: A device attached to the barrel of a firearm in order to reduce the amount of noise and flash generated by firing the weapon.
Effect: +2 Stealth
Cost: 2
Under-Slung Grenade Launcher: A grenade launcher which is attached to the bottom of the weapon’s barrel. Though the launcher is capable of firing any standard sized grenade rounds, the R.P.D.’s Chief has determined that the use of anything other than smoke grenade rounds by police officers gives off the wrong image.
Effect: -2 Enemy Accuracy, -1 Stealth
Cost: 2
Assault Rifle: Often the standard infantry weapons in most modern armies. Assault rifles fire intermediate cartridges, making their caliber above that of a sub-machine gun but below that of a carbine. They generally fire at a higher rate than a carbine but not as prodigious a rate as sub-machine guns. This, along with the smaller caliber of their ammunition makes them most effective at mid-ranged combat particularly in situations where, as their name suggests, the user is assaulting an enemy position.
Effect: +4 Ranged Attack, +1 Attack, -1 Accuracy, can be fired on 3 round burst and fully automatic modes.
Cost:3
Holographic Sight: A non-zooming sight which uses mirrors to project the illusion a crosshair image to anyone staring down the weapon’s sights.
Effect: +1 Accuracy
Cost: 1
Laser Sight: A small laser light placed on a handgun or a rifle and aligned to emit a beam parallel to the barrel. The laser appears as a small dot on the targeted area, even at long distances.
Effect: +1 Accuracy
Cost: 1
Suppressor: A device attached to the barrel of a firearm in order to reduce the amount of noise and flash generated by firing the weapon.
Effect: +2 Stealth
Cost: 2
Armor Piercing Rounds: Rounds specially designed for use against ‘hard’ targets, this ammunition excels at punching through any protective layers around the target, such as body armor.
Effect: Ranged Attacks do +2 Damage vs enemy Defense stat
Cost: 2
Fire Selector:  An enhanced fire selector has been added to the assault rifle, allowing the weapon to now also be fired in a semi-automatic firing mode.
Effect: +1 Accuracy, weapon can be fired on semi-automatic firing mode
Cost: 2
Extended Clip: A modified clip for the assault rifle which, by holding more rounds than a standard clip, allows the weapon to be fired for longer before the need to reload arises.
Effect: +1 Ranged Attack
Cost: 1
Sub-Machine Gun: An automatic weapon designed to fire pistol cartridges. Submachine guns are highly effective in close quarters. Where their lower-powered pistol cartridges make them generally more controllable in fully automatic fire compared to assault rifles. And their small size and light weight grant increased maneuverability in tight confines. They are best used in close-range combat and situations involving tight confines, such as the clearing of buildings.
Effect: +3 Ranged Attack, +2 Attack, -1 Accuracy, weapon can be fired on fully automatic, semi-automatic, and three round burst firing modes.
Cost: 3
Telescopic Stock: A stock which folds in on itself in order to become more compact and thus easier to maneuver with.
Effect: +1 Agility
Cost: 1
Laser Sight: A small laser light placed on a handgun or a rifle and aligned to emit a beam parallel to the barrel. The laser appears as a small dot on the targeted area, even at long distances.
Effect: +1 Accuracy
Cost: 1
Snubnosed: The barrel of the weapon has been shortened to allow for more ease of use in tight spaces, though a shortened barrel also results in lower accuracy.
Effect: +1 Agility, -1 Accuracy, Cannot be taken with Suppressor
Cost: 1
Suppressor: A device attached to the barrel of a firearm in order to reduce the amount of noise and flash generated by firing the weapon.
Effect: +2 Stealth
Cost: 2
Holographic Sight: A non-zooming sight which uses mirrors to project the illusion a crosshair image to anyone staring down the weapon’s sights.
Effect: +1 Accuracy
Cost: 1
Hollow Points: Rounds designed to do maximum damage to soft targets. Hollow points expand upon entering a target in order to decrease penetration and maximize tissue damage, blood loss and shock.
Effect: Ranged Attacks do +2 Damage vs enemy Health stat.
Cost: 2
Machine Pistol: A handgun style self-loading firearm, capable of fully automatic or burst fire, they are capable of firing rounds at a rate that can rival sub-machine guns but are less accurate, particularly at anything longer than close range. Their primary advantage is their extremely light weight, and small size. Making many models capable of being easily fired single handedly by an experienced user.
Effect: +2 Ranged Attack, +2 Attack, +2 Agility, -1 Accuracy, Can be fired on fully automatic firing mode. One handed weapon allowing the simultaneous use of a second one handed weapon
Cost: 3
Detachable Stock: A removable meant to be held against the shoulder in order to provide a means for the shooter to firmly support the device and easily aim it.
Effect: +1 Accuracy
Cost: 1
Suppressor: A device attached to the barrel of a firearm in order to reduce the amount of noise and flash generated by firing the weapon.
Effect: +2 Stealth
Cost: 2
Laser Sight: A small laser light placed on a handgun or a rifle and aligned to emit a beam parallel to the barrel. The laser appears as a small dot on the targeted area, even at long distances.
