GrayBoy
"DID SOMEBODY SAY LASAGNA?!" - GrayBoy the Grayest
The title says what it is, post Character information and OOC down below. Time for the Lore
FACTIONS:
Liberators
Formed in 2100 by Jacky Perry, the Liberators wear specially crafted hooded trench coats with gas masks along with light body armor. Their weaponry consists of anything from assault rifles to shotguns and their attitude to strangers is friendly but protective. They have a large fighting force as they have already reunited California, Ohio, Utah, Texas, Arizona, Nevada and Colorado while having soldiers stationed in forward operating bases in Washington State, Idaho, and Wyoming with a small fort on the border of Wyoming and Montana. The Liberators want to move their main headquarters to Montana because it's not hot there and their trench coats are insulated to deal with the weather more effectively
Atmos
Power Armor
The Atmos forge their own suits of Powered Armor that only they know how to operate. They're big and bulky (around 7 feet tall) and fit every height with adjustable bits in the arms and legs
Lore
The Atmos is a new faction that only appeared 30 years ago. Once people of North Dakota saw them in their suits of armor wielding miniguns and missile launchers that have missiles that can lock on to anything, they quickly fell in line and joined their faction to take over North Dakota and stay in North Dakota. However, a few people didn't like the fact that they had to stay in North Dakota and they went west to Montana to try and spread their faction's influence.
Mountain Vultures
The sound of helicopter blades is what signals their arrival. The Mountain Vultures are a group of raiders that found a hidden air base in the Rocky Mountains. There, they found blueprints for experimental twin bladed helicopters along with one prototype that had weaponry on it. Dressed like old world soldiers, the Mountain Vultures prey on weak settlements for fuel and materials to make more "Birds of Prey" for their army.
Birds of Prey
The Birds of Prey are what the Mountain Vultures call their helicopters. They are crudely made but are still effective at gunning down survivors and blowing things up. They are equipped with missiles (stolen from Atmos) and mounted miniguns (also stolen from Atmos). They hate the Liberators and Atmos and are not accepting of new recruits unless said recruit does something for them like singlehandedly looting a settlement and giving the loot to the Mountain Vultures.
CHARACTER SHEET:
Name:
Sex:
Age:
Height:
Appearance:
Faction: (Liberator, Atmos, Mountain Vultures, N/A)
Gear: (weapon and armor, nothing futuristic like lasers are allowed)
Health: (max of 300, min of 50)
Stats: (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck, Sanity (max of 500, min of 100 while people with the character ability Arsonist are limited to 200) stat total max of 35 exluding sanity and stat max of 10)
Character Ability: (List down below)
Backstory: (optional)
CHARACTER ABILITIES:
SneaKING: Master of sneaking, you gain a +5 to stealth rolls and if sneaking around another player, roll dice in a PM with the storyteller.
Sniper: Gain a +10 to all shooting rolls and a plus +15 if wielding a bolt-action rifle (Sniper rifle, Hunting rifle, etc.)
Berserker: Ability to only wield melee weapons. When charging at an enemy, roll dice to see if you will dodge an attack, the more enemies present, the more times you roll the die (evens suceed, odds fail).
Ninja: Footsteps don't make a sound and you deal +5 damage with silenced weapons and throwing weapons (spears, ninja stars, etc.)
Demolitionist: Every explosive weapon you wield seems to do more damage. +15 damage to explosives (Missile launcher, dynamite, grenades, etc.) as well as throwing throwable explosives further than usual.
Arsonist: Fire makes you stay sane. Your character's sanity bar goes down by 5 every 10 minutes. When you go insane, everything that is alive that your character can see or has been seen will have an insane Arsonist charging at them with a jerry can full of gasoline and a match. If you land a successful hit while insane, the target is now on fire and takes 5 damage per turn. Sanity goes down both in and out of combat, and when out of combat the nearest person to you has a chance to be set on fire by your character (roll dice) and if the attack is successful, they will take 5 damage per second for 20 seconds or unless they stop, drop, and roll.
Asylum Patient: Once apart of an insane asylum, Asylum Patients have a small sanity bar (50 only). Once insane, they start seeing creatures of shadow and will frighten more easily, but will do more damage in combat.
Doctor (pairs with Nurse): Dealing with wounds is your specialty. Healing speed is increased by 40%. When paired with a nurse your healing speed is increased by another 20%.
Nurse (pairs with Doctor): Taking care of the wounded is your specialty. Your patient's recovery speed is increased by 40% and patients of yours stay sane. When with a doctor your patient's recovery speed is increased by another 20% and they regain sanity.
Heartless: Doesn't care about the loss of human life. Sanity only goes down by 5-15 whenever you kill someone and doesn't go down when seeing someone else kill someone.
HOW SANITY WORKS
Sanity goes down by 10-25 every time you kill a person. Using a random number generator, the storyteller determines how much sanity is drained when a person is killed for who killed them, while all witnesses's sanity goes down by 5-15.
