Hidden 10 yrs ago Post by Voltus_Ventus
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I hope I'm considered.
Hidden 10 yrs ago Post by BlackBishop
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Voltus_Ventus said
Name: Simon (and Leon) VandragerAge: 24Trait: Natural LeaderOccupation: Book Restorer/Disk Jockey Appearance:Bio: born in colorodo, he moved to paradise city when invited to restore the ancient books in the museum.However, one day he was walking in the bad lands when he was hit by a bolt of lightning, he woke up to the sounds of talking but no one was there, he realized it was in his head. The voice introduced itself as Hugo, he seemed nice at first but actually turned out to be a crazy and started to DJ parties at night when Simon was asleep.

very interesting... Kind of a Tyler Durden feel to it :p

Welcome to the game!
Hidden 10 yrs ago Post by Voltus_Ventus
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Yes!
Hidden 10 yrs ago Post by Lone Wanderer
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Getting up a CS soon.
Hidden 10 yrs ago Post by Lone Wanderer
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Name: Ryan Monroe
Trait: Natural Leader
Age: 33
Occupation: Lawyer
Appearance

Bio:
HISTORY: Once a big time lawyer from a big time town up north of Paradise Falls. A successful lawyer, well known and respected in the business and corporate world. Ryan Monroe was on holiday in the county when the disease, infection or whatever the hell this thing that turns dead people into cannibals is called when it hit Paradise Falls, spending his hard earned cash from a demanding job, whether it be in the court room, or searching through the piles of papers and reports upon his desk that seemed to grow with each day. Never the less, he rather enjoyed his job, a good pay and sometimes, he'd actually win a case that was beneficial to a person somewhere. Emphasis on sometimes anyway.
Hidden 10 yrs ago Post by BlackBishop
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Welcome to the game, Wanderer :)
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Going to go ahead and set the deadline for the first turn. This introductory phase will determine your starting position in the county, along with your starting supplies and survivors. Orders are PM'd to me, and for this first turn please provide a brief description of your characters actions for the first 6 months during civilization's collapse, whatever you would like included in the update, but be warned, the zombies could throw a wrench in your plans. I also need your top two choices for base camps. Please follow the following format for orders:

Prelude: The Fall

Corporal Hennesee (character name) will spend the next 6 months conducting search and rescue ops, looking for lost members of his unit, as well as gathering supplies abandoned by the National Guard. Encountered civilians will be robbed of useful supplies and left to their own means should they be of little use to the platoon.

A Base camp will be established in either Custard Hills or Appalachai Forest


Deadline is set for Friday, May 23rd, 15:00 Eastern Time. Plenty of time to finish your intro ICs and for new players to sign up and get started on their ICs. Then the game can truly begin. :)
Hidden 10 yrs ago Post by BlackBishop
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I am tweaking the rule set slightly. Natural Leaders will now have a bonus to recruiting new survivors into their group, rather then gaining supplies. This makes more sense, given the trait, and give a greater sense of urgency across all traits in gathering supplies across the ruined county. Players will have until the deadline to change their trait should they wish. I will also give an opportunity in the early game for players to change their trait.
Hidden 10 yrs ago Post by TheRpgGamer
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BlackBishop said
Going to go ahead and set the deadline for the first turn. This introductory phase will determine your starting position in the county, along with your starting supplies and survivors. Orders are PM'd to me, and for this first turn please provide a brief description of your characters actions for the first 6 months during civilization's collapse, whatever you would like included in the update, but be warned, the zombies could throw a wrench in your plans. I also need your top two choices for base camps. Please follow the following format for orders: Plenty of time to finish your intro ICs and for new players to sign up and get started on their ICs. Then the game can truly begin. :)


ok i'm gonna finish my intro now
Hidden 10 yrs ago Post by Lone Wanderer
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Can I post on the IC, while I finish my CS?
Hidden 10 yrs ago Post by BlackBishop
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Lone Wanderer said
Can I post on the IC, while finish my CS?


sure, go for it.
Hidden 10 yrs ago Post by BlackBishop
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Some great ICs thus far!

I do have a minor critique for RPG Maker, if I may. I think your ICs will have better flow if you start a new paragraph when dialogue is started by a different character. For example,

"T-thank you" the girl thanked Bobby."It's not safe when you're alone,you should come with me" Bobby said as he lends his hand to the girl"O-ok" the girl replied then girl took his hand and stands."By the way, Mari Newman" Mari introduced herself."I'm Bobby Jones" Bobby introduced himself as well.


Would become,

"T-thank you" the girl thanked Bobby.

"It's not safe when you're alone,you should come with me" Bobby said as he lends his hand to the girl

"O-ok" the girl replied then girl took his hand and stands."By the way, Mari Newman" Mari introduced herself.

"I'm Bobby Jones" Bobby introduced himself as well.


This can kind of eliminate any confusion in who is saying what and give a good flow to your narrative. Bobby Jones is pretty kick-ass, really looking forward to more! :D
Hidden 10 yrs ago Post by TheRpgGamer
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BlackBishop said
Some great ICs thus far! I do have a minor critique for RPG Maker, if I may. I think your ICs will have better flow if you start a new paragraph when dialogue is started by a different character. For example,Would become,This can kind of eliminate any confusion in who is saying what and give a good flow to your narrative. Bobby Jones is pretty kick-ass, really looking forward to more! :D


ok i'll edit my post
Hidden 10 yrs ago Post by BlackBishop
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TheRpgGamer said
ok i'll edit my post


Looks great!
Hidden 10 yrs ago Post by Englandlied
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I have a couple of questions. Can camps be upgraded more than once? How do you determine if a combat operation is successful (for that matter, how would an upgraded camp figure into defending against combat operations?)? If a rogue order fails, is there a penalty?

EDIT: Also, if you have more than one camp. can you issue more than one order per turn?
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Englandlied said
I have a couple of questions. Can camps be upgraded more than once? How do you determine if a combat operation is successful (for that matter, how would an upgraded camp figure into defending against combat operations?)? If a rogue order fails, is there a penalty?EDIT: Also, if you have more than one camp. can you issue more than one order per turn?


Good questions. Seems I have omitted this vital info from the OP...

Camps
Your base camp's main purpose will be providing shelter against enemies, prolonging the length of any siege, and drawing more survivors to your group. Base camps can be upgraded up to 3 times.

Level 0 - Very basic, and free to build, though it uses up a combat order. Likely just a few lookouts and crude barricades standing between you and the undead. An undead horde or enemy faction can drive you from your camp very easily at this level. It is a good idea keep a number of survivors behind to maintain your camp, and keep enemies at bay.

Level 1 - A fortified camp, costing 50 boxes of supplies to build. Traps and sophisticated barricades in place to slow enemy advance and keep geeks at bay, as well as a crude power source to transmit radio signals to alert other survivors. At level one, any horde or enemy would need at least 2 turns to overrun this position and a trickle of survivors will join your cause.

Level 2 - A settlement, complete with a power source and a boosted radio signal to alert survivors county wide that hope remains. Greater chance of survivors joining you, and 3 turns needed to overrun.

Level 3 - Fortified settlement. Walls, sophisticated traps and constant surveillance and a steady investment of supplies have rendered your once feeble camp into a fortress. Multiple lines of defense yield 4 turns for fortified settlement to be overrun.

Spreading out across the county is advantageous in that it gives you a greater number of defensible positions, however it takes up a combat order to build new camps. Though expanding your number of camps does not allow you to issue new orders, it does cement your overall hold on the county.

Combat
Combat, like most other things in Dead County, is decided by the luck of the die. A 10 sided die will be cast for each side in every confrontation, with a bonus die given to those with a solider trait. The side that rolls the higher number, win the battle. A casualty roll is then thrown for each participant. Natural Leaders have a lesser chance to win battles, however their innate ability to draw more survivors to their cause, typically means they will have greater numbers and more endurance in any prolonged conflict. Rogues will be able to capitalize on their special order to gain a battle bonus leading up to any fight, with a 50/50 chance of success. Should a rogue fail in their order, word will spread across the county. Enemies will become aware of their attempted deceit and may seek vengeance. A successful Rogue strikes from the shadows, and should they succeed, not a whisper will be breathed of their victory.
Hidden 10 yrs ago Post by Englandlied
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Thanks for the answers.

BlackBishop said
I am tweaking the rule set slightly. Natural Leaders will now have a bonus to recruiting new survivors into their group, rather then gaining supplies. This makes more sense, given the trait, and give a greater sense of urgency across all traits in gathering supplies across the ruined county. Players will have until the deadline to change their trait should they wish. I will also give an opportunity in the early game for players to change their trait.


I'm gonna go ahead and take your offer on changing my trait by the way.
Hidden 10 yrs ago Post by Voltus_Ventus
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I changed my first post because it doesn't fit the thing.
Hidden 10 yrs ago Post by TheRpgGamer
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Hello guys
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Hello
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