Effect: +1 Accuracy
Cost: 1
Extended Clip: A modified clip for the assault rifle which, by holding more rounds than a standard clip, allows the weapon to be fired for longer before the need to reload arises.
Effect: +1 Ranged Attack
Cost: 1
Fire Selector: A modified fire selector has been incorporated into the machine pistol, allowing it to be fired on a semi-automatic setting.
Effect: +1 Accuracy, Allows the Machine Pistol to be fired on semi-automatic firing mode.
Cost: 2
Muzzle Brake: A device fitted to the muzzle of a firearm to redirect propellant gases and cut the weapon’s recoil.
Effect: +2 Accuracy, -1 Stealth
Cost: 2
Shotgun: Shotguns fire a single shell which contains a number of small spherical pellets called shot, or a solid projectile called a slug. The shot pellets from a shotgun spread upon leaving the barrel, and the power of the burning charge is divided among the pellets, which means that the energy of any one ball of shot is fairly low making shotguns somewhat ineffective at long range but devastating in close range situations where a target can be expected to be hit by the majority of the pellets fired by a single shell. They are also favored by law enforcement for their ease of use with less than lethal ammunition. shotguns are even more effective at close range than sub-machine guns but lack effectiveness at long range.
Effect: +2 Ranged Attack, +3 Attack, -1 Stealth, can be fired in semi-automatic firing mode, can make use of a pump action.
Cost: 3
Barrel Choke:  A constriction in a shotgun barrel formed by compressing the end of the outside of the barrel. Chokes are useful for limiting a shotgun’s spread pattern and thus increasing the weapon’s accuracy and effective range.
Effect: +1 Ranged Attack, +1 Accuracy, Cannot be taken with Sawed Off
Cost: 2
Fully Automatic Fire: The internal workings of the weapon allow for it to be fired automatically, thought he recoil from such action is considerable.
Effect: +1 Ranged Attack, -1 Accuracy, Allows the Shotgun to be fired on fully automatic firing mode.
Cost: 1
Increased Ammunition Capacity: The shotgun has a greater capacity to carry ammunition, requiring less frequent reloading of the weapon and increasing its effectiveness in combat situations.
Effect: +1 Ranged Attack, +1 Attack
Cost: 2
Slug-shot: A type of round developed specially for the S.T.A.R.S. team. Slug-shot is a mixture of normal shotgun shells and slug rounds. Each shell, when fired, releases a single solid slug in addition to the normal shot. This is useful for increasing the odds of hitting a target that the weapon is aimed at, and offering greater penetration of said target. Especially at close range.
Effect: +1 Accuracy, 1 in 4 chance that Melee Attacks will ignore enemy Defense stat.
Cost: 3
Sawed-Off: A type of shotgun with a shorter gun barrel and often a shorter or deleted stock. The shortened barrel increases the weapon’s spread which in turn increases the raw power of the weapon at close range but also cuts on it’s accuracy.
Effect: +2 Attack, -1 Accuracy
Cost: 2
Baton Rounds: A small fabric “pillow” filled with lead shot and fired from a shotgun. It is designed to deliver a blow that will cause minimum long-term trauma and no penetration but will result in a muscle spasm or other reaction to briefly render a violent suspect immobile.
Effect: When used: Enemies suffer -3 Agility, Attacks do ¾ Damage, 1 in 2 chance of knocking human sized (or smaller) enemies off their feet.
Cost: 2
Sniper Rifle: A precision-rifle used to ensure more accurate placement of bullets at longer ranges than other projectile weapons. A typical sniper rifle is built for optimal levels of accuracy, and intended to be used to make exact shots on specific targets. The size of a sniper rifle often makes it less useful in close range than most other man-portable weapons. As such they are best deployed at longer ranges where their accuracy and stopping power can bring down targets before the user is even in his target’s weapon range.
Effect: +4 Ranged Attack, +2 Accuracy, -1 Attack, Critical Hits cause enemies to suffer Instant Death
Cost: 3
Muzzle Brake: A device fitted to the muzzle of a firearm to redirect propellant gases and cut the weapon’s recoil.
Effect: +2 Accuracy, -1 Stealth
Cost: 2
Laser Sight: A small laser light placed on a handgun or a rifle and aligned to emit a beam parallel to the barrel. The laser appears as a small dot on the targeted area, even at long distances.
Effect: +1 Accuracy
Magnifying Scope: A scope attached to the top of the weapon which magnifies images seen through it, allowing for increased accuracy at long ranges.
Effect: +4 Accuracy
Cost: 2
Suppressor: A device attached to the barrel of a firearm in order to reduce the amount of noise and flash generated by firing the weapon.
Effect: +2 Stealth
Cost: 2
Bipod: A two legged stand fixed to the bottom of the sniper rifle, this stand allows the user to fire more accurately when placing the weapon so that it is propped up by the bipod.
Effect: +2 Accuracy while in a setup firing position
Cost: 2
Armor Piercing Rounds: Rounds specially designed for use against ‘hard’ targets, this ammunition excels at punching through any protective layers around the target, such as body armor.
Effect: Ranged Attacks do +2 Damage vs enemy Defense stat
Cost: 2
 
Secondary Weapons
Each character is allowed to select a single Secondary Weapon, once again rather than listing specific models of weapons I’ve listed general ‘types’ which have been placed in bold font. So that players can select the exact model of weapon they’d like their character to have. Underneath each ‘type choice’ there are also several modifications (underlined font) which can be added to represent the customization of equipment that can be common in special units such as S.T.A.R.S. Each item’s modification options are only applicable to itself. For instance you can’t take an upgrade for a revolver and attaché it to a machine pistol. Additionally it should be noted that should a player choose to, they can opt to take two secondary weapons with one replacing their primary weapon option.
 
Machine Pistol: A handgun style self-loading firearm, capable of fully automatic or burst fire, they are capable of firing rounds at a rate that can rival sub-machine guns but are less accurate, particularly at anything longer than close range. Their primary advantage is their extremely light weight, and small size. Making many models capable of being easily fired single handedly by an experienced user.
Effect: +2 Ranged Attack, +2 Attack, +2 Agility, -1 Accuracy, Can be fired on fully automatic firing mode. One handed weapon allowing the simultaneous use of a second one handed weapon
Cost: 3
Detachable Stock: A removable meant to be held against the shoulder in order to provide a means for the shooter to firmly support the device and easily aim it.
Effect: +1 Accuracy
Cost: 1
Suppressor: A device attached to the barrel of a firearm in order to reduce the amount of noise and flash generated by firing the weapon.
Effect: +2 Stealth
Cost: 2
Laser Sight: A small laser light placed on a handgun or a rifle and aligned to emit a beam parallel to the barrel. The laser appears as a small dot on the targeted area, even at long distances.
Effect: +1 Accuracy
Cost: 1
Extended Clip: A modified clip for the assault rifle which, by holding more rounds than a standard clip, allows the weapon to be fired for longer before the need to reload arises.
Effect: +1 Ranged Attack
Cost: 1
Fire Selector: A modified fire selector has been incorporated into the machine pistol, allowing it to be fired on a semi-automatic setting.
Effect: +1 Accuracy, Allows the Machine Pistol to be fired on semi-automatic firing mode.
Cost: 2
Muzzle Brake: A device fitted to the muzzle of a firearm to redirect propellant gases and cut the weapon’s recoil.
Effect: +2 Accuracy, -1 Stealth
Cost: 2
Semi-Automatic Pistol:  A type of handgun which uses a single chamber and barrel, with a mechanism powered by the previous shot to load a fresh cartridge into the chamber. One round is fired each time the trigger of a semi-automatic pistol is pulled. This system, along with the fact that they often fire a lower caliber round than revolvers, allows them to make recoil less of an issue for the user making them somewhat more accurate than revolvers.
Effect:  +1 Ranged Attack, +1 Attack, +2 Accuracy, can be fired in semi-automatic firing mode
Cost: 2
Suppressor: A device attached to the barrel of a firearm in order to reduce the amount of noise and flash generated by firing the weapon.
Effect: +2 Stealth
Cost: 2
Laser Sight: A small laser light placed on a handgun or a rifle and aligned to emit a beam parallel to the barrel. The laser appears as a small dot on the targeted area, even at long distances.
Effect: +1 Accuracy
Cost: 1
Hollow Points: Rounds designed to do maximum damage to soft targets. Hollow points expand upon entering a target in order to decrease penetration and maximize tissue damage, blood loss and shock.
Effect: Ranged Attacks do +2 Damage vs enemy Health stat.
Cost: 2
Revolver: A repeating firearm that has a cylinder containing multiple chambers and at least one barrel for firing. When the hammer is cocked the cylinder revolves to align the next chamber and round with the hammer and barrel, which gives this type of firearm its name. Revolvers have been largely replaced by semi-automatic pistols in military and law enforcement due to their limited ammunition capacities longer reload times, and the distraction from situational awareness that loading a revolver can cause. Despite this fact, many people have been known to prefer revolvers for their greater stopping power.
Effect:  +3 Ranged Attack, +2 Attack, -1 Perception, The weapon must be cocked manually before each time it is fired.
Cost: 2
Laser Sight: A small laser light placed on a handgun or a rifle and aligned to emit a beam parallel to the barrel. The laser appears as a small dot on the targeted area, even at long distances.
Effect: +1 Accuracy
Cost: 1
Double Action: In a double action revolver, the cocking action is achieved by the trigger pull itself and thus it is unnecessary to manually cock the weapon before it is fired.
Effect: +1 Ranged Attack, allows the Revolver to be fired without needing to manually cock the weapon.
Cost: 1
Magnum: A magnum cartridge is a firearm cartridge larger than, or derived from, a similar cartridge. A firearm which uses these rounds is often said to be a magnum. Generally speaking magnum revolvers possess greater stopping power than non-magnum revolvers.
Effect:  +2 Ranged Attack, +1 Attack, -1 Accuracy, -1 Stealth
Cost: 3
Speed Loader: A device designed to cut down on the, often, long reload time that revolvers often suffer from. This is done by the device holding a full load worth of rounds in a circular configuration, enabling the user to simply place all the necessary rounds into the revolver’s chambers at once.
Effect: +1 Perception, +1 Ranged Attack
Cost: 1
 
