All Flesh Must Be Eaten: Mutilation

Discussion in 'THREAD ARCHIVES' started by Mosaic, Feb 21, 2010.

  1. You are a group of assorted military men and women, each with their own unique skills brought together to form a team of 7, each of you are from a different branch of the military, Army, Navy, or Marines. One thing you all have in common, you are all enlisted men and women, you work for your paychecks, your frown at the mere idea of being an officer, you would rather be out in the field shooting things rather than sitting behind a desk or in a tent handing out orders.

    You were all offered a deal, a classified mission on your home turf, something rather different for you, what with all the military men and women being sent over seas to fight a war on terrorism out in the Middle East. The deal was, you go to a military installation out in the middle of a desert in Nevada which has been under lockdown for reasons unknown to you, you took the offer, and in exchange you would never have to serve a single day out in the Middle East.

    So here you are, with six other people you've never worked with let alone heard of, in the back of a transport truck, in full body gear, in 110 degree heat, waiting for the monitor on the other side of the truck to turn on to show the face of one of the Higher ups who offered you the deal to give you all the briefing of your mission, or brief you on the information he's allowed to give you.

    The Transport Truck
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    The black monitor flicks on, and the face that appears isn't exactly who you expected. President Obama, now half way through his second year in his term, comes onto the screen as he situates himself more comfortably. His voice come out from a pair of speakers next to the monitor.

    "Ladies, gentlemen..." he nods in recognition of the fine soldiers before him. "You are gathered here for a rather sensitive matter. As of a few months ago as it was brought to my attention the previous administration had some rather questionable projects running without the public's, nor Congress's knowledge. You are being sent to, as you know, an installation built by the previous administration and a pharmeceudical company known as BioGenTech, which I will refer to as BGT from here on. This installation has, to my knowledge, been in a lockdown for the past year, if not more. I have no documents on what was done inside the complex, nor do I have a layout or blueprint, as it is possible that any documents pertaining to the complex have either been hidden or purged. Your mission is to go into the complex, retrieve any documents and evidence of what went on inside the facility. With BGTs record of questionable testing methods, I'm afraid of what might be found. You are to explore the extent of the lockdown, and go as far as the complex extends, you are not to come out until every inch has been searched. Any personel who are found, you are to place into military custody for questioning, any who resist you are permitted to use force. As we do not know the nature of the lockdown, you are being sent in as if you were going into a war zone, if you find anyone and they become hostile, you are to neutralize them. Understood? Good.

    Good luck to you all, and let us hope we can shed some light on what has taken place in there." The computer screen cuts off and you and the other six are left in silence only to look over documents that contain papers with the information of your team mates so you may familiarize yourself with their record and their skills. From here on you have to work as a team with people you only know by what you read on a piece of paper.

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  2. Alright I'm putting the details of the bare skeleton for the characters up.

    Character Skeletons

    See my profile for any of my IM screen names and we will discuss building your character. I am actually using this straight from the book since there is a die roller system on here. Once it is made I will suggest saving it in a word file and then posting it on the OOC since all character sheets are being treated as "Files" that the other characters will be able to "read" at the beginning of the OOC

    Show Spoiler

    Character Name
    Character Type: They will all be Survivors (only three available, Norm, Survivors, Inspired)

    Attributes (You get 20 points for this, any attribute that is 5 or 6 (six is the absolute max) you need to thuroughly explain and convince me of in the character's Bio.

    Primary Attributes

    Secondary Attributes
    Lifepoints: ((Strength + Constitustion) x 4) + 10
    Endurance Points: ((Constitution + Strength + Willpower) x 3) +5
    Speed: (Constitution + Dexterity) x 2
    Essence: (Total of Primary Attribute Points)

    I will provide a list of the qualities when you contact me via one of my IM systems.
    15 Quality points total are available to start

    Character flaws basically
    10 max, optional, and as an optional object, each point spent gives you bonus points to Attributes, skills, or other qualities.

    Skills: (There are various skills and your role in the team will determine SOME of the skills. 35 points to start with)

    Possessions: (the list of things that your character has on them, I determine what you get and what you go in with. Don't worry I wont be a bastard, I'm setting characters up as the military would set them up, for a worst case scenario despite what they expect.)​

    Show Spoiler
    Acute/Impaired Senses
    2-point Physical Quality or Drawback
    This Quality/Drawback must be purchased separately
    for each sense: sight, hearing, touch, smell or
    taste. Normally, the five senses are represented by the
    Perception Attribute. Acute or Impaired senses indicate
    one or more senses that are higher or lower than
    normal for a person with that Perception Attribute.
    When bought as a Quality, an Acute Sense gives
    the character a +3 bonus to any Perception-related
    Test or Task that relies on that sense. If acquired as a
    Drawback, an Impaired Sense gives a similar -3
    penalty to Perception-based Tests or Tasks.
    Some Impaired Senses (hearing and sight in particular)
    can be easily corrected in the modern age
    through the use of glasses, hearing aids and similar
    devices. If the impairment is eliminated by the use of
    such devices, the Zombie Master should reduce the
    value of the Drawback to 1 point. It is possible to
    have more than one type of Acute or Impaired Sense,
    or, for example, to have Acute Hearing and Impaired
    Eyesight, or a similar combination of senses. For
    obvious reasons, a character cannot select both the
    Impaired and Acute versions of the same sense.

    Variable Mental Drawback
    An addict craves a substance and must have it,
    even against his better judgement. Most addictive
    substances eventually impact on his health. Many of
    them are also illegal, and using or purchasing them
    may land the character in jail should he be discovered.
    Those concerns matter little to the addict, however;
    when the craving hits, he can rarely resist it. He
    often does things he would normally never consider
    in order to satisfy his need, from cheating and stealing
    to committing serious crimes to selling his body
    or even betraying his friends
    When an addicted character hasn’t gotten his usual
    “fix,” he suffers from debilitating withdrawal symptoms.
    Most mental actions (e.g., any Tasks or Tests
    using Intelligence, Perception or Willpower) are at a
    penalty equal to the value of the Drawback (so, a
    character with a 2-point Addiction suffers a -2 penalty
    to most mental actions) until the addict can get
    what he needs. The most severe drugs (like heroin)
    also produce strong physical effects; such addicts
    have a penalty of -3 to all physical actions in addition
    to the above penalty on mental actions.
    The value of this Drawback is determined by the
    severity of the addiction and the relative effects of the
    drug or substance. A detailed description of the
    effects of different addictive substances would fill an
    entire book or more. Chroniclers should adjudicate
    the game effects of a “high” on a character. This can
    range from a small action penalty for being slightly
    “buzzed,” to the complete stupor of a heroin trip. In
    the game, as in real life, drugs are dangerous and
    unpredictable, and an addict character is often unable
    to control himself.
    The Addiction Point Value Table gives guidelines
    for the value of a given type of addiction. Zombie
    Masters should modify these values as desired.

    Addiction Point Value Table
    Habitual drinking or smoking: 1 point.
    Heavy drinking or smoking, light use of marijuana
    or LSD: 2 points
    Heavy use of marijuana or LSD: 3 points
    Alcoholism, habitual use of barbiturates or
    cocaine: 4 points
    Habitual use of heroin, heavy use of barbiturates
    or cocaine: 5 points
    Heavy use of heroin: 6 points

    Variable Social Drawback
    At some time in the past, the character has made an
    enemy, or he belongs to a group, race or nation that
    automatically attracts the enmity of others. An
    Adversary is more than somebody who dislikes the
    character, however. He, she or they wish nothing less
    than the destruction of the target, either by killing or
    ruining him.
    The more powerful the Adversary, the higher the
    value of this Drawback. Chroniclers should determine
    if an Adversary is appropriate to the game in
    question. If the Adversary is unlikely to appear frequently,
    the Chronicler can reduce the point value or
    disallow it altogether. Individuals are worth 1 to 3
    points as Adversaries, depending on their resources
    and abilities. A normal person would be worth 1
    point; a Green Beret or a multimillionaire would be
    worth 3 points. An organization may be worth 2 to 5
    points, depending on its power. A gang of thugs
    would be worth 2 points, the police department of a
    city would be worth 3 to 4 points (depending on its
    size and competence), and a large national agency
    like the CIA would be worth 5 points or more.
    The player should have a good reason why his
    character has earned the enmity of the Adversary. The
    Zombie Master can then weave this enemy into the
    plot of the Story in any way he sees fit.
    Artistic Talent
    3-point Mental Quality
    Some people have a natural gift for producing
    astounding works of art, even if they lack formal
    training. Geniuses like Mozart and Picasso had the
    ability to create true art seemingly without effort. A
    character with this Quality has the talent to become a
    famous artist. Artistic Talent affects only one form of
    artistic expression, such as Painting/Drawing,
    Sculpture, Singing, etc. It is possible to buy this
    Quality multiple times; each additional purchase
    grants the bonuses to an additional type of Fine Arts.
    Further, Essence bonuses (see below) are cumulative
    Whenever a work of art is created, the character
    receives a +3 bonus to all related Task attempts.
    Additionally, even if the Task is failed, a minimum of
    one Success Level is always acquired -- even a failure
    by the truly talented still has artistic merit.
    In most All Flesh Must Be Eaten settings, true
    artists have very strong souls. A character with
    Artistic Talent adds 12 Essence Points to his pool, to
    represent the power of his spirit. In some worlds, this
    also makes artists more likely to be targeted by entities
    that feed on Essence, which may explain the often
    tortured existences of true artists.
    Variable Physical Quality or Drawback
    This Quality or Drawback determines the character’s
    looks (or lack thereof). The average person has
    an Attractiveness of 0, which means the person looks
    plain and undistinguished unless he takes steps to
    enhance his appearance (clothing, makeup and poise
    always make a difference). Positive values in
    Attractiveness indicate pleasing features, while negative
    values indicate ugliness, scars, or unpleasant
    characteristics. The character’s Attractiveness value
    can be added to or subtracted from any Test or Task
    that involves making an impression on other people.
    In some cases, negative Attractiveness values can be
    useful. When trying to intimidate or scare people,
    positive Attractiveness values have no effect, but negative
    ones count as bonuses! For example, a character
    with an Attractiveness of -3 would add +3 to any Task
    where intimidating people is a factor.
    Note that the physical Attributes of a character
    determine exactly how his Attractiveness is
    expressed. For example, a character with Strength
    and Constitution of 3 or 4 and a Attractiveness of 4
    appears extremely athletic, likely tanned from outdoor
    exercise, with a well-muscled body. A character
    with a Constitution of 1 with the same Attractiveness
    rating is probably a delicate-looking, pale person with
    almost doll-like features.
    Purchasing Attractiveness costs 1 point per level if
    bought as a Quality, or adds 1 extra character point if
    acquired as a Drawback. After character creation,
    Attractiveness can change only by events that modify
    the character’s entire appearance, either through scarring
    or plastic surgery.
    Attractiveness can range from -5 to +5 in humans.
    A +1 or +2 make the person stand out in a crowd and
    attract attention unless the character somehow hides
    his features. At +3 or +4, the character can easily
    make a living through looks alone, as a model or
    entertainer. At +5, the character would be as comely
    as the top models, beauty pageant contestants and
    movie stars in the world. On the other hand, at -1 or
    -2, the person has homely features, or unsightly blemishes
    or scars. At -3 or -4, the character’s features are
    downright repulsive. At -5, people will be taken
    aback by the character’s appearance; looking at him
    will be a source of discomfort. Beings with inhuman
    features can have levels as low as -10.
    Variable Mental Quality or Drawback
    This trait represents the personal magnetism and
    leadership qualities of the person, ranging from -5 to
    +5. A character with a Charisma in the negative range
    is instinctively disliked by most people he meets.
    People are naturally inclined to antagonize or avoid
    him. Charisma can be added to any Task where the
    character is trying to influence other people. Negative
    Charisma, of course, reduces the chance that any
    attempt to influence people will work.
    1-point Mental Drawback
    The Clown refuses to take things seriously, and is
    always coming up with jokes and wisecracks, even
    during the most inappropriate moments. Perhaps the
    character is deeply insecure and tries to gain other
    people’s acceptance through humor, or he simply
    delights in keeping people off-balance with his comments.
    The biggest problem these characters have is
    that they cannot keep their mouths shut even when
    they know a joke will only work against them.
    Clowns are generally accepted and liked during situations
    where their quirky humor is not out of place
    (parties and other social gatherings, or among
    friends). Their sense of humor gets them in trouble
    during tense and dangerous situations. Another problem
    the Clown faces is that people often do not take
    him seriously even when they should.

    Variable Social Quality
    The character has friends or allies who can provide
    him with information, warnings and even help,
    should he require it. The more helpful the contact is,
    the higher the Quality’s point value. For any and all
    Contacts, the Zombie Master determines whether or
    not the Contact is available at any given time.
    Generally, the more time the character has to reach or
    get word to his Contact, the more likely the Contact
    is to come through.
    A Contact that only provides rumors and hearsay is
    worth 1 point. If the Contact usually provides reliable
    information and will help the character out in small
    ways (offering a ride, letting the character spend the
    night at the Contact’s apartment), this Quality is
    worth 2 points. Actual allies who will help the character
    in any way they can are worth 3 to 5 points,
    depending on the Contact’s resources.
    1- to 3-point Mental Drawback
    A Covetous character wants certain things and is
    prepared to go to great lengths to acquire them. He
    may be motivated by love of money, lust for sensual
    satisfaction, hunger for power, or the search for glory.
    Whatever he desires, be it fame, fortune or influence,
    he will do almost anything to get it, limited only by
    any sense of caution or morality he may have -- and
    in some cases, not even by that. A Covetous character
    usually refrains from breaking his own moral code or
    the laws of the land in the pursuit of his goals, but if
    a golden opportunity presents itself, the temptation
    may be just too great.
    There are four types of covetousness, based on
    what the character wants: Greedy (money and
    wealth), Lecherous (sexually attractive people),
    Ambitious (power and influence), and Conspicuous
    (fame and renown). It is possible to covet two or more
    of those things, but each additional source of desire
    adds but a single point to the value of this Drawback.
    The Covetous Drawback has three levels of severity,
    worth 1, 2 and 3 points respectively.
    Level 1: The first level is relatively mild. The character
    knows what he wants, and he spends a great deal
    of time and effort to attain his goals, but he won’t
    break his own rules or those of society to do so. His
    desire otherwise dominates his life, however. Most of
    his actions should be directed towards achieving his
    objective, directly or indirectly.
    Level 2: The second level is stronger -- presented
    with enough temptation, the character may act even if
    it goes against his better judgement or morality. He
    may resist if the action he contemplates is truly wrong
    and reprehensible -- stealing credit for a heroic deed
    performed by a friend, for example -- but resisting
    requires a Simple Willpower Test, at a penalty of -1 to
    -3 if the temptation and possible rewards are great.
    Level 3: The third level is the strongest -- a desire
    so strong that it often overwhelms any scruples the
    character may have. When presented with temptation,
    he can only avoid acting by passing a Difficult
    Willpower Test, with penalties ranging from -1 to -5
    depending on the size of the “prize.” For a high
    enough reward, the character will turn on friends or
    loved ones, and even betray his cause or principles.

    1- to 3-point Mental Drawback
    A Cowardly character is easily scared and intimidated.
    Furthermore, he is very reluctant to take any
    risks; putting his neck on the line always strikes him
    as incredibly foolhardy. Note that this does not mean
    that a Cowardly character will not fight if necessary.
    Such a character usually tries to stack the odds in his
    favor, however, before resorting to violence. He
    would have no compunction (except as determined
    by other Drawbacks) against attacking others if circumstances
    minimized the danger. Acoward can hide
    his Drawback from others very easily, as long as he is
    not involved in a situation that is clearly dangerous.
    Only then may his limitations become apparent.
    This Drawback has three levels of intensity, worth
    1, 2 and 3 points respectively. The level of the
    Drawback acts as a modifier to any Willpower Test or
    Task to resist fear, intimidation or bullying. For
    example, a character with a 2-point Cowardly
    Drawback incurs a -2 penalty to any Fear Test (see
    Getting Scared, p. 96).
    Level 1: At the first level, the character avoids taking
    unnecessary risks, but fights when cornered (or
    when he thinks he has the upper hand). Simple
    Willpower Tests are necessary to avoid fleeing or surrendering
    when confronted by what the character
    considers to be superior foes. The same goes for taking
    even small chances, like confronting the boss,
    asking for a raise, complaining about some problem,
    or the like.
    Level 2: The second level of this drawback is
    stronger. The character needs to pass a Simple
    Willpower Test to fight back even when he thinks the
    odds are in his favor, and needs to pass a Difficult
    Willpower Test to avoid fleeing dangerous situations,
    or taking chances.
    Level 3: The last level is the worst, requiring
    Difficult Willpower Tests to get involved in confrontations
    or risky situations even when the character
    has a good chance of succeeding. Truly dangerous
    or heroic acts are simply impossible; the character
    never knowingly or willingly endangers himself, and
    may actually even betray his friends if he thinks he
    will save himself in the process.

    1- or 3-point Mental Drawback
    Cruel people enjoy making other people suffer. The
    truly evil derive satisfaction from anybody’s pain.
    Some people are perfectly normal and nice most of
    the time, but when angered or given offense, make
    their enemies pay -- and love doing it.
    This Drawback has two levels or degrees of intensity.
    The second level is best restricted to villains, as
    it indicates a serious mental problem that may make
    most characters unsuitable for the typical campaign.
    As always, the Zombie Master has the final say.
    Level 1: This character would never hurt a friend
    or a loved one. Enemies, especially those who have
    really angered him, are a different matter. He enjoys
    inflicting pain (mental or physical) on those he feels
    “deserve what they get.” Characters with this level of
    cruelty are capable of committing atrocities under the
    right circumstances, but will not go out of their way
    to find opportunities. This is a 1-point Drawback.
    Level 2: This person is a true sadist, and never
    passes up the chance to inflict pain on others. Even
    friends and loved ones are not safe from him. When
    it comes to enemies or those who get in his way, he
    enjoys nothing so much as their utter destruction or
    humiliation. When no enemies are available, he uses
    his “talents” on those around her. This is a 3-point
    Drawback; people with this Drawback will rarely
    keep any friendships, and will quickly gain enemies.
    Level 3: Your a sick mother fucker. (my words level three wasn't in the book)

    Variable Mental Drawback
    Delusions are beliefs that have no basis in reality.
    The character refuses to abandon such beliefs even in
    the face of overwhelming evidence to the contrary, or
    at best comes up with rationalizations to explain away
    any contradictions. Some examples are given below.
    Prejudice: The belief that a group of people
    (racial, ethnic or national) has certain characteristics
    (positive or negative). While everyone has some prejudices
    in some way or another, a delusional person
    staunchly holds to these beliefs. In some cases, the
    person refuses to trust or befriend any member of
    such a group, regardless of the merits of the individual
    person. Such a Delusion is worth 1 to 3 points,
    depending on how intense the belief is, how large a
    group it applies to, and how it dominates the character’s
    life. At the 1-point level, the character could be
    an “Archie Bunker”-type bigot; at 3 points, he would
    be a rabid white supremacist.
    Delusions of Grandeur: This person thinks he is
    somebody far greater and more powerful than she
    really is. In extreme cases, the character thinks that he
    is a historical or mythological figure like Napoleon or
    Sherlock Holmes. The more common type has an
    exaggerated sense of overconfidence: “I am a genius,
    but nobody understands me -- which is why the best
    job I’ve held is cashier at a 7-11” (1 point); “I am the
    Messiah; prepare for the Second Coming!” (3 points).
    Phobia: A Phobia (however defined) counts as a
    Delusion, worth -1 to -3 points depending on the
    severity. So, claustrophobia would be worth -1 if the
    character is uncomfortable in enclosed spaces and -3
    if the character is unable to enter an elevator without
    suffering an anxiety attack.
    Weird Delusions: Any strange belief that flies in
    the face of reality. Some examples: “Aliens talk to me
    through my wristwatch,” “I have to wear this tin foil
    cap so the laser satellites don’t make me kill again,”
    “Dogs are the Spawn of Satan, and must be
    destroyed.” The value depends more on what the
    character does about the Delusion than about the
    Delusion itself. For example, if the character in the
    last example simply refuses to pet dogs, and avoids
    being next to a dog, a 1-point Delusion would be sufficient.
    If he tells people about his beliefs all the time,
    and keeps pestering any dog-owning friends and
    neighbors about the dangers of keeping such monsters
    around, a 2-point Delusion would be appropriate.
    If he carries his insanity to its “logical” conclusion
    and starts hurting or killing dogs, the Delusion is
    worth 3 points and he is likely to get in trouble with
    the law (assuming any law men are left alive).

    Emotional Problems
    Variable Mental Drawback
    Those with Emotional Problems react in unreasonable
    ways to some situations and problems. The reaction
    can be anger, pain or anguish, typically more
    extreme than normal. Maybe a traumatic event in this
    life (or even in a previous life) has made them this
    way. These emotional problems can be triggered by
    distressful but relatively ordinary events in normal
    life; they prompt a very strong reaction from a disturbed
    character. Some situations that can trigger
    emotional problems are discussed below.
    Fear of Rejection: This person is afraid of rejection,
    and when he experiences rejection (or thinks he
    has been rejected), he feels hurt and angry. People
    with this problem may be afraid to make friends or
    approach people they are attracted to, and if their
    fears come true, will harbor a great deal or resentment
    and anger. This is a 1-point Drawback.
    Depression: This character’s emotional problems
    make the very act of living seem like a hard chore.
    Common symptoms of Depression include sleep
    problems (either oversleeping or bouts of insomnia),
    severe procrastination (to the point that the sufferer
    may lose his job), and a lack of interest in anything.
    A character with Depression is at -2 to most Tasks,
    and tends to avoid becoming involved in anything.
    This is a 2-point Drawback. A severe shock may snap
    someone out of this state for a while (a life-threatening
    crisis will do it), but the character will sink back
    into inactivity afterwards. Certain drugs and psychiatric
    treatment can reduce the effect of this problem
    (which will also reduce its value).
    Emotional Dependency: These types tend to be
    “clingy” and overly dependent on others. Once they
    make a friend, they want to hang around him all the
    time. When involved in a relationship, they are excessively
    needy. This behavior tends to annoy people
    around them. This is a 1-point Drawback.
    Fear of Commitment: Whenever this character starts
    feeling too close to somebody, he becomes afraid and
    starts pulling back. Maybe he is afraid that if he lets
    somebody get too close, they will hurt him, and it’s not
    worth the pain. Or perhaps he fears that if he reveals too
    much about himself, the other person will see the “real
    him” and will be appalled or disgusted. This makes it
    very difficult to have a healthy relationship with either
    friends or lovers. This problem is a 1-point Drawback.
    Overcoming an Emotional Problem: A common
    theme in fiction involves characters who in the course of
    the plot manage to overcome their flaws. Emotional
    Problems can be overcome by characters during play.

    Fast Reaction Time
    2-point Mental Quality
    Unlike most people, who are easily surprised and
    blindsided, these quick individuals can often anticipate
    their enemy’s moves and counteract them. They almost
    never “freeze” in a dangerous situation. In combat, contact
    sports or other physical confrontations, characters
    with this Quality can act first without needing to check
    for initiative, restricted by common sense (Fast
    Reaction Time will not help the target of a sniper half a
    mile away, for example). This Quality also provides a
    bonus of +1 on Willpower Tests to resist fear.

    Hard to Kill
    1- to 5-point Physical Quality
    Characters with this Quality are extremely tough, and
    can withstand an amazing amount of damage before
    going down. Even after being severely wounded, medical
    attention has a good chance of reviving them,
    scarred but alive. This Quality is bought in levels. Level
    5 is the highest possible for human beings. Each level of
    Hard to Kill adds 3 Life Points to the character’s Pool.
    Additionally, each level adds a +1 bonus to Survival
    Tests (see Survival and Conciousness, p. 112). For obvious
    reasons, this is a very useful Quality for Survivors
    and the Inspired.

    1- to 3-point Mental Drawback
    The Honorable character follows a code of honor,
    and will not break it lightly, if at all. The more restrictive
    and rigid the code is, the higher its value. The
    character with the code of honor should almost never
    break its rules, no matter what the cause. In a life-ordeath
    situation where honor must be ignored, the
    character might do so, but even then a Difficult
    Willpower Test is necessary to pass the psychological
    barriers reinforcing the code of honor. Players whose
    characters ignore honor for the sake of convenience
    should be penalized for poor roleplaying. The levels
    of the Honorable Drawback are discussed below.
    Level 1: These characters do not lie or betray
    friends or loved ones, or people they respect.
    Anybody else, especially people from groups they
    dislike or are prejudiced against, are fair game. This
    is a 1-point Drawback.
    Level 2: This code of honor is more complex, and
    applies to everyone, friend or foe. The character
    always keeps his word and does his best to fulfill any
    promises he makes. He will not betray the trust of
    others once he has accepted it. Note that the character
    may be reluctant to give his word except in a good
    cause, because once it has been given he will abide by
    it. This is a 2-point Drawback.
    Level 3: This person lives by a strict set of rules
    that control most of his actions towards others. In
    addition to all the other restrictions above, he will
    refuse to participate in acts of betrayal such as
    ambushes, striking a helpless or unsuspecting foe, or
    cheating in any way. Lying is anathema, and he will
    only lie in cases of extreme need. Even then, he will
    feel guilty and will not do a very good job at deceiving;
    any tasks requiring lying will have a -2 to -6
    penalty, determined by the Zombie Master.

    1-point Mental Drawback
    The Humorless character lacks the ability to laugh
    at life, and takes everything with the utmost seriousness.
    Other people’s attempts at humor leave him
    cold or annoy him. Most people find this facet of his
    personality to be unattractive or bothersome. Clowns
    and practical jokers most likely select the Humorless
    as their favorite target.

    2-point Mental Drawback
    This character just does not like to work and is
    always looking for ways to avoid hard work. This
    limits how much he can learn or accomplish in life. A
    Lazy character must roleplay an unwillingness to
    work, except in situations where the work is extremely
    important, and even then he will try to shirk his
    duties or select the easiest task. More importantly, the
    character has a hard time learning skills, due to his
    inability to spend the required time and effort.
    When determining and improving skills for a Lazy
    character, the character point cost becomes higher
    after reaching a certain level. This level is determined
    by the character’s Attributes. ALazy but intelligent or
    dexterous person can learn a great deal with little
    effort -- at least at first. Skills are purchased normally
    until their level is equal to the Attribute most commonly
    associated with them. Combat and physical
    skills would be linked to Dexterity, technical and
    scholastic skills would be associated with
    Intelligence, and so on. After reaching that level, any
    further improvement costs double the normal cost.
    Lazy people are unlikely to ever excel at anything.
    For example, Gert is a near genius-level woman
    (Intelligence 4) who has never had to work very hard
    to be successful. She could have been a great computer
    programmer, but has instead settled for being a
    very good one. Gert’s Computer Programming Skill
    can be bought up to level 4 in a normal manner. After
    level 4, however, the cost to raise the skill is doubled.
    It takes 10 points to raise the skill to level 5, and 12
    points to raise to level 6! Indeed, Gert never goes
    beyond level 4, too lazy to transcend this limit

    1-point Social Drawback
    A Minority character is considered a second-class
    citizen because of race, ethnic group or religion. He is
    a member of a small or disadvantaged group, disliked
    by the mainstream. People of the dominant group
    tend to act in negative ways towards him; many will
    be automatically suspicious, fearful or annoyed at
    him for no reason other than what he is. This
    Drawback has a 1-point value to reflect the relatively
    enlightened early 21st-century America, where people
    cannot be denied service in a restaurant because
    of the color of their skin (in most places, at least). In
    other settings, where prejudice has the full weight of
    the law and tradition behind it, this Drawback might
    be worth 2 to 3 points.

    Multiple Identities
    2 points/Identity Social Quality
    Some characters have more than one identity. This
    false person comes complete with such records as a
    birth certificate, a social security number, and a credit
    rating. Only characters with criminal, espionage or
    law enforcement connections are likely to have this
    Quality, because convincing papers require access to
    good forgeries and computer records. Each fake identity
    costs 2 character points. Note that characters traveling
    under aliases or who have purchased a fake driver’s
    license do not need to purchase this Quality.
    Each Multiple Identity grants a set of papers and
    records that pass all but the closest scrutiny. Most
    police organizations will be fooled by the fake identity;
    an all-out investigation by such agencies as the
    FBI or NSA would reveal the truth.

    Nerves of Steel
    3-point Mental Quality
    A character with this Quality is almost impossible
    to scare. Whether he is too dumb or too tough to be
    frightened is open to question, but he can keep his
    cool even in the face of unspeakable horror. Only the
    most bizarre and terrifying situations make an
    impression on a fearless character, and even then he
    has a good chance of not succumbing to panic. The
    character must make Fear Tests only when confronted with the strangest supernatural
    manifestations, and gains a +4 bonus to his
    roll even then.

    even then.
    2-point Mental Drawback
    A particular person or task dominates the character’s
    life, to the exclusion of most other things. To
    pursue his Obsession, he will go to almost any
    lengths (as limited by his morality). He may neglect
    other duties, both personal and professional, to pursue
    that which fascinates him. The Obsession may be a
    person (who may or may not be aware of his feelings,
    but who almost certainly is upset about their intensity)
    or a task (like getting revenge on somebody, or
    performing some important or notorious feat).

    2-point Mental Drawback
    “They” are out to get you. Trust no one.
    Everything is a conspiracy, everyone is keeping
    secrets. This character never knows when somebody
    is going to turn against him. A paranoid character
    expects treachery at every turn, and rarely trusts even
    his friends and relatives. Note that in the some
    worlds, where secret organizations have run centuries-
    old conspiracies, being paranoid is somewhat
    healthy. However, a character with this Drawback
    sees conspiracies and danger everywhere, including
    places where there are none. This makes his stories
    and beliefs less likely to be believed, even when they
    are true. Paranoid characters often suffer from
    Delusions and Emotional Problems (their point values
    are determined separately).

    Photographic Memory
    2-point Mental Quality
    Those with photographic memories have an uncanny
    ability to remember things. After reading a book,
    they can quote passages without missing a word, and
    they almost never forget anything. The Zombie
    Master will provide information that the character
    would remember whenever it is necessary. Also, characters
    with this Quality receive a +1 bonus on any
    skill where memorizing facts is useful; most scholastic
    skills fall under this category. Furthermore, any
    Tasks where memory can play a role gain a +1 to +3
    bonus, at the Zombie Master’s discretion.

    Physical Disability
    Variable Physical Drawback
    This Drawback covers any physical problems
    affecting the limbs of the character. A disabled character
    may suffer from limb loss, spinal column damage,
    and any number of tragic impairments. The possibilities
    are discussed below.
    Missing or Crippled Arm/Hand: The hand in
    question cannot be used to grab or hold objects. Any
    Test or Task requiring two hands is at a disadvantage
    (-3 or worse) or simply impossible. This is a 2-point
    Drawback. A character with a prosthetic hand can
    overcome some of these problems, reducing the
    Drawback to 1 point in value.
    Missing or Crippled Leg/Foot: The character is
    unable to walk or run normally. With the help of
    crutches or a cane, he can move at up to one-third the
    normal Speed value of the character. Hand-to-hand
    combat Tasks are at -2. This is a 3-point Drawback.
    Prosthetics can reduce the penalties, increasing speed
    to up to half-normal, and reducing combat penalties
    to -1. This reduces the Drawback value to 2 points.
    Missing or Crippled Arms: Both arms are missing
    or crippled. The character cannot use any tools
    normally. Some people with this handicap have
    learned to use their feet with great skill to compensate
    for their loss. This is a 4-point Drawback.
    Missing or Crippled Legs: The character is
    unable to walk. Without the help of a wheelchair, the
    best he can do is crawl or roll on the ground. This is
    a 4-point Drawback.
    Paraplegic: Both arms and legs are crippled or
    missing, or the character is paralyzed from the neck
    down. Almost all physical activities are impossible.
    A special wheelchair, operated with the neck or
    mouth, can help the character move around (if the
    unfortunate has access to such instruments).
    Someone needs to take care of all the basic needs of
    the character, from feeding to changing him. This
    highly debilitating trait is an 8-point Drawback.

    2-point Mental Drawback
    A Reckless character is supremely overconfident
    and impulsive, willing to take incredible risks, often
    without thinking of the consequences. Most of the
    time, he never looks before he leaps -- and gets into
    all kinds of trouble as a result. A Reckless character
    prefers to act first and think about it later. He says
    what’s on his mind with no consideration for diplomacy
    or courtesy, rushes into dangerous situations,
    and rarely wastes time on second thoughts. Reckless
    does not necessarily mean suicidal, however. Acting
    on impulse no doubt puts the character in jeopardy,
    but doing something that is clearly lethal is not roleplaying,
    it’s just stupid.

    Recurring Nightmares
    1-point Mental Drawback
    This character is plagued by terrifying dreams that
    relive some traumatic experience or are just frightening
    and disturbing. Every night, the Zombie Master
    may check to see if the character suffers from the
    nightmare. This may be done at the Zombie Master’s
    discretion, or may be rolled randomly (a roll of 1 on
    a D10 means the character experiences a nightmare
    that night). On any night when the character is afflicted
    by the nightmare, he loses D4(2) Endurance Points
    as the result of his inability to go back to sleep.

    1-point per level Physical Quality
    Some people are innately better at ignoring the bad
    things that life (or the unliving) throw at them. This
    ability allows the character to fend off the effects of
    a particular type of harm. Each type of Resistance
    Quality must be purchased separately. Some examples
    are presented below, but others may be devised
    by Zombie Masters and players.
    For Resistance (Disease), the Quality level is
    added to Constitution when resisting Contagion
    Strength. For Resistance (Poison), the Quality level
    adds to any Constitution Test required, and decreases
    the damage caused per Turn (to a minimum of 1).
    It could also be viewed as an “iron-clad stomach,”
    and offer protection against eating bad or “off” food.
    Resistance (Fatigue) decreases any Endurance Point
    loss by its level (to a minimum of 1 per time period
    involved). A Resistance Quality for pain would
    decrease the penalties associated with severe
    wounds, and add to the Willpower and Constitution
    Test necessary to avoid being stunned.

    Variable Social Quality or Drawback (2 points
    /level, positive or negative)
    The character’s level of Resources determines how
    much material wealth he has access to. This trait
    varies widely. Some levels are described below.
    Destitute (-5): The character has no money, the
    clothes on his back, maybe ten dollars’ worth of stuff
    and maybe a shopping cart. Lucky to scrounge a few
    dollars a month.
    Miserable (-4): Owns about $100 worth of property
    (including the clothes on his back). May live in
    public housing, or might be homeless. Lucky to
    scrounge $100 a month.
    Poor (-3): Owns some $500 in property and lives
    in low-income housing. Has an income of $500 a
    month or what he gets from welfare.
    Hurting (-2): Owns about $1,000 in property, and
    lives in a small apartment in a bad part of town. Has
    an income of about $1,000 a month before taxes.
    Below Average (-1): Owns $5,000 in property
    (including an old vehicle, perhaps) and lives in an
    apartment. Has a pre-tax income of $1,500 a month.
    Average (0): Owns $15,000 in property. Has an
    income of $2,500 a month before taxes.
    Middle Class (+1): Owns $50,000 in property
    (will usually include a house or condominium, not to
    mention vehicles). Has an income of $5,000 a month
    before taxes.
    Well-off (+2): Owns $300,000 in property. Has an
    income of $10,000 a month before taxes.
    Wealthy (+3): Owns $700,000 in property. Has an
    income of $40,000 a month.
    Rich (+4): Owns $2,000,000 in property. Has an
    income of $50,000 a month
    Multimillionaire (+5): Owns $5 million in property.
    Has an income of $200,000 a month.
    Each additional level adds an additional $5 million
    in property and $200,000 to monthly income

    Variable Social Drawback
    There exists a dangerous and hidden fact about the
    character. The more damaging the secret if it became
    known, the higher the value of the Drawback. For
    example, damage to one’s reputation and livelihood
    would be worth 1 point; a threat to the person’s wellbeing
    (he might be arrested or deported if the truth
    were known) is worth 2 points; if the secret could
    cost the character his life, it is worth 3 points.

    2-point Mental Drawback
    The whole world is the Showoff’s audience, and he
    loves to perform for it. He never misses a chance to
    cast the spotlight on himself or his accomplishments,
    while quickly excusing or covering up his mistakes.
    A Showoff loves to get public acclaim, or at least the
    respect of his peers. Most of the time, he simply
    makes sure people notice him, but on occasion he
    might try a bit too hard to attract attention to himself
    and his deeds. This Drawback is slightly more complex
    than the Covetous: Conspicuous Drawback, and
    the Showoff is less likely to betray his principles in
    order to hog the spotlight.

    Situational Awareness
    2-point Mental Quality
    The observant almost always know what is going
    on around them, and can react with uncanny quickness
    to the unexpected. These characters gain a +2
    bonus to any Perception-based rolls to sense trouble
    or danger in the immediate surroundings. It is very
    hard to sneak up on them; the same bonus applies to
    resist any Stealth Tasks to approach them.

    Variable Social Quality or Drawback (1 point
    /level, positive or negative)
    This trait represents the standing of the character in
    the eyes of the people around him. It includes any
    fame, glory or notoriety the character might have.
    Note that wealth and Status are often linked; a character
    gets a bonus to his Status equal to one-half his
    Resources level (if positive). 0 is middle-class
    American; -5 is a homeless person, +10 is a member
    of an ancient noble house, a movie mega-star, or the
    hero of millions.

    2-point Mental Drawback
    The Talentless individual is totally lacking in creativity
    and artistic talent. Maybe he is too stolid and
    practical, or maybe he just doesn’t have the imagination
    to do anything artistic. This Drawback does not
    just affect his ability in the arts, but also in many
    social skills where flair and creativity are necessary.
    ATalentless character has a -3 penalty when trying
    to do anything artistic. This penalty does not affect
    Tasks where other people’s art is judged; many expert
    critics are Talentless. When he does try to do something
    himself, however, the best he can hope for is a
    mediocre result. In addition to the penalty, the character
    can never get more than one Success Level in
    artistic pursuits, regardless of how high his skill or
    roll are. People with this Drawback also make poor
    liars, charmers or social butterflies. The same penalty
    applies to such skills as Intimidation, Seduction
    and Smooth Talking -- a lack of creativity affects the
    ability to influence others.

    3-point Mental Drawback
    A zealot is a person whose beliefs (political, religious
    or personal) are so strong that they dominate
    his life and behavior. Zealots are willing to sacrifice
    anything, including their lives (or the lives of others)
    in service to the ideals they hold dear. These characters
    are dangerous to themselves and others, and
    show a total disregard for the law whenever the law
    conflicts with their beliefs.​

    There are actually a few more qualities that are not in the book that I pulled these from, I will update them and put them at the bottom or the list here.

    Show Spoiler
    Acrobatics (Special)
    The ability to perform tumbles, somersaults and
    other complex maneuvers. This skill teaches balance,
    flexibility and speed. Use Acrobatics and Dexterity
    for most Tasks. This skill is commonly known by circus
    performers, dancers, martial artists, gymnasts,
    and athletes. Also, Acrobatics can be used instead of
    the Dodge Skill to avoid attacks.

    The ability to play a role and successfully counterfeit
    behaviors, emotions and other character traits. A
    talented actor can weep on demand, or convincingly
    display an array of emotions. This skill is useful to
    both legitimate artists and criminals and con men.
    Use Intelligence and Acting to give a good performance,
    and Perception and Acting to spot or judge
    someone else’s act.

    This is the ability to use make-up, hair dressing,
    and cosmetics to enhance a person’s appearance. Use
    Intelligence and Beautician for the Task; each
    Success Level adds a +1 to a person’s Attractiveness
    by hiding blemishes and enhancing a person’s good
    points. Modifiers to these Tasks include the materials
    available (a +2 in a fully stocked beauty salon, -2 or
    worse with improvised materials) and the subject’s
    basic Attractiveness level.
    Beautician Skills can also be used to help change a
    person’s appearance (Beautician and Intelligence). A
    skilled character can use hair dyes, contacts and
    make-up to change a person’s look greatly. This skill
    can be used to replace the Disguise Skill, or can add
    a +1 bonus to Disguise Tasks for each level of success
    in the Beautician and Intelligence Task.
    Using Beautician and Perception allows the character
    to see how extensively a person is made up, and
    may be used to identify a disguise (this Task is resisted
    by the disguiser’s own Intelligence and Beautician
    or Disguise Skills).

    Brawling covers basic street fighting, karate-parlor
    “martial arts” training, and similar combat skills. In
    hand-to-hand combat, Dexterity and Brawling are
    used for kicks, punches, and similar maneuvers.
    Strength and Brawling are used for take-downs,
    wrestling and slamming people around.

    This skill provides familiarity with the organization
    of, and procedures used by, bureaucratic institutions.
    With this skill, the character can find ways to
    improve an organization’s service and performance,
    or otherwise obtain their services or products more
    efficiently. Use Intelligence and Bureaucracy to
    devise ways to make a large group or organization
    more (or less) efficient; use Willpower and
    Bureaucracy to “cut through red tape.”

    The skill of breaking the rules and tricking an
    opponent. Mostly used in games of chance and other
    forms of gambling. Use Intelligence and Cheating to
    perform the trick, or Perception and Cheating to spot
    such a trick.

    A character with the Climbing Skill knows how to
    best use any surface to get to the top. Climbing Tasks
    use Dexterity, Strength or Constitution, depending on
    the type of climb attempted.

    Computer Hacking
    This is the skill to penetrate computer systems
    through a modem, overcome protection and password
    programs, and steal information or inflict damage
    on the system. Most tasks use Intelligence and
    Computer Hacking, although spotting a specific type
    of defense or password system may use Perception
    and Computer Hacking instead.

    Computer Programming
    The skill to write a set of commands in one of the
    many computer languages. Writing a program uses
    Intelligence and Computer Programming; Perception
    and Computer Programming is used to recognize elements
    of another program.

    This is the basic skill with computers, including
    how to use a keyboard and mouse, basic commands,
    and so on. As computers become more “user-friendly,”
    Zombie Masters can assume that most Computer
    Tasks are Routine or Easy, except where they involve
    unfamiliar programs and operating systems.

    Craft (Type)
    The Craft Skill covers numerous types of skills
    such as those employed by carpenters, seamstresses,
    weavers, weaponsmiths, woodworkers, etc. When
    the Craft Skill is purchased, a particular Skill Type
    must be specified. Characters may further want to
    specialize. For example, Gunsmith is the Specialty of
    the Craft (Weaponsmith) Skill focusing on guns.
    Bowyer would likewise relate to bows.
    Intelligence and Craft is used to conceive and plan
    an item. Dexterity and Craft is tested to create the
    item, or repair a damaged item. Perception and Craft
    serves to appraise an item. The Fine Arts,
    Electronics, Engineering, Mechanic and other Skills
    may be used to supplement the Craft Skill. Note that
    devising and creating a particular item may be a time
    consuming and difficult task. Often, it is far easier to
    simply buy a mass produced item.

    Dancing (Type)
    This skill is not necessary to gyrate to a catchy
    tune. Dancing represents training in a form of dance,
    and includes anything from ballet to tribal rituals to
    high accomplishment on the disco floor. The character
    must indicate the specific Type of Dancing he is
    familiar with. Other Types have a default level equal
    to the Dancing level -2. Dancing and Dexterity are
    used to actually dance; Dancing and Perception are
    used to recognize a type of dance and to judge the
    quality of another’s performance.

    The ability to set and disarm explosives. Use
    Intelligence and Demolitions to set up an explosive
    charge, Perception and Demolitions to understand
    the setup of an unfamiliar bomb, and Intelligence and
    Demolitions (resisted by the bomber’s own
    Intelligence and Demolitions) to disarm an enemy
    bomb. Zombie Masters may restrict this skill to those
    with access to military or espionage training.

    The ability to change one’s appearance using wigs,
    make-up and clothing. High-tech spies can also use
    rubber masks, implants and other gadgets to completely
    alter their face and even body (such high-tech
    aids may give bonuses of +2 to +6, at the Zombie
    Master’s discretion). Use Intelligence and Disguise
    to apply a disguise, and Perception and Disguise to
    spot somebody else’s disguise.

    This is a basic combat skill, representing the ability
    to move out of the way of attacks. Dodges include
    sidestepping a blow, “hitting the dirt” to avoid gunfire,
    ducking behind cover, etc. As a skill, Dodge is
    learned by people with some practice in diving for
    cover. Dodge is used with Dexterity for most Tasks.

    Driving (Type)
    The skill to control any land vehicle of the specific
    Type. Each kind of vehicle (Car, Truck, Tracked
    Vehicle, and Motorcycle, among others) requires a
    separate Driving Skill Type. Most driving Tasks use
    Dexterity and Driving.

    Electronic Surveillance
    The skill to set up, use and detect electronic
    “bugs” -- sophisticated microphones and even cameras
    hidden in a location to spy on or detect people.
    Use Intelligence and Electronic Surveillance to set
    up and use a “bug,” and Perception and Electronic
    Surveillance to detect one (resisted by the operator’s
    original Intelligence and Electronic
    Surveillance Task result). Zombie Masters may
    wish to restrict this skill to those with military or
    espionage backgrounds.

    This skill allows a character to build and repair all
    manner of electronic devices and tools, and grants the
    character knowledge about electronic systems and
    the like. The difficulty of repairing an electronic
    device depends on how intricate the device is, and
    how damaged it is. Constructing an electronic item is
    also more difficult the more advanced and complex
    the device. Zombie Masters should apply a penalty or
    bonus depending on these factors. Finally, an electronic
    tool kit must be available for all but the most
    rudimentary repairs. A lab or workshop may also be
    required. All repair or construction attempts take
    time, ranging from a couple of hours to days. This too
    should be determined by the Zombie Master.
    Understanding an existing electronic device calls
    for a Perception and Electronics Task; repairing or
    constructing a device requires an Intelligence and
    Electronics Task. It should be noted that this skill and
    the Mechanic Skill complement one another, and are
    often used together.

    Engineer (Type)
    This skill reflects the general knowledge of structural
    design, material strengths, and construction
    techniques in a variety of fields and applications.
    Examples of the Types of Engineering Skill include
    Architecture, Civil, Construction, Mechanical,
    Electrical, and Biological. In some games, the
    Zombie Master may just lump them all into one category,
    depending on how big a role such skills play in
    the course of a Story. Alternatively, separation
    between Engineering Skill Types (and even
    Specialties) may be important to the storyline.
    Planning or devising an object, structure or device
    within the character’s Engineering Type demands an
    Intelligence and Engineering Task.

    This is the ability to escape from ropes, handcuffs
    and other restraints. Most of these Tasks use
    Dexterity and Escapism, with each attempt taking
    between 1 and 5 minutes, depending on the complexity
    of the bonds. A simple rope tie would have no
    modifier, but complex knots might have penalties of
    -1 to -5, police handcuffs involve a penalty of -4, and
    a straitjacket/strap/chain combo might have penalties
    of -5 to -8. Expert escape artists also use visualization
    techniques -- they carefully think about their method
    of escape before attempting it. This is an Intelligence
    and Escapism Task that takes two minutes; each
    Success Level adds a +1 to an immediately subsequent
    Dexterity and Escapism Task.

    Fine Arts (Type)
    There are many Types of Fine Arts Skill, such as
    Drawing, Painting, Computer Graphics, etc. In some
    games, the Zombie Master may lump them all into
    one category, depending on how big a role such skills
    play in the course of a Story. Alternatively, separation
    between Fine Arts Skill Types (and even Specialties)
    may be important to the storyline.
    Rolls to conceptualize a work of art, or to produce
    it from memory, improvisation or imagination
    require Intelligence and Fine Arts. Rendering a concept
    that is recorded, such as using models or plans,
    requires Dexterity and Fine Arts. Appreciating another’s
    work uses Perception and Fine Arts.
    The Success Levels of a Fine Arts Task indicate
    how good the artistic expression is. Regardless of the
    final Task result, the Success Levels cannot exceed
    the skill level of the artist. For example, a character
    with Fine Arts (Drawing) 2 cannot accumulate more
    than 2 Success Levels on a drawing.

    First Aid
    This skill allows a character to treat basic injuries,
    and use such techniques as CPR and the Heimlich
    Maneuver. A successful Intelligence and First Aid
    Task heals some damage to an injured person (see
    Medical Healing, p. 113). Typical Tasks include identifying
    the problem (use Perception and First Aid),
    performing First Aid (Intelligence and First Aid), and
    using CPR or applying the Heimlich Maneuver
    (Dexterity and First Aid).

    This is the knowledge of most common games of
    chance, their rules and techniques, and the best strategies
    to win the games. A character needs both
    Gambling and Cheating to effectively break the rules.

    Guns (Type)
    This skill allows the character to use one type of
    firearm. The most common Types include Handgun (pistols
    and revolvers), Rifle, Shotgun, Submachine Gun,
    and Assault Rifle. If the skill is taken for one Type, the
    character can use other types of guns, but at a -2 penalty
    to all Tasks.
    Dexterity and Guns are used to fire the weapon.
    Aiming rolls use Perception and Guns; each Success
    Level adds +1 to the Guns Skill on the next shot fired at
    the aimed target.

    The skill provides the character with the ability to deal
    for goods and services, or otherwise bring two or more parties
    to some common ground. It may be applied when buying,
    selling or bartering goods or services. Often used in a
    Resisted Task, each level of success modifies the price of
    the subject by 10%. It may also be used for less tangible
    exchanges, such a political dealmaking. In such circumstances,
    the Zombie Master should adjudicate the result
    given the goal and the levels of success. Haggling can also
    be used to determine whether the character is being misled
    or conned. Use Willpower and Haggling to get the best
    deal; use Perception and Haggling to spot a con.

    Hand Weapon (Type)
    Each basic type of weapon is a separate skill. Hand
    Weapon Skill Types include Axe, Club, Foil/Rapier, Knife,
    Spear, Staff and Sword. Pre-modern missile weapons like
    Bow and Crossbow are also Types. They must be learned
    separately. When using an unfamiliar weapon, use the most
    closely related Hand Weapon Skill at -2 to -4 (depending
    on how dissimilar the weapons are).

    Humanities (Type)
    Each of the various Humanities disciplines (archeology,
    anthropology, economics, history, law, political science,
    sociology, theology, etc.) counts as a separate
    Humanities Skill Type. In some games, the Zombie
    Master may just lump them all into one category, depending
    on how big a role such skills play in the course of a
    Story. Alternatively, separation between Humanities Skill
    Types (and even Specialties) may be important to the storyline,
    and a variety of penalties may be applied when
    trying to use a specific Type outside its range. In any
    event, most Humanities Tasks use Intelligence or
    Perception and Humanities.

    Humanities Skill Types can include many
    Specialties. For example, Humanities (Law) includes
    a number of different subjects, any one of which may
    be a Specialty (i.e., corporate law, environmental law,
    criminal law, etc.). Other than giving a character the
    normal +2 Task bonus for Specialties, Zombie
    Masters may wish to penalize Tasks attempted outside
    the specialization. For example, a character with
    Humanities (Ancient History) gains a +2 bonus for
    Tasks involving the Spartan wars, but may incur a -1
    penalty for a question concerning the Renaissance, or
    a -3 penalty for a question about World War I.

    Teaching is a skill and an art. The subject matter is
    important but conveying that information in an interesting,
    stimulating and comprehensive manner is the
    heart of the Instruction Skill.
    The first step in using the Instruction Skill is to
    pick a subject matter to teach. This may be any skill
    known by the teacher, but it must be at least two levels
    higher than the student’s level.
    If the required skill level is possessed, the teacher
    and student must spend a certain period of time on
    lessons. Every week of game time that the two spend
    at least 10 hours studying the skill, the teacher can
    attempt an Intelligence and Instruction Task. The
    Success Levels of this Task are cumulative; for example,
    if the teacher and student spend three weeks
    working on the skill, the Success Levels of all three
    rolls are added together. When the teacher accumulates
    five Success Levels in the Task, the student gets
    1 Experience Point toward improving that skill.
    For example, Rolando is an accomplished singer
    (level 5), and a decent teacher (level 3). Maria wants
    to learn to sing better; she has Singing 1. Rolando’s
    Singing Skill is more than two levels higher than
    Maria’s, so he may teach her. After they spend a good
    deal of time working together during one week,
    Rolando tests his Instruction Skill. He rolls a 6, adds
    3 for the skill level, and 2 for his Intelligence for a
    total of 11, or 2 Success Levels. The next week, they
    study together again, and Rolando rolls particularly
    well -- gaining three Success Levels. Maria gains 1
    experience point dedicated to the Singing Skill.

    The skill to make people afraid, Intimidation is
    used by bullies or others in most confrontational situations.
    A good Intimidation Task result may stop a
    fight before it starts by convincing the opponent that
    he doesn’t want to mess with the character. Use
    Willpower and Intimidation for “real” intimidation
    attempts, or Intelligence and Intimidation to bluff.

    Language (Type)
    Every character is assumed to have level 5 in their
    native or primary language. Each additional language
    must be purchased as a separate Skill Type. The skill
    level in a language determines not only basic fluency,
    but the “thickness” of the character’s accent (see the
    Language Skill Level Table nearby). Most of the
    time, the character need not pass a Task to see if he
    communicates; as long as the character knows the
    language, assume that he can talk in it without needing
    to roll. A Task roll would be necessary in situations
    involving highly technical or scholarly speech
    (which may use a lot of words the character doesn’t
    know) or when dealing with extreme regional accents
    or slang.

    Language Skill Level Table
    Skill Level Fluency
    1 Very thick accent and frequent grammatical mistakes; the character
    will be immediately identified as a foreigner, and may be misunderstood.
    2 Thick accent but largely fluent; the character should have no problems
    being understood.
    3 Slight accent; native speakers will realize this is not the character's first
    4 Full fluency, only a Resisted Test (listener's Simple Perception versus
    speaker's Simple Intelligence) will spot the character’s accent.
    5 Complete mastery; the character can pass for a native without problems.
    6+ Dialects; character can perfectly imitate regional accents and dialects in
    addition to the main version of the language.

    Lock Picking (Type)
    This skill covers all the basics in breaking and
    entering. There are two Types: Mechanical and
    Electronic. Most Tasks use Lock Picking and
    Dexterity, modified by the difficulty of the lock. Lock
    Picking (Electronic) uses Perception and Intelligence
    for the most part, to spot and neutralize electronic
    locks and security systems.

    Martial Arts (Special)
    This is the skill of using an advanced system of
    hand-to-hand combat. Characters with Martial Arts
    can do more damage with their hands and feet. Kicks
    and punches performed with the Martial Arts Skill
    have a damage bonus equal to the character’s skill
    level. So, a character with Martial Arts level 3 does
    an additional 3 points of damage with a kick or
    punch. This bonus is added when the rest of the
    damage has been calculated, after any multipliers
    and dice rolls.

    This skill allows a character to build and repair all
    manner of mechanical devices and tools, and grants
    him knowledge about mechanical systems and the
    like. The difficulty of repairing a mechanism depends
    on how intricate the device is, and how damaged it is.
    Zombie Masters should apply a penalty or bonus
    depending on these factors. Constructing a mechanical
    item is also more difficult the more advanced and
    complex the device. Again, modifiers should be
    imposed by the Zombie Master. Finally, a mechanical
    tool kit must be available for all but the most rudimentary
    repairs. A lab or workshop may also be
    required. All repair or construction attempts take
    time, ranging from a couple of hours to days. This too
    should be determined by the Zombie Master.
    Understanding an existing mechanical device calls
    for a Perception and Mechanic Task; repairing or
    constructing a mechanism requires an Intelligence
    and Mechanic Task. It should be noted that this skill
    and the Electronics Skill complement one another,
    and often are used together to make repairs to an
    item or to construct an item.

    Medicine (Special)
    This skill covers medical knowledge, including
    basic surgery skills, diagnosis and general medicine.
    Most doctors also specialize in one type of medicine,
    such as cardiovascular, surgery, or neurosurgery.
    These are treated as Specialty Skills.
    Diagnosis Tasks use Perception and Medicine,
    general treatment calls for Intelligence and
    Medicine, and surgery uses Dexterity and Medicine.
    Myth and Legend (Type)
    This is the knowledge of t.he mythology and folklore
    of a specific culture or nation. This skill can be
    used to identify supernatural creatures, but the information
    gleaned from myth and legend may be completely
    wrong or at least very inaccurate. Each culture
    or nation is a separate Skill Type.

    Notice represents the degree of alertness a person
    has about him. A character with this skill can use it
    with Perception to see what is happening around
    him, or with Intelligence to remember something he
    noticed some time ago. A character with Notice can
    use it with Perception to spot or hear another character
    using Stealth.

    Occult Knowledge (Special)
    This is the skill of true arcane knowledge. It covers
    most of the basic Metaphysical facts of whatever
    world serves as the background for the game, including
    a working knowledge of Essence and other specific
    supernatural features.
    Myth and Legends is a comparatively broader skill
    covering a variety of topics. Much of that information
    with be contradictory, false or misinterpreted.
    Occult Knowledge, on the other hand, is less
    inclusive (the character will not know as much), but that
    information, at least as relates to Essence and mystical
    powers, will be essentially true. The character
    may also know some information about a number of
    cults and supernatural creatures, although some of
    that information may be flawed or incomplete.

    Pick Pocket
    The skill of taking another person’s hard-earned
    money or things without him noticing it. Most rolls
    use Dexterity and Pick Pocket, resisted by the victim’s
    Perception and the highest of his Notice,
    Streetwise or Pick Pocket Skills (if any, or Perception
    alone -- not doubled -- otherwise).

    Piloting (Type)
    The skill to control any aircraft or water vehicle of
    the specific type. Each type of vehicle (propeller
    plane, jet plane, sailboat, ocean liner) requires a separate
    Piloting Skill Type. Most Piloting Tasks use
    Dexterity and Piloting, or Intelligence and Piloting
    for very large vessels.

    Play Instrument (Type)
    The character is able to play a musical instrument
    of one type, chosen when the skill is taken. The character
    may choose more than one type of instrument to
    play, but each instrument is counted as a separate
    Skill Type. At the higher levels of the skill, the character
    is more proficient in tonal quality, rhythm, and
    improvisation. In order to play for pleasure, the character
    would use Dexterity and Play Instrument. If
    performing a complex piece of music, the attempt
    would use Intelligence and Play Instrument. If the
    character is performing a long piece of music, use
    Constitution and Play Instrument. In all circumstances
    the quality of the performance is reflected in
    the levels of success. No matter what the ultimate
    roll, no musician may enjoy more Success Levels
    than he has skill levels.

    This is the ability to interrogate, spot lies, and otherwise
    extract the truth from people. This skill is
    quickly learned by police officers, private investigators,
    and investigative reporters. Most interrogations
    should be roleplayed. If a Task or Test is needed, how
    well the player roleplayed the interview should give
    him bonuses or penalties of +5 to -5, at the Zombie
    Master’s discretion. Tricking somebody into revealing
    something uses the questioner’s Intelligence and
    Questioning, resisted by a Simple Intelligence Test.
    Spotting a lie uses Perception and Questioning, also
    resisted by a Simple Intelligence Test. Breaking a victim’s
    will to resist uses Willpower and Questioning,
    resisted by a Simple Willpower Test. The use of torture
    and drugs may give bonuses of +1 to +6 to the
    questioner’s Task.

    This skill allows a character to search out information
    or follow a series of clues and leads to a reasonable
    conclusion through deduction, source checking,
    going to libraries, searching on the Internet, and the
    like. Alternatively, this skill can be used by the character
    to do legwork -- running down leads on a story,
    questioning contacts and sources of information (the
    latter would incur some penalties; this aspect would
    best be left to the Questioning Skill).
    In all cases, the use of this skill takes time. The
    amount of time is determined by the Zombie Master,
    based on the nature of the search being undertaken by
    the character. Most uses of this skill involve
    Intelligence and Research Tasks. In other cases, it is
    possible that Constitution and Research (in the case
    of searching through dusty old tomes for long periods
    of time or walking the length and breadth of a library
    for the better part of a day), or Perception and
    Research (in the case of researching obscure facts in
    voluminous materials, such as finding a certain name
    in a room full of documents) can be used.

    Riding (Type)
    The skill to ride horses, carts, chariots and other
    animals or animal-driven vehicles. Each type of animal
    or vehicle requires a separate Riding Skill Type.

    Rituals (Type)
    The skill to perform rituals and ceremonies of a
    particular culture, religion or mystical group (each
    counts as a separate Skill Type). Rituals that require
    dancing or other complex physical activity use
    Dexterity and Rituals; most others use Intelligence
    and Rituals to remember all the appropriate steps or
    activities involved.

    Running (Type)
    There are two Types of Running. The first one is
    Running (Marathon). This skill covers running for
    endurance and distance. A good marathoner can
    cover ten or more miles (15 or more kilometers)
    without stopping. An official marathon usually covers
    25 miles (40 kilometers). The best runners can
    cover that distance in about two hours. A character
    with Running (Marathon) can use this skill and his
    Constitution Attribute to resist the effects of fatigue
    after a long period of extensive physical activity.
    Also, add 1 Endurance Point to the character’s pool
    for every level in Running (Marathon).
    Running (Dash) trains the character to increase
    speed for short distances. On a dead run, use
    Constitution and Running (Dash) to increase maximum
    running speed. Each Success Level acquired
    adds +1 to the character’s Speed Secondary

    Sciences (Type)
    Each science (biology, chemistry, astronomy,
    mathematics, physics, etc.) counts as a separate
    Science Skill Type. In some games, the Zombie
    Master may just lump them all into one category,
    depending on how big a role such skills would
    play in the course of a Story. Alternatively, separation
    between Science Skill Types (and even
    Specialties) may be important to the storyline, and
    a variety of penalties may be applied when trying
    to use a specific Type outside its range. See the
    description of the Humanities Skill for more information.
    Most Sciences Tasks use
    Intelligence or Perception.

    The ability to make oneself sexually attractive to
    other people by saying the right things and putting on
    the right act. Intelligence is used, modified by any
    Charisma or Attractiveness bonuses or penalties the
    character might have. Other skills may give bonuses
    to Seduction attempts. For example, previous Tasks
    using Beautician and Smooth Talking add their
    Success Levels to the Seduction attempt.

    While everybody can try to sing, this skill is necessary
    to do it right. This skill reflects the training of
    the character’s voice. Use Constitution and Singing
    for the quality of the song, Intelligence and Singing
    to remember every verse of a long or complex song,
    and Perception and Singing to recognize and measure
    the quality of someone else’s singing.

    Sleight of Hand
    This is the ability to perform sleight of hand and
    legerdemain, and is known mainly by stage magicians.
    With this skill, a character can fool the audience
    into looking at one thing while she does something
    else. Most Sleight of Hand Tasks use
    Dexterity, and are resisted by a Perception Test
    (Simple or Difficult depending on the circumstances)
    or a Perception and Notice Task. To plan a
    complex magical trick (e.g., sawing a woman in
    half, diverse death traps) requires an Intelligence
    and Sleight of Hand Task, often supplemented by
    assorted Craft Skills to actually build the contraptions
    or gadgets needed.

    Smooth Talking
    This skill allows the character to lie convincingly
    or to confuse and deceive others. This skill is commonly
    known by con men, salesmen and politicians.
    Use Intelligence and Smooth Talking for
    most Tasks.

    Sport (Type)
    This skill covers all types of competitive sports,
    from football to ping pong. Each Sport must be
    learned as a separate Type. Depending on the Task,
    use Strength or Dexterity and Sport. For example, a
    football pass would use Dexterity and Sport
    (Football); a tackle would use Strength and Sport
    (Football). To come up with a good strategy or game
    plan, use Intelligence and Sport; to spot a rules violation,
    use Perception and Sport.

    The ability to move quietly and to take advantage
    of cover and concealment. Most Task rolls use
    Dexterity and Stealth; Perception is used to find good
    hiding places.

    This skill allows a character to sway or influence an
    audience, be it one individual or a group of people,
    from one emotion to the next by means of a tale. It
    can be used for the purpose of educating an individual
    or a group of people, as well as merely for entertainment.
    In some cultures, storytelling is the means
    by which knowledge and lore are passed down, and
    so the skill has uses for some primitive societies, but
    is also quite useful under certain circumstances when
    dealing with Myth and Legend and Occult
    Knowledge and the like. The character may tell a tale
    that is true or fictional, although the audience will
    generally not know the difference. The character must
    constantly be aware of how the listeners are reacting
    to the tale and thus may alter his pacing, volume, or
    even change the course of the story to elicit a better
    or greater response.
    Storytellers use Willpower and Storytelling Tasks.
    The Success Level dictates the effectiveness or entertainment
    value of the story. If the people listening to
    the story are familiar with the tale, they may resist the
    attempt of the storyteller character to influence them
    with a Difficult Willpower Test.

    The general knowledge of the lore and rules of the
    streets. A character with this skill knows how to
    behave in a given situation, knows the names and
    most of the faces of the more notorious local members
    of the underworld, and can identify most illegal
    transactions and operations. Use Intelligence and
    Streetwise to recognize a local street name, gang
    color or criminal, and Perception and Streetwise to
    spot trouble or detect criminal activities nearby.

    This is the ability to follow and keep people under
    observation. A character with Surveillance can
    attempt to keep sight of a target while following him
    through a crowded street, and remaining unobserved.
    By the same token, this skill allows a person to know
    if he is being followed or observed. Use Surveillance
    and Perception for either activity.

    Survival (Type)
    This is the skill of living off the land. Each kind of
    terrain requires a separate Skill Type. Attempts to use
    a Survival Skill in the wrong place or type of terrain
    are at a -3 penalty. Common Types include Forest,
    Mountain, Jungle, Desert and Arctic.

    Swimming is the skill that allows a character to
    stay afloat and to move in the water without drowning.
    Floating is an Average difficulty Constitution and
    Swimming Task when fