After a catastrophic Apocalypse, the survivors must live in a dark and dangerous landscape. Within the ruins live horrible physic abominations called Fiends, mutated animals and humans who will kill on sight.
However, there is some hope.
Human beings are becoming more organized. Some people are developing powerful psychic powers and weapons. They are making Strongholds.
You are a survivor. You and a few others must somehow survive in the barren land, scrounging through the ruins like rats. But maybe, just maybe, you'll make it.
---------------------------------------------
So I made this amazing game a while back called Stronghold. It was my favorite game and lasted the longest out of all my threads I've started. It died due to my own laziness, And I'd like not to let my favorite setting I've ever made just decay away like that. So instead; I'm starting a new one. Deal with it.
Make a character, and vote on your Stronghold of choice.
Characters:
Name:
Color:
Skills: (Begins the game with 1 level in 1 skill)
Starting Item: (Select 1 selection from below list)
Academics: The Skill of eggheads and professors, Academics allows you to study and learn from books, as well as giving you increased experience gain from books! Level 1: Reading recovers x2 Mental health as normal. More experience. Level 2: You can read books of any type, regardless of skill requirements. Even more experience. Level 3: You gain double experience from reading books. Even moar experience.
Athleticism: The skill of leaping, running, jumping, and generally not being fat. Higher levels make you faster and better at being cool. It also decreases the amount of damage on the mind and body from high amounts of physical stress. Also allows you to carry more without being encumbered. Level 1: Run faster, jump higher. (Man, I'm not gonna let you poison me!) Level 2: Pro Athlete level. Reduced hunger from activity. Level 3: Olympic Athlete level. Almost no extra hunger is gained from physical activity.
Body: Body is the skill of keeping yourself healthy and fit. Increases health and resistance to ills. Level 1: You are less likely to get knocked unconscious during fights. Extra Health. Level 2: You are less affected by hunger and hunger pains. More health. Level 3: Poisons, disease, and infections affect you much less. You have higher drug and alcohol tolerance. Tons o' health.
Brawling: The skill that determines your power and ability in melee combat. Level 1: More melee damage. Level 2: Better grappling, you can subdue weaker enemies if you can get a grip on them. Additional melee damage. Level 3: Super grappling, you can snap necks and disarm some opponents with ease. Even more melee damage.
Building: Skill involved in creating simple structures and barricades. Level 1: More barricade points and better repairs. Level 2: Even more barricade points and even better repairs, can break down structures for materials. Level 3: Can build simple woodworking products, such as ladders, simple towers, tables and such. Also best barricades and repairs.
Channeling: The power of channeling raw psychic energy into physical form. Level 1: Can create simple flashes of light, as well as push and pull objects and move objects about that weigh less then the user. Also gives +5 Psychic points. Level 2: More powerful blasts of energy and stronger telekinesis. +5 Additional Psychic points. Level 3: Very strong energy blasts, equaling that of a actual explosion. Can fire bullets made of mental energy. Can also forcibly make objects blow up, if they can explode easily. (Gas cans, propane tanks, etc.) +5 Additional Psychic points
Chemical: The skill of mixing and creating chemicals. Level 1: Can create highly flammable liquids and disinfectant. Level 2: Can create simplistic explosives. Can create stat-boosting drugs, but have a chance at addiction. Level 3: Can create healing elixir and powerful explosives. Can also make stat-boosting drugs with much lower chances of addiction.
Cooking: Skill of preparing meals with a Stove or Fire. Level 1: Cooked meals give +1 HP +1 Psychic Points (Costs -1 Fuel or Firewood to cook 1) Level 2: Cooked meals give +2 HP +2 Psychic Points and +5% Mental Health (Costs -1 Fuel or Firewood to cook 2) Level 3: Cooked meals give +3 HP +3 Psychic Points and +10% Mental Health (Costs -1 Fuel or Firewood to cook 3)
Crafting: The skill involved in making simplistic machines and mechanisms, as well as smaller items and weapons. Level 1: Can make and repair simple jewelry, can sharpen and upgrade weapons and armor. Level 2: Can create weapons and armor from spare parts. Level 3: Can create even better weapons and armor from spare parts and can transfer items with psychic affects to another item.