Defensive Weapon
Each character is allowed to select a single Defensive Weapon. Once again (again), rather than listing specific models of weapons I’ve listed general ‘types’ which have been placed in bold font. So that players can select the exact model of weapon they’d like their character to have.
Knife: A hand-held cutting tool with an exposed blade. Knives are some of the oldest tools in human history but still retain their usefulness even in the modern world. A good knife is easy to handle, light, and very sharp.
Effect:  +1 Attack, +2 Agility
Cost:1
Sword: A bladed weapon used primarily for cutting or thrusting. In the most basic sense, a sword consists of a blade, a hilt. There are many different forms of swords and almost as many different methods of using them. Their size allows them to deliver more force than a knife and also means that they can be used to parry incoming blows.
Effect: +2 Attack, +1 Defense
Cost:1
Taser : An electroshock weapon that uses electrical current to disrupt voluntary control of muscles. Which means that it interrupts the ability of the brain to control the muscles in the body. This creates an immediate and unavoidable incapacitation that is not based on pain and cannot be overcome. Once the electricity stops flowing the subject immediately regains control of his body
Effect:  +1 Attack, +1 Defense, 1 in 4 chance that enemies will be paralyzed when struck in Melee Combat and unable to act for 1-2 turns.
Cost: 1
Blunt Weapon: A solid object used as a weapon, which damages its target by applying direct mechanical force, and has no penetrating point or edge. Blunt instruments typically inflict blunt force trauma, causing bruising, and fractures if used with enough force. Blunt weapons are very effective at throwing a person off balance and are useful when their wielder wishes to drive an opponent backwards.
Effect: +1 Attack, -2 Agility to enemies in Melee Combat
Cost:1
 
Armor
Each of the following options is meant to represent the many forms of body armor available to law enforcement personnel. It follows the same format as weapons, with each major selection being placed in bold and any modification options being underlined. There is no true limit to how many different armor items a character can have. Though taking more than one specific item(for example 2 Tactical Vests) will not have any additional effects.
Tactical Vest: A vest designed for use by military and police special forces. Tactical vests offer a limited amount of protection from most forms of bodily harm and are easily customizable with holsters, straps, emblems, etc.
Effect:  +2 Defense
Cost: 2
Bulletproof Layering: Additional layers of protection can easily be worked into a tactical vest. This layer is designed to offer greater safety against firearms and high speed projectiles.
Effect: +2 Defense vs Ranged Attacks
Cost: 1
Stab-proof Layering: Additional layers of protection can easily be worked into a tactical vest. This layer is designed to protect the wearer from knifes, fists, and blunt weapons.
Effect: +2 Defense vs Melee Attacks
Cost: 1
Shoulder Armor: Armoring pads worn on the shoulders, they offer somewhat less protection than a tactical vest. But are also weigh much less and offer less restriction to their wearer’s movements.
Effect: +1 Defense, +1 Agility
Cost: 2
Extra Items
These are items which are not major enough to fall into any of the above categories but are also important enough to register on the system. Unless specified within the item’s listing ammunition/battery life/etc is not a factor with these items.
Radio: The R.P.D. has access to high grade radio equipment, and as such the S.T.A.R.S. teams are commonly issued with hand held radios designed to be resistant to jamming, and tough enough to survive being deployed in the field.
Effect:  Character can speak with any other character who also possesses a radio regardless of location unless the signals are being jammed.
Cost: 1
Flash-bang Grenade: Less than lethal grenades which incapacitate their targets with a flash of light and a blast of sound at levels strong enough to overload the human body’s ability to cope with such stimulation.
Effect:  -2 Enemy Agility
Cost: 2
Smoke Grenade: Less than lethal grenades which are meant to mask the location of the user by deploying a thick cloud of smoke which makes anything within said cloud much harder to see.
Effect: -2 Enemy Accuracy
Cost: 2
Flashlight: Small flashlights, often hand held or strapped to weapons, are always a useful tool to have around.
Effect:  +2 Perception, -1 Stealth
Cost: 1
Blue Herb:  A naturally occurring plant native to the local region. The herb has well known medicinal properties and is often used in traditional remedies.
Effect: Removes Poisoned status when used, each usage removes one Blue Herb from character’s inventory.
Cost: 1
Green Herb: A naturally occurring plant native to the local region. The herb has well known medicinal properties and is often used in traditional remedies.
Effect: Character recovers 4 Health when used, each usage removes one Green Herb from character’s inventory.
Cost: 1
Anti-Virus Spray:p  A spray bottle containing a liquid that is heavily laden with anti-viral agents and as such is useful for fighting off infections.
Effect: Lowers Infection status by one Stage when used, Cannot bring Infection stats to Stage 0, Each usage removes one Anti-Virus Spray from character’s inventory.
Cost: 2
First Aid Spray: A spray bottle containing an advanced mixture of anti-biotic agents, coagulants, and pain relievers. This makes first aid spray extremely effective at helping victims to recover from wounds.
Effect:  Character recovers to full Health when used, each usage removes one First Aid Spray from character’s inventory.
Cost: 2
Hemostat: Short for an anti-hemorrhagic agent is a substance that promotes hemostasis (stops bleeding).
Effect:  Removes Bleeding status when used, each usage removes one Hemostat from character’s inventory
Cost: 1
Gas Mask: A mask which uses filters to protect its wearer from undesired particles within the air.
Effect: +2  Infection Resistance, cannot be taken with Night Vision Goggles or Infra Red Goggles
Cost: 2
Night Vision Goggles: Goggles which enhance an area’s levels of ambient light. They are particularly useful for spotting details in dark areas.
Effect: +2 Perception
Cost: 2
Infra Red Goggles: Goggles which are able to view the infra red spectrum, allowing their user to see the heat given off by things around them. They are particularly useful for picking out living organisms from their surroundings.
Effect:  -2 Stealth to enemies who give off body heat
Cost: 2
Skill Specific Items
These are items that are associated with the special skills that characters can take. They cost no points and are simply here to help illustrate said characters’ abilities and specialization in their specific role within the team. They fit under the “Special Items” section on the Character Sheet.
 
Demolition Equipment: A somewhat large amount of C-4, trip wire, timers, detonators, and assorted landmines. Demolition equipment is useful when setting traps for one’s enemies.
Effect:  Your character can place explosive traps within rooms that have been cleared, Enemies who attempt to travel through these rooms suffer an Attack of 20, traps can be placed 10 times before your character’s explosives run out.
Cost: None
Requirements: Explosives Expert Special Skill
Chemical Kit: A high-tech kit of chemical handling tools, mixing agents, and analyzing tools.
Effect: Your character can use Herbs to create Anti-Virus and First Aid Sprays,
Cost: None
Requirements: Biochemist Special Skill
Medical Kit: An extensive first aid kit on par with those used by most military field medics.
Effect: Your character is able to heal other characters for 5 points of Health after they suffer injuries
Cost:  None
Requirements: Medic Special Skill
Lock Pick Tools:[/b] A set of picks, and other tools useful for picking locks as well as cracking combination locks.
Effect:  Any failed attempt at picking a lock is re-rolled a single time
Cost: None
Requirements: Locksmith Special Skill
Combat Laptop: A laptop which has been built specifically to survive the rigors of use in a combat environment.
Effect:  Any failed attempt at hacking a computer system is re-rolled a single time
Cost: None
Requirements: Electronics Expert Special Skill
Here’s a rundown of how to fill out your character’s stats and equipment.
A Note on Virus Infection
Possible infection with the T-Virus is a major theme within the Resident Evil universe and as such this game wouldn’t be complete without at least some representation of this. With that in mind I’ve adapted the system to accommodate for viral infection. Below is a list of each stage of infection(from the character sheet) and it’s effects on characters.
 