FACTIONS:
Liberators
Formed in 2100 by Jacky Perry, the Liberators wear specially crafted hooded trench coats with gas masks along with light body armor. Their weaponry consists of anything from assault rifles to shotguns and their attitude to strangers is friendly but protective. They have a large fighting force as they have already reunited California, Ohio, Utah, Texas, Arizona, Nevada and Colorado while having soldiers stationed in forward operating bases in Washington State, Idaho, and Wyoming with a small fort on the border of Wyoming and Montana. The Liberators want to move their main headquarters to Montana because it's not hot there and their trench coats are insulated to deal with the weather more effectively
Atmos
Power Armor
The Atmos forge their own suits of Powered Armor that only they know how to operate. They're big and bulky (around 7 feet tall) and fit every height with adjustable bits in the arms and legs
Lore
The Atmos is a new faction that only appeared 30 years ago. Once people of North Dakota saw them in their suits of armor wielding miniguns and missile launchers that have missiles that can lock on to anything, they quickly fell in line and joined their faction to take over North Dakota and stay in North Dakota. However, a few people didn't like the fact that they had to stay in North Dakota and they went west to Montana to try and spread their faction's influence.
Mountain Vultures
The sound of helicopter blades is what signals their arrival. The Mountain Vultures are a group of raiders that found a hidden air base in the Rocky Mountains. There, they found blueprints for experimental twin bladed helicopters along with one prototype that had weaponry on it. Dressed like old world soldiers, the Mountain Vultures prey on weak settlements for fuel and materials to make more "Birds of Prey" for their army.
Birds of Prey
The Birds of Prey are what the Mountain Vultures call their helicopters. They are crudely made but are still effective at gunning down survivors and blowing things up. They are equipped with missiles (stolen from Atmos) and mounted miniguns (also stolen from Atmos). They hate the Liberators and Atmos and are not accepting of new recruits unless said recruit does something for them like singlehandedly looting a settlement and giving the loot to the Mountain Vultures.
CHARACTER SHEET:
Name:
Sex:
Age:
Height:
Appearance:
Faction: (Liberator, Atmos, Mountain Vultures, N/A)
Gear: (weapon and armor, nothing futuristic like lasers are allowed)
Health: (max of 300, min of 50)
Stats: (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck, Sanity (max of 500, min of 100 while people with the character ability Arsonist are limited to 200) stat total max of 35 exluding sanity and stat max of 10)
Character Ability: (List down below)
Backstory: (optional)
CHARACTER ABILITIES:
SneaKING: Master of sneaking, you gain a +5 to stealth rolls and if sneaking around another player, roll dice in a PM with the storyteller.
Sniper: Gain a +10 to all shooting rolls and a plus +15 if wielding a bolt-action rifle (Sniper rifle, Hunting rifle, etc.)
Berserker: Ability to only wield melee weapons. When charging at an enemy, roll dice to see if you will dodge an attack, the more enemies present, the more times you roll the die (evens suceed, odds fail).
Ninja: Footsteps don't make a sound and you deal +5 damage with silenced weapons and throwing weapons (spears, ninja stars, etc.)
Demolitionist: Every explosive weapon you wield seems to do more damage. +15 damage to explosives (Missile launcher, dynamite, grenades, etc.) as well as throwing throwable explosives further than usual.
Arsonist: Fire makes you stay sane. Your character's sanity bar goes down by 5 every 10 minutes. When you go insane, everything that is alive that your character can see or has been seen will have an insane Arsonist charging at them with a jerry can full of gasoline and a match. If you land a successful hit while insane, the target is now on fire and takes 5 damage per turn. Sanity goes down both in and out of combat, and when out of combat the nearest person to you has a chance to be set on fire by your character (roll dice) and if the attack is successful, they will take 5 damage per second for 20 seconds or unless they stop, drop, and roll.
Asylum Patient: Once apart of an insane asylum, Asylum Patients have a small sanity bar (50 only). Once insane, they start seeing creatures of shadow and will frighten more easily, but will do more damage in combat.
Doctor (pairs with Nurse): Dealing with wounds is your specialty. Healing speed is increased by 40%. When paired with a nurse your healing speed is increased by another 20%.
Nurse (pairs with Doctor): Taking care of the wounded is your specialty. Your patient's recovery speed is increased by 40% and patients of yours stay sane. When with a doctor your patient's recovery speed is increased by another 20% and they regain sanity.
Heartless: Doesn't care about the loss of human life. Sanity only goes down by 5-15 whenever you kill someone and doesn't go down when seeing someone else kill someone.
HOW SANITY WORKS
Sanity goes down by 10-25 every time you kill a person. Using a random number generator, the storyteller determines how much sanity is drained when a person is killed for who killed them, while all witnesses's sanity goes down by 5-15.
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