Demolitions: Explosions and incendiary weapons. Level 1: Can start a fire anywhere. Strong explosive weapons. Level 2: Better explosive and fire weapons. Level 3: Super strong explosives, can make a makeshift flamethrower.
Defense: The skill of both defending an area as well as yourself. Level 1: Better blocking in close range weapons. Better armor. Level 2: Better attack with all weapons while within a fortified buildings. Even better armor. Level 3: Best armor usage. Armor does not contribute to your carry weight.
Diplomacy: Skill of speaking with others and trading. Level 1: Better trading prices, better conversation. Level 2: Better lying and information gathering. Much better trading. Level 3: Excellent trading, can talk down some of the more intelligent fiends.
Empathy: The skill of manipulating and understand emotions. Level 1: Allows you to better 'feel' other peoples emotions. Level 2: Can detect hidden emotions, can detect "background" emotional energy. Level 3: Can detect long dead emotions, can empathize with inanimate objects, and can somewhat manipulate others emotions. If you have a high enough Imbuing skill, you may imbue background emotional energy to objects. If you have high enough Psychic animation, you may create a semi-intelligent being based off of the background energy. If you have high enough Channeling, you may use up background emotional energy to power up your psychic abilities, but this may be unpredictable depending on the background emotions being used.
Finesse: The skill of manipulating things very carefully, especially with the fingers. Level 1: Basic lock-picking and can disarm basic traps. Level 2: Can take apart fragile objects without breaking them. Better lock-picking and disarming. Level 3: Very good lock-picking and disarming of traps. Can also disarm timed bombs if your Demolitions is high enough.
First-Aid: Doctoring and healing. Level 1: You are better at healing cuts and bruises. Level 2: You can mend broken bones, better healing and can use medkits on yourself, but it is less effective. Level 3: You can use medkits on yourself to full effectiveness, and revive people who are comatose.
Imbuing: This skill gives you the power to imbue physical objects with mental energies. Level 1: Can imbue a personal object with some sentimental energies. The object is easier to find for you, and also makes your mental health drop less. However, you lose a large amount of mental health if the object is stolen or destroyed. Can also imbue an object with 10 stored psychic points. You may only store psychic points in an object if it has at least sentimental value. Level 2: Can imbue an object with powers to increase it's strength and effectiveness in combat. Can imbue 20 stored psychic points. Level 3: Can imbue objects with emotions to give them very simple personalities and thinking abilities. This is very taxing and could take several sessions. Up to 35 stored psychic points. Objects imbued with intelligence and psychic points may actually use them to create some basic psychic effects if the need is great enough or asked to.
Luck: You can be the best prepared, the strongest, and the smartest, but sometimes it's luck that really makes the difference. Level 1: Lucky. Level 2: Really Lucky. Level 3: Convinced this person is actually a god of Luck in human form-lucky.
Leadership: Skill of raising and keeping morale and inspiring others through conflict. Level 1: Can give a rousing leader speech to increase combat abilities for a short while. Level 2: Gives the whole party a small amount of bonus experience if they defeat a very powerful enemy or finish a very hard fight or challenge. Level 3: Increased abilities for speeches, and can create an 'angry mob' if the populace if upset enough and likes the speaker enough.
Marksmanship: Using guns and ranged weapons. Level 1: More accuracy. Level 2: Very accurate, can reload and shoot on the run. Level 3: TOP SHOT MOTHERFUCKER
Masking: The ability to use psychic power to hide and mask your presence. Level 1: It's harder for enemies to detect your psychic powers. Level 2: Can add to your or another's sneaking skill with psychic points. Even less enemy detection. You can also override the memories and orders of psychic constructs and beings if your Psychic Animation and/or Empathy is high enough. Level 3: Can use a high amount of psychic points to turn yourself or another completely invisible. Superior Masking.