Infection: The T-Virus is a progressive disease, unless a victim is dies as a result of another factor they will not die immediately after initial contact with and contraction of the disease. Instead their condition will continually deteriorate until their body can no longer support them and only then will the T-Virus be the cause of their death. Infection with the T-Virus, like any other disease, can be classified into several stages. These stages are as follows:
Stage 0: No Infection
The victim is totally free of infection.
Effect: None
 
Stage 1: Initial Contact & Infection
Initial contact with the virus is often a violent experience given that the virus mainly spreads via direct fluid exchange with an already infected organism(most commonly through an infected individual biting an uninfected individual). Within minutes of initial contact the virus already begins to attack its new host. In response the host’s immune system to attempts to counteract the virus, this has the effect of leaving the host more vulnerable to further infections as their body focuses on repelling the T-Virus.
Effect: -2 Infection Resistance
 
Stage 2: Spread of The Virus Throughout Host
The virus has begun to spread throughout its host. As this spread continues the host’s immune system steadily finds itself more and more overwhelmed as it attempts to halt the spread of the virus. At this stage symptoms include a fever, and mild itch of the skin as a direct result of an increased metabolic rate due to the virus’s presence.
Effect: -1 Perception, -1 Health
 
Stage 3: Full Viral Saturation of Host
At this stage, the virus has fully spread throughout the host’s body, saturating areas such as the brain and other vital organs. The nearly complete burnout of the body’s natural immune systems often leads to symptoms of exhaustion and nausea
Effect: -2 Agility, -1 Accuracy, -2 Attack, -2 Defense

Stage 4: Initial Damage to Host
Many of the body’s vital organs, especially the brain, have begun to suffer damage from the virus by this stage of infection. This causes a sever loss of awareness, and in some cases a slow but progressive loss of intelligence in the host. In addition to this, a strong feeling of hunger is often felt by the host at this stage.
Effect: -2 Perception, -2 Intelligence
 
Stage 5: Failure of Non-Vital Host Systems
This is the terminal stage of infection in which hosts exhibit Pallor Mortis as their bodies attempt to preserve the function of their vital organs by shutting down non-vital systems such as their capillaries. This is compounded by a further increased level of hunger and sporadic bursts of anger as the brains higher functions, such as impulse control, begin to fail. Further progression of the infection results in death of the host
Effect: -2 Stealth, -1 Accuracy, -1 Intelligence, 
 
Stage 6: Full System Failure & Reanimation
The host’s life functions have ceased, reanimation is now a real possibility, though the exact amount of time reanimation requires to take place varies greatly from host to host.
Effect: The character had died and may or may not reanimate.
This is a bare minimum explanation of everything you need to know about the system for this game. With this you’ll be able to fully create your character. If you’d like an in depth explanation of the system’s actual workings then please check the GM's corner sub-board
« Last Edit: May 24, 2012, 01:59:15 PM by Urbanzorro »

Offline Haibane

Looks like a glitch in your first post? All of the story about chapters 1 through 5 got chopped out I think and the sentence above that is cut short.
« Last Edit: May 24, 2012, 12:44:18 PM by Haibane »

Offline UrbanzorroTopic starter

Hmm that it did...one moment please!

There we go, problem solved!
« Last Edit: May 24, 2012, 01:05:00 PM by Urbanzorro »

Offline Rachubka

Secondary weapons got kinda goofed, too! Not that I'm making a character or anything... heeee. >_>;;

Offline UrbanzorroTopic starter

Should be fixed :D

Offline Silk

I would like to join this again if thats possible :)

This is her for old refrence:


Name Bethany "Beth" Campbell
Age:21
Team Position Pilot/Field Mechanic
PersonalityBethany is a gearhead, being under a bonnet was her happy place, wary around others because of her history, but she appreciates her team and respects them greatly. Because of her history she is largely de-sensatised to most situations and is somewhat expectant of her teammates to be the same. Not that she is unsympatheic, but if they can't hack the grime of this job, which her's are usually covered in, why are they here? Although she has somewhat of a soft spot for those younger than her, sort of seeing herself as an older sister to them and trying to shield them from the worst of what the job has to offer.
Bio Bethany, unlike the rest of Alpha team, was the last person you would see working in  law enforcement. More often than not they were actually at odd's with eachother due to Beth's shadey history of car theft, chop shopping and joyriding. When she was finnaly caught up with, the racoon police department gave her a choice, community service or a prison sentence. It was an obvious choice.

 Over time Beth showed a impressive aptitude towards machinery being able to get out of commision police cars back on patrol in a small ammount of time. Eventually when she turned 18 she impressed them enough to offer her a job. Where she took all of the available driving courses, especially those in fast persuit. Often getting where she was needed in record time, because of this, she was refered to the S.T.A.R.S's team where fast response times could mean life or death.

