No Room in Hell AC

Defacto

Stay safe
Joined
May 17, 2009
Messages
477
Location
Callia
[YOUTUBE=tiny]LwHQltabnxU[/YOUTUBE]
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It all began with a strange meteor shower. They said it would be the astronomical event of the year. Amateur stargazers gathered to watch it, while pretty much everyone else ignored it. Maybe if they had known what would come with it, they would have paid more attention. Not that they could have known—no one could. But sure enough, almost immediately, weird things started happening. We thought the first cases represented a freak rabies outbreak, but that theory went out the window with the first confirmations of human attackers. Of course, the cure for these crazies and mad dogs is the same—a bullet in the brain.

I’ll never forget the first ghoul I saw. I was out driving at night and a deer stepped out in front of me. I stopped the car to see the damage and make sure it really was just a deer. Then I saw it in the headlights. It was a deer, alright—but it was rotten, putrid. It looked like it had been decaying for days. And then, it slowly got up to its feet—and came right at me!

Hello and welcome to No Room in Hell. In this action chatroom the players will try to survive the end of the world caused by an unknown radiation while avoiding being eaten by zombies. The AC is going to be a homebrew of The End of The World - Zombie Apocalypse. You can find me here IOT chat or ask anything in this thread.

Disclaimer: by creating your character you are agreeing to follow the rules which are: respect your fellow players, as the game master my word is paramout and have fun.​

No Room in Hell begins as a pretty normal night, but things quickly came out of control. The celestial event brings with it an unknown type of cosmic radiation, which in itself would be a big enough deal for scientists without the "side effects." Within hours, the effects of the radiation become apparent, although no one puts two and two together at first. Well, some do, but it sounds so crazy. Sure enough, the dead begin to rise, pulling themselves free from freshly dug cemetery plots, morgue coolers, and shoe boxes buried in backyards. And the radiation doesn’t just affect human corpses.

We start after the evacuation, in a hospital in the middle of Palmer, Massachusetts.

Timeline
After the meteor shower, events start off slowly but soon become overwhelming as more and more ghouls emerge from cemeteries and forgotten graves, and their victims join the ranks of the undead. Until a solution can be found, simply surviving is a nightmare.
00:00:00|A much-anticipated and highly visible meteor shower occurs shortly after sunset, to the excitement of amateur stargazers and surprised witnesses.
02:18:00|The first corpses begin to reanimate. The radiation’s effects are first seen in small animals, as it takes additional time to irradiate the brain cells of larger animals.
02:33:00|911 dispatch and animal control receive calls of strange and unprovoked animal attacks, including inside homes.
03:49:00|Corpses begin to reanimate in neighboring cities and states.
04:12:00|The first human victim of a ghoul dies.
04:18:00|The first human victim reanimates.
05:06:00|Witnesses report suspicious activity at local cemeteries.
07:22:00|Hospital morgue employees are surprised to find their patients up and about.
08:41:00|Authorities receive a number of calls reporting random attacks and home invasions by apparent cannibals.
09:52:00|Paramedics responding to emergency calls are attacked by apparently deceased victims.
10:04:00|Hospital staff and emergency personnel attempt to evacuate the surviving patients.
11:38:00|Pest controllers are overwhelmed by calls for rat and other pest eradication.
12:17:00|Several pest controllers are eaten alive by undead rats.
14:47:00|The police department dispatches all available officers, calling in those off duty, to deal with the huge number of violent incidents.
18:12:00|Medical officials record the first officially confirmed case of a reanimated human corpse.
22:09:00|The governor advises all citizens to remain in their homes or proceed to the nearest emergency shelter.
23:56:00|The state government declares a state of emergency.
Day 2|Many businesses close or fail to open. Those that remain open are typically understaffed.
Day 2|Although effects are delayed in some areas, by this time ghouls are present in all of North America.
Day 2|Looting begins, primarily targeting grocery stores, tool stores, and other businesses with useful supplies.
Day 2|A medical expert on the local news states that the only way to kill a ghoul is to destroy its brain or remove its head.
Day 2|The first living person is shot and killed after being mistaken for a ghoul.
Day 3|Hordes of ghouls fill the streets, while the cemeteries are mostly empty.
Day 3|The federal government declares a state of emergency.
Day 4|Some individuals begin throwing “apocalypse parties,” often including all manner of illegal activity.
Day 5|Widespread power outages occur, due to both damage to lines and facilities and a lack of personnel to maintain power plants.
Day 6|Tests reveal widespread presence of an unknown type of radiation in animals and humans, both living and undead.
Day 7|Palmer, like many residential areas, is largely deserted by the living. Evacuation starts to be enforced, players and they families are in Baystate Wing Hospital.