Mending: Healing and Repair by using psychic powers. Level 1: Can repair damaged barricades slightly, but cannot create new defense points. Can heal health at a 1 health per 6 psychic point ratio. +4 Psychic Points Level 2: Can repair damaged weapons and armor with psychic powers. Can heal at 1 health per 4 psychic point ratio. Can also create a psychic shield on themselves or an ally for a 5 to 1 point ratio; requires at least lvl 1 Defense, Imbuing, or Channeling +4 Psychic Points Level 3: Can mend broken bones and broken advanced gear with psychic powers. Can heal at a 1 health to 3 psychic point ratio. Shield Ratio 3 to 1 point ratio. Requires at least level 2 Defense, Imbuing, or Channeling. +4 Psychic Points
Psychic Animation: The skill of using psychic powers to animate and empower inanimate objects and pure energy to act for the psychic user. Level 1: Can animate objects that are easily manipulated, like rope or objects with joints already built in, to act for the user. They lose their animation once the user stops concentrating on them and/or runs out of psychic points. Can also create a kind of 'psychic avatar' that can speak to others at long distance. +2 Psychic points. Level 2: Can animate longer term physical beings. These beings will still only last as long as they have a psychic power source. However, they may be animated for much longer periods of time if given a simplistic 'stomach' of rotting organic material to power them. They will cease to function once the 'stomach' is ruptured or the matter is decayed completely. The 'psychic avatar' abilities are increased and are more stable, but weaken greatly with distance. +2 Psychic points. Level 3: Increased ability to create constructs, such as them being stronger faster and having more energy produced from their stomaches. Also gives the ability to create Wraiths.
Wraiths are beings created from purely psychic energy. The simplest wraith is an automaton that will attack whoever or whatever its creator instructs. Wraiths only have the energy they were created with, unless more is added to them, and will fizzle out of existence once the energy runs out. Wraiths can also enter a kind of hibernation state where they are 100% invisible and intangible but cannot act on the world to conserve energy.
When combined with the Imbuing skill, you may create more and more complex Wraiths, up to a human level of intelligence and emotion with Master Imbuing. Empathy allows you to create a mental bond with your wraith(s), and Master Empathy gives you an almost full psychic link with them. The wraith's ability to interact with the world physically is increased depending on the strength of the wraith and the creator's Channeling skill.
Scavenging: Searching and getting more stuff in buildings and junk piles. Level 1: Better scavenging results Level 2: Even better searching results Level 3: Always find what you're looking for in junk piles
Scouting: Searching and spotting enemies.. Level 1: Can tell if a building has been lived in recently and longer sight range Level 2: Can search even better, less likely to get ambushed by sneaking foes. Level 3: Can see things coming a mile away.
Sneaking: Being a sneaky fucker. Level 1: Better sneaking. Level 2: Even better sneaking, can pickpocket people who are distracted or very unobservant. Level 3: Basically invisible.
Survival: Cooking and living off the land, generally helps with everything. Also gives player a "hunch" on things. Level 1: Can find some basic edible plants, basic animal tracking and trapping. You can sometimes get a "hunch" if you are being lied too. Can see better then normal in the dark. Level 2: Can create better traps, can find seeds for edible plants and scavenge for medicinal herbs. You can sometimes get a "hunch" if you are walking into an ambush. Can see pretty well in the dark. Level 3: Can grow medicinal herbs, excellent direction sense, can see extremely well in the dark. You get "hunches" much more often.
Technology: The skill of repairing and maintaining high-tech equipment. Crafting is for low tech. (So repairing a handgun or making a crossbow would fall under Tech, where as repairing a makeshift spear or making an electric fence would fall under crafting.) Level 1: Better understands technology, can find out the purpose of a machine or mechanism. Level 2: Can break down machines for parts. More creation and upgrade options. Level 3: Can hack into computers and create complex machines.
Throwing: This skill determines your ability to throw and catch things. Determines damage with thrown weapons, but not all thrown projectiles. A grenade or Molotovs' range and accuracy would be determined by your throwing skill, but the damage would be determined by your Demolition skill. Level 1: Higher then normal throwing range and damage. Can somewhat aim at certain body parts. Level 2: Much Higher then normal throwing range and damage, can aim very well at certain body parts. Can bank shots somewhat. Level 3: Can throw extremely far with extreme accuracy. Can knock people over with strength of thrown weapons. Can bank shots very well. Can catch enemy grenades or other projectiles and throw them back.
Strongholds:
Apartments:
The Apartments gives your party 6 apartments. Each one is a individual living space for each person, increasing morale but decreasing security.