Although Beth is a bit of a genius when it comes to mechanics and piloting she has only taken basic training in firearms, showing a competency with light weapons such as the handgun, opting to carry two such weapons instead of carrying a larger weapon which is usually stowed in the cockpit of the teams vehicle, gathering dust.
Equipment
-Primary Weapon: FN Five-seveN semi automatic handgun
-Secondary Weapon: FN Five-seveN semi automatic handgun
-Tertiary Weapon: Tonfa
-Additional Equipment: Tool kit(small), Pilot helmet, Kevlar vest, Radio.
-Ammunition Level: Moderate
Skills
Gearhead: Beth has a affinity and a lot of experience in mechanic's which allow's her to have an understanding of how most machines run, even if it is just an educated geuss. Varying from standard maintainence to hotwiring a car she likes the look of.

Piloting: Beth has had training in piloting helicopter's and in persuit vehicles.

Ambidexterous: When faced with multiple targets, beth can pull out her second pistol and fire at both. But it makes reloading a nightmare.
« Last Edit: May 24, 2012, 10:11:53 PM by Silk »

Offline UrbanzorroTopic starter

@Silk: So long as you adapt her to fit the system I have no problem with her being in the game ;D

Offline Silk

Looks like I'll likely be using two machine pistols with the semi-auto function.

Also darn can't be both the mechanic and pilot xD Means I'll have to change some stuff around.

Offline TheHangedMan

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Oooh. Zombies? Quickly, hand me the sign-in sheet! 8-) Will work at this over time.

Appearance:
Name: Aleksey Knights
Age: 32
Gender: Male
Personality: In one word? Complex. In many more: Aleksey takes things in stride. He is often calm, mild-mannered, and keeps his cool under fire. However, their are a few things in the world that can truly get him angry, and when he is such, he is like a raging forest fire. 

Though fond of joking and mirthful, he knows that everything has a proper time and place, and never acts in a manner which he feels would be unprofessional.

Bio:   Born to Russian immigrants, Aleksey manages to have only the slightest bit of an accent, which some times throws people for a whirl (as he is originally from Texas).

While his parents may have shunned the weapons of the day, the fact is, Texans love their guns, and the young Aleksey often found himself sneaking off, as a teenager, with other kids to go shooting. Some times skeet shooting with a shotgun, but mostly, it was plinking at old tin cans and the glass bottles and the like.

One thing Aleksey, and his friends, discovered while out on these outings, was that he was a natural shot. Even from the first shot he fired off, he knew just how to hold the gun, and how to stare down the sights, and line everything up perfectly.

Around the time he was 16, his parents upped and moved out to Raccoon City, on business. His father was a sales representative of the Umbrella Corporation, and he was reassigned to an office out there, and, no surprise, picked up and moved his family with him.

Aleksey ended up graduating from his new high school in the top ten of his year. Heck, his senior year was nothing but Advanced Placement classes. He ended up going to a Police Academy a town over, and after eventually graduating from there, he entered the police force proper, as a detective.

Over the years, he has proven himself to be a very competent officer, and he was eventually offered a chance to join STARS; he took this on, not only because it gave him access to even more weaponry, and a nice pay boost, but because it also posed a challenge to him.

He has been a member of STARS for a little over two years; come December, he'd be celebrating his "third anniversary".

On an unrelated note, he has been dating on and off over the years, and is currently going steady with a college science teacher named Veronica Foster.  Anybody that knows Aleksey has invariably heard of her, either from him, or another friend/coworker.

Equipment:
Armor: Tactical Vest (Bullet-proof layering, stab-proof layering)
Primary Weapon: Carbine (Magnifying sight, Suppressor) [H&K94]
Secondary Weapon: Revolver (Speed loader) [Taurus Raging Judge]
Defensive Weapon: Knife [Combat Knife]
Extra Items: Radio , Flashlight , Gas Mask , Green Herb
Special Items: Lockpicks
 Determined Stats
Health 4
Attack 5
Ranged Attack
Accuracy 7
Agility 5
Defense 3
Intelligence 7
Perception 7
Stealth 3
Luck 4
Derived Stats
 Poison Resistance
 Infection Resistance 
Infection Stage
 Bleed Chance
Critical Hit Chance
 Key Item/Information Chance
Special Weapon Chance
 Special Skills
Locksmith
« Last Edit: May 29, 2012, 12:03:03 AM by TheHangedMan »

Offline TheHangedMan

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Question (I am double posting only so this is more likely to be noticed). Are stats supposed to start at 3, and we get 45 points to add to those, or are they supposed to start at 0, and we have to buy the initial 3 points?

Offline UrbanzorroTopic starter

They start at zero

Offline TheHangedMan

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Okay. I figured as such. Just wanted to double check so I don't gyp myself out of points. Will get a bio up later today.

Offline Rachubka

Boooooooooooooooooooooooooo! I was going to do locksmithing things. *mumbles something about dibs even though it was never there*

Offline TheHangedMan

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I can change it if you want to be the master of unlocking. :) I really don't mind in the least. I can make him a detective-y dude.  8-)
« Last Edit: May 25, 2012, 02:25:52 PM by TheHangedMan »

Offline Rachubka

I'm only kidding! :O

Offline TheHangedMan

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 8-) Okay, okay.

Offline UrbanzorroTopic starter

@TheHangedMan: Aleksey looks good, character approved.

Offline MezzaNotte

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I'll have a sheet up sometime soon, hopefully; just wanted to declare interest ahead of time.

Offline pendarious

I'll try to have something up around tuesday.

Offline Rachubka

Name: Sondra Leung
Age: 24
Gender: Female

Personality: Sondra has always been seen as a brash and reckless person; one that would often act before thinking. Despite this (or maybe because of this), she is very capable as a sort of vanguard, always willing to lead the way in hopes of finding the best way to sneak up on criminals. Off duty, Sondra is a very casual and easy going person, which can sometimes bleed into her work with her snide remarks whenever she can slip them in. Having actually seen very little of the brutal side of law enforcement, Sondra still retains a sort of fearless mentality towards hostile situations. Never has she ever been in a position where her life has been put on the line which definitely attributed to her recklessness.

Bio: Growing up, Sondra has always been considered one of the boys, or at the very least would shy away from anything 'girly'. She's been an athlete her entire life, enjoying many of the team sports available to her through school. This sort of uprising caused headaches for her parents as it was hardly an interest to make a career out of and it wasn't until a charity softball game that involved the Raccoon City Police Department did the young half-Asian girl find an inspiration.

Determined to be a part of the police force, Sondra geared her education towards the academic qualifications and dropped the sports mentality for more of a fitness one. Her intentions always being clear to the RPD, she was picked up as soon as she was eligible and within a year was referred to the S.T.A.R.S. (albeit, Charlie Team) for her aptitude toward the profession. It was here that Sondra had developed a fondness for communications and its electronics and honed her talents into a sort of espionage expert.
 
Equipment:

Sondra's choice load out is regarded as rather practical for her area of expertise, save for the magnum she carries around. She considers it a show piece as well as a lucky charm and has never used it while on active duty. When she's found alone at the station, she can be seen maintaining it meticulously.

The sensible parts is that it is very lightweight and compact. Her lack of armor has never been an issue for her as the woman is more often than not hidden and on the move at all times, making her a much smaller target than most of her colleagues. Her against-code long hair is always tied back into a low and tight ponytail and is either tucked away by her goggles or a ball cap, depending on the operation that her S.T.A.R.S. team is conducting.

Armor: Standard uniform with Shoulder Armor (Cost 2)
Primary Weapon: Berreta 93R Machine Pistol with Suppressor and Fire Selector (Cost 6)
Secondary Weapon: Colt Anaconda Revolver with Magnum and Double Action (Cost 6)
Defensive Weapon: Folding Knife (Cost 1)
Extra Items: Night vision & infrared goggles, radio (Cost 5)
Special Items: Combat laptop

Determined Stats

Health 7
Attack 9
Ranged Attack 8
Accuracy 6
Agility 10
Defense 4
Intelligence 4
Perception 7
Stealth 7
Luck 5

Derived Stats

Poison Resistance
Infection Resistance
Infection Rate
Infection Stage
Bleed Chance
Critical Hit Chance
Key Item/Information Chance
Special Weapon Chance
Special Skills: Electronics expert


Still a lot of room for brushing up if people want to combine bios or something or other. Super tired at the moment and inspiration is hard to come by! D:
« Last Edit: May 29, 2012, 08:16:37 AM by Rachubka »

Offline TheHangedMan

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Hmm, idea for Aleksey/Sondra having a history together; she saw him picking locks once, and decided that was pretty damn awesome, and he trained her how to do it? Feel free to confirm, deny, or modify the idea as you wish.  :-)

Offline Silk

Still interested just been having a rough time with university exams lately

Offline Rachubka

Eheh. Figured I'd change her into an electronics expert for the sake of having more 'tools' in the squad, should it ever really truly deeply get formed! Still a viable bio option, Man, since she can still be intrigued by busting into things 'the old way'. Lemme know of your ideas!

Offline TheHangedMan

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That works. maybe they swap ideas back and forth, trying to teach each other (But neither really making much progress with the other's skill, so as to keep things balanced)?