LostInTime
Timeless
View the linked threads for additional information.
The Fall of Chicago
The Fall of Chicago
Let's just get right to the point.
Western civilization is gone.
Western civilization is gone.
(We highly suggest you consult the stat chart before filling any of this out.)
Name:
Age: {17+}
Gender:
Height:
Weight:
Appearance: (Images are sufficient, as long as they accurately represent the character.)
-
Affiliation: (Scattered Survivalists by default. Toss a PM at the GM in order to request playing a Field Agent.)
Profession: (Determined on whether you're a young individual growing up in the wastes, or an older person from pre-societal crash.)
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Equipment:
- - -
Characteristics: (All characteristics start at their own respective number, and you've an additional five to spend. Subtraction of points is allowed to spend in another characteristic. These points can go to a maximum of eleven, and a minimum of one. A single characteristic can be increased by one at the start of a new chapter. See the stats chart for additional information on each characteristic.)
Strength: 2
Endurance: 2
Dexterity: 2
Intellect: 3
Attention: 3
Personality: 4
Luck: 1
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Skills: (All skills start at their own respective number, and you've an additional fifteen points to spend. Subtraction of points is allowed to spend in another skill. These points have no ceiling(maximum), and a minimum of one. Two skills can be increased by fifteen at the start of a new chapter. See the stats chart for additional information on each skill.)
Melee: 75
Pistols & SMGs: 45
Rifles & Shotguns: 15
Throwing: 25
Survival: 20
First Aid: 40
Stealth: 30
Lockpicking: 30
Technology: 15
Mechanics: 15
- - -
History: (Optional. We don't need to know of your previous escapades, considering this RP doesn't focus on that.)
Other:
Name:
Age: {17+}
Gender:
Height:
Weight:
Appearance: (Images are sufficient, as long as they accurately represent the character.)
-
Affiliation: (Scattered Survivalists by default. Toss a PM at the GM in order to request playing a Field Agent.)
Profession: (Determined on whether you're a young individual growing up in the wastes, or an older person from pre-societal crash.)
-
Equipment:
- - -
Characteristics: (All characteristics start at their own respective number, and you've an additional five to spend. Subtraction of points is allowed to spend in another characteristic. These points can go to a maximum of eleven, and a minimum of one. A single characteristic can be increased by one at the start of a new chapter. See the stats chart for additional information on each characteristic.)
Strength: 2
Endurance: 2
Dexterity: 2
Intellect: 3
Attention: 3
Personality: 4
Luck: 1
-
Skills: (All skills start at their own respective number, and you've an additional fifteen points to spend. Subtraction of points is allowed to spend in another skill. These points have no ceiling(maximum), and a minimum of one. Two skills can be increased by fifteen at the start of a new chapter. See the stats chart for additional information on each skill.)
Melee: 75
Pistols & SMGs: 45
Rifles & Shotguns: 15
Throwing: 25
Survival: 20
First Aid: 40
Stealth: 30
Lockpicking: 30
Technology: 15
Mechanics: 15
- - -
History: (Optional. We don't need to know of your previous escapades, considering this RP doesn't focus on that.)
Other:
(The below is an example CS, for something you'd expect of an NPC.)
Name: Ranged Combatant
Age: 32
Gender: Male
Height: 5'9"
Weight: 78kg
Appearance: N/A
-
Affiliation: Established Bandit Gang
Profession: Professional Criminal
-
Equipment:
Mossberg 590A1, underslung bayonet.
9 slugs for one tube load on the above weapon.
A single Mk II Grenade.
Generic bandit equipment.
Or something.
This is an example.
- - -
Characteristics:
(10 extra points to spend when all are made 1!)
Strength: 1
Endurance: 6
Dexterity: 1
Intellect: 1
Attention: 6
Personality: 1
Luck: 6
-
Skills:
(301 extra points to spend when all are made 1!)