The Character Sheet:
Name:
Gender:
Age:
Appearance:
Profession:

Characteristics:
PHYSICAL
-Dexterity (offensive): 1
-Vitality (defensive): 1

MENTAL
-Logic (offensive): 1
-Willpower (defensive): 1

SOCIAL
-Charisma (offensive): 1
-Empathy (defensive): 1

Features:
PHYSICAL
+
-

MENTAL
+
-

SOCIAL
+
-

Equipment:

Background:

Stress
[ ] [ ] [ ]
[ ] [ ] [ ]
[ ] [ ] [ ]
Traumas
1 -
2 -
3 -
Character Creation:

Name: Self explanatory.
Gender: Self explanatory.
Age:
Appearance: How your character look like?
Profession: Self explanatory.

Characteristics: Your characteristics are the basic building blocks of your character. They are numerical representations of your natural abilities, measured on a scale of 1 to 5. You have six different characteristics—one “offensive” characteristic and one “defensive” characteristic in each of the following three categories.

You start with a score of 1 in each of your six characteristics and 10 points to distribute among them to increase their value. Each point distributed to a characteristic raises it by one. No characteristic, however, can be raised to a score higher than 5.

PHYSICAL
-Dexterity (offensive): Dexterity is your coordination and general motor skills. Balance, speed, and grace are all governed by Dexterity.
-Vitality (defensive): Vitality is your physical strength and toughness. It determines elements of your character ranging from how much weight you can lift to how well you resist disease and toxins.

MENTAL
-Logic (offensive): Logic is your awareness of your surroundings and ability to think on your feet. If you are hacking into a secure computer system or noticing an ambush, Logic is the characteristic you are using.
-Willpower (defensive): Willpower represents your memory and mental resilience. Everything from resisting the horrors of the world to recalling specific information from years ago uses Willpower.

SOCIAL
-Charisma (offensive): Charisma is your general demeanor and social skills. It governs how easily you can use words and actions to sway others, whether through careful negotiation or harsh threats.
-Empathy (defensive): Empathy is your ability to understand and sympathize with others. From determining whether someone is lying to predicting an adversary's next move, it can be very useful.

Features: While characteristics are far more than a simple array of numexist to set the foundation for a character, features build upon that foundation and make each character truly unique. Features define a character's strengths, weaknesses, and eccentricities. They are not predetermined rules chosen from a list, but unique elements of your character that you define. The only limit to features is your own imagination.

Whenever you make a test in the same category as a positive feature, that positive feature can add a positive die to your test if it could help you better perform the task. The same aplies to negative feature. The negative feature adds a negative die to your test if it could hurt your chance of succeeding or cause additional stress.

Each feature falls into one of the three categories and is a short word or phrase describing an aspect of yourself. Not only do they describe something about you as a character, but they can affect how well you do on tests. There are two types of features: positive features that help you by adding positive dice to tests (recorded with a “+” before the feature name), and negative features that hinder you by adding negative dice to tests (recorded with a “–” before the feature name).