+ Mental Health Recovery
- Barricades and Defenses
Starting items for selecting Apartments:
70 Barricading Supplies
15 Rations
8 Bedding
4 Random Books
2 Knives
Warehouse:
The Warehouse is a large and spacious places, and it is very easy to keep track of everyone and everything. The lack of privacy makes this place uncomfortable to live, especially due to the lack of bedding within and the hard floors.
+ Defense
- Mental Health Recovery
Starting Items that come with warehouse:
145 Barricading Supplies
5 Rations
1 Sledgehammer
5 Batteries
50 Gas
Ranch:
The Ranch is a spacious outdoor ranch, with a small house, barn, and stable. This area is outdoors, and therefore not well protected from the elements. It is also farther walking distance from buildings you can scavenge from, but of course it is more difficult for enemies to track you down when you farther out.
+ Most Area, Actual dirt to grow stuff on
- Far away, unprotected to elements
Items that come with the ranch:
100 Barricading Supplies
10 Rations
4 Bedding
10 Clothing Fabric
3 Shovels
Importing character
Name: Richard A. Lopov
Color: Magenta
Skills: Sneakiest Fucker
Starting Item: Handgun
Apartments
Last edited by Unlicensed Busdriver; 12-20-2011 at 03:38 AM.
Item 11.f: Have you ever been adjudicated mentally defective (which includes a determination by a court, board, commission, or other lawful authority that you are a danger to yourself or others or are incompetent to manage your own affairs) OR have you ever been committed to a mental institution?
Last edited by youdont12know; 12-20-2011 at 05:14 AM.
Quotes:
23:04 x1372 I can imagine myself entering the medium
23:04 x1372 first thing I'd see is another version of myself jumping for the kernelsprite
23:04 x1372 only to get tackled out of the way by another version of me and both fall off a cliff to their deaths
23:04 x1372 and I'd be like "FUCK I'm the something of time aren't I?"
x1372 I just was catching up on the image manip thread and decided to share just a taste of the suffering
x1372 MSB has declared that aradia caNNon is now a meme and cannot be nominated
yd12k You read that tread on purpose?
x1372 well
x1372 I read the first 3 because I found them funny an enjoyable
x1372 and I don't know when to let go so
yd12k Are you a masochist?
x1372 yeah
Originally Posted by StiqFigurMaster
As it turns out, mafia strategems fall apart really quickly on the chronically stupid.
Originally Posted by Ponynautilus
Blasphemy.
The two are one and the same.
Who rules the mind commands the heart,
Who rules the heart commands the harem,
Who rules the harem commands the world.
Edit: Any suggestions on how to platonically captain a warship?
Alright, players who will begin are Pharmacy,Riou,PepperYena,Unlicensed Busdriver,dragonpaul99, and Tasr. Sorry to everyone else, but don't worry. Players may die in this RP if they are not careful, and more players could be added at a later date.
Also, any new players after these ones will begin at lvl 1.
Also also: if GreenCloverGuy wants in, he gets in faster then you can say PSYCHIC FLASH
The people of the Stronghold were fighting a powerful duo, Tweedle Dee and Tweedle Dum. They could not seem to damage either, and began to run back to the Stronghold. The duo chased them, the skinny floating man firing physic blasts at them.
Suddenly, a powerful psychic blast accidentally struck the pile of barricading supplies. It caught on fire, and the fire spread. The party scattered, the building covered in flames. Their home was gone.
In the chaos, the party had no idea where Madame Greys went.
Soon, the people of the party met up with another surviver, a man named Vincent. They all found a isolated Ranch.
The ranch house was small, made of old and decrypted wood. The barn door was smashed, and the stables were fine but empty.
Allocate point to sneaking.
Scout with professorman, putting sneakiness to use.
Recommend others get to barricadin'
Item 11.f: Have you ever been adjudicated mentally defective (which includes a determination by a court, board, commission, or other lawful authority that you are a danger to yourself or others or are incompetent to manage your own affairs) OR have you ever been committed to a mental institution?
(Remember, most of you have a skill point to allocate for being level 2! Only Unlicensed used his. Also: Don't forget to specify if your bringing any extra gear along. Right now, all of you are just carrying your starting items.)