Melee: 16
Pistols & SMGs: 50
Rifles & Shotguns: 100
Throwing: 51
Survival: 1
First Aid: 50
Stealth: 50
Lockpicking: 1
Technology: 1
Mechanics: 1
- - -
History: N/A
Other: N/A
Name: Ranged Combatant
Age: 32
Gender: Male
Height: 5'9"
Weight: 78kg
Appearance: N/A
-
Affiliation: Established Bandit Gang
Profession: Professional Criminal
-
Equipment:
Mossberg 590A1, underslung bayonet.
9 slugs for one tube load on the above weapon.
A single Mk II Grenade.
Generic bandit equipment.
Or something.
This is an example.
- - -
Characteristics:
(10 extra points to spend when all are made 1!)
Strength: 1
Endurance: 6
Dexterity: 1
Intellect: 1
Attention: 6
Personality: 1
Luck: 6
-
Skills:
(301 extra points to spend when all are made 1!)
Melee: 16
Pistols & SMGs: 50
Rifles & Shotguns: 100
Throwing: 51
Survival: 1
First Aid: 50
Stealth: 50
Lockpicking: 1
Technology: 1
Mechanics: 1
- - -
History: N/A
Other: N/A
Characteristics and Definitions:
Strength:
Determines how much one can carry, as well as melee by a small amount. Individual changes below.
+2 Melee per point.
Default carry-weight of 24kg at two points.
Each point increases carry-weight by +8kg.
This skill also determines final say in fights that are dependent on melee points of equal or near equal value.
- - -
Endurance:
Affects survival, while also determining character ruggedness when brought into play by the GM or other players. Individual changes below.
+6 Survival per point.
Endurance of two, standard, is general human ruggedness.
- - -
Dexterity:
Affects Lockpicking, Stealth, Throwing and effectiveness in melee. Individual changes below.
+4 Melee and Throwing per point.
+6 Lockpicking and Stealth per point.
- - -
Intellect:
Affects Technology by a large amount, Mechanics by a small amount, and determines number of additional skill points per chapter change. Individual changes below.
+1 to additional skill points(per chapter change) per point.
+6 to Technology per point.
+2 to Mechanics per point.
Intellect of three, standard, is general adult intelligence.
- - -
Attention:
Affects ranged weapon effectiveness, although mainly helps with noticing certain features placed by the GM.
+4 to Pistols & SMGs, Rifles & Shotguns - per point.
+1 to Throwing per point.
- - -
Personality:
Almost purely an RP skill, although has a small hand in melee. Individual changes below.
Who wants to hit a nice guy? +1 to melee per point.
- - -
Luck:
Affects nearly everything within the worldspace, and happenings thrown upon you by the GM.
Low luck is not a negative, although you or others are less likely to have good outcomes or scenarios without a decent pool.
On a level of "Lightning Rod" to "Blessed".
- - - - - -
Skills and Definitions:
Melee:
Fairly obvious as to what this skill entails.
Affects one's ability to best another in unarmed, or non-ranged combat.
- - -
Pistols & SMGs:
Affects one's ability to use small firearms effectively, and safely.
Also reflects the ability an individual has to maintain said weapon.
A low skill indicates an unskilled user, as one could imagine.
This is a dangerous skill to have lacking when using skill-based items.
- - -
Rifles & Shotguns:
Automatics, Semi-Autos, Battle-Rifles and so on are covered by this.
Anything that isn't considered a pistol or SMG, essentially.
A low skill indicates an unskilled user, as one could imagine.
This is a dangerous skill to have lacking when using skill-based items.
- - -
Throwing:
The distance and skill in which one is able to throw explosives, stones and so on.
A skill in this below fifty denotes a character unable to throw very well.
This is a dangerous skill to have lacking when using skill-based items.
- - -
Survival:
The ability to maintain yourself off of the land alone, and not have to rely on others.
Determines effectiveness of player-built materials. Campfire, spears and so on.
- - -
First Aid:
One's ability to treat wounds, administer medication and other such things.
This is a dangerous skill to have lacking if one is prone to injury.
- - -
Stealth:
The ability one has to remain undetected by player characters or 'NPCs'.
- - -
Lockpicking:
Explains itself.
A low end pool could break the lock of a car door. But a safe? No.
- - -
Technology:
The ability to maintain, use and create materials of the scientific nature.
Computers, advanced tools, certain weapons and so on.
- - -
Mechanics:
As with Technology, this affects what you'd, well, expect.
Vehicles, 'crafted' items of the steel sort and so on.
Post-Apoc smithy, anyone?
- - - - - -
Strength:
Determines how much one can carry, as well as melee by a small amount. Individual changes below.
+2 Melee per point.
Default carry-weight of 24kg at two points.
Each point increases carry-weight by +8kg.
This skill also determines final say in fights that are dependent on melee points of equal or near equal value.
- - -
Endurance:
Affects survival, while also determining character ruggedness when brought into play by the GM or other players. Individual changes below.
+6 Survival per point.
Endurance of two, standard, is general human ruggedness.
- - -
Dexterity:
Affects Lockpicking, Stealth, Throwing and effectiveness in melee. Individual changes below.
+4 Melee and Throwing per point.
+6 Lockpicking and Stealth per point.
- - -
Intellect:
Affects Technology by a large amount, Mechanics by a small amount, and determines number of additional skill points per chapter change. Individual changes below.
+1 to additional skill points(per chapter change) per point.
+6 to Technology per point.
+2 to Mechanics per point.
Intellect of three, standard, is general adult intelligence.
- - -
Attention:
Affects ranged weapon effectiveness, although mainly helps with noticing certain features placed by the GM.
+4 to Pistols & SMGs, Rifles & Shotguns - per point.
+1 to Throwing per point.
- - -
Personality:
Almost purely an RP skill, although has a small hand in melee. Individual changes below.
Who wants to hit a nice guy? +1 to melee per point.
- - -
Luck:
Affects nearly everything within the worldspace, and happenings thrown upon you by the GM.
Low luck is not a negative, although you or others are less likely to have good outcomes or scenarios without a decent pool.
On a level of "Lightning Rod" to "Blessed".
- - - - - -
Skills and Definitions:
Melee:
Fairly obvious as to what this skill entails.
Affects one's ability to best another in unarmed, or non-ranged combat.
- - -
Pistols & SMGs:
Affects one's ability to use small firearms effectively, and safely.
Also reflects the ability an individual has to maintain said weapon.
A low skill indicates an unskilled user, as one could imagine.
This is a dangerous skill to have lacking when using skill-based items.
- - -
Rifles & Shotguns:
Automatics, Semi-Autos, Battle-Rifles and so on are covered by this.
Anything that isn't considered a pistol or SMG, essentially.
A low skill indicates an unskilled user, as one could imagine.
This is a dangerous skill to have lacking when using skill-based items.
- - -
Throwing:
The distance and skill in which one is able to throw explosives, stones and so on.
A skill in this below fifty denotes a character unable to throw very well.
This is a dangerous skill to have lacking when using skill-based items.
- - -
Survival:
The ability to maintain yourself off of the land alone, and not have to rely on others.
Determines effectiveness of player-built materials. Campfire, spears and so on.
- - -
First Aid:
One's ability to treat wounds, administer medication and other such things.
This is a dangerous skill to have lacking if one is prone to injury.
- - -
Stealth:
The ability one has to remain undetected by player characters or 'NPCs'.
- - -
Lockpicking:
Explains itself.
A low end pool could break the lock of a car door. But a safe? No.
- - -
Technology:
The ability to maintain, use and create materials of the scientific nature.
Computers, advanced tools, certain weapons and so on.
- - -
Mechanics:
As with Technology, this affects what you'd, well, expect.
Vehicles, 'crafted' items of the steel sort and so on.
Post-Apoc smithy, anyone?
- - - - - -
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