At character creation, you start with one positive and one negative feature in each of your three categories. Then, you have the option to raise or lower one of your characteristics in a category. You either lose a feature or gain an additional feature in that category:
If you decided to raise a characteristic: Either add an additional negative feature in this category, or remove your positive feature in this category.

If you decided to lower a characteristic: Either add an additional positive feature in this category, or remove your negative feature in this category.​

Spoiler examples of positive features :
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Spoiler examples of engative features :
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Equipment: As the world starts to collapse around you, the items you have with you may become critical to your survival. Things once commonplace in your daily life take on a new importance as travel becomes dangerous and access to replacements can no longer be taken for granted. As distribution breaks down and resources get increasingly scarce, people may become willing to kill over nothing more than a can of food or a gallon of gasoline.

For now, lets keep the possessions realistic, nothing like MRE for a whole week, high-caliber weapons or something not realistic that you would have in a possible emergency evacuation.

Background: Tell more about your character background. Be realistic.

Stress
Stress represents the damage and strain you undergo on a day-to-day basis in your three categories. Physical stress represents cuts and bruises, twisted ankles, broken bones, and any other physical damage. Mental stress represents psychological strain, shock from traumatic events, and general damage to your mental health. Lastly, social stress represents anxiety, damage to your trust in others, and an increasingly bitter attitude toward the world. That being said, stress is very much an abstract measure of these effects; it doesn't represent any single injury as much as the building repercussions from multiple small events.

Stress is tracked numerically in a set of boxes called the stress track. Whenever you acquire points of stress, you fill in that many boxes in the stress track in the appropriate category. The more stress you endure in a category, the more resistance you build up against further stress. However, if you ever completely fill up a stress
track in a single category, you run the risk of dying or sustaining an extreme trauma.

In general, stress cannot be readily healed. Stress is an abstract level representing the damage you have accumulated from the adversity you have faced. To reduce accumulated stress, you first need to diagnose the problem and realize how it is affecting you. By spending a short time analyzing how it has affected you, you can convert your stress into a trauma. This removes your stress from that track, but gives you a trauma in the same category. Traumas can hurt your performance by adding negative dice to tasks you attempt.

Fortunately, most traumas can be healed over time. How you go about healing your trauma depends on what category the trauma is in and its exact nature as determined when it was incurred. The treatment might be first aid and medicine for a physical trauma, relaxation and personal reflection for a mental trauma, or the help of people close to you for a social trauma. The amount of time the treatment takes depends on the severity of the trauma, and whether or not it succeeds is determined by a test.

Current Errata:
MAR 14-03-2016Changed backstory; Added more explanation to Features; Minimal thread tweaks.


-Defacto
 
Name: Yang Min-a ("Mina")
Gender: F
Age: 25
Appearence:
Profession: Idol singer

Characteristics:
Physical:
-Dexterity: 3
-Vitality: 3
Mental:
-Logic: 1
-Willpower: 3
Social:
-Charisma: 4
-Empathy: 2

Features:
Physical:
+Excellent dancer
-Lack of strength
Mental:
+Eidetic memory
-Childlike attitude
Social:
+Charming voice
-Ditzy
 
Name: Ellen Ember
Gender: Female
Age: 24
Profession: Violinist.
Appearance:
Spoiler :
zP8I9ZW.png


Characteristics:
PHYSICAL
  • Dexterity (offensive): 1
  • Vitality (defensive): 1
MENTAL
  • Logic (offensive): 3
  • Willpower (defensive): 3

SOCIAL
  • Charisma (offensive): 4
  • Empathy (defensive): 4

Features:

PHYSICAL
  • +Very Flexible
  • -Sedentary

MENTAL
  • +Well-Read
  • -Easily Bored

SOCIAL
  • +Snappy Dresser
  • -Short Temper

Equipment:

  • Violin
  • Violin Case
  • Food
  • Water
  • ...Clothes?
  • Backpack

Background: with my lovely SK~~~~
 
Subbing so you know it's on the way, ho!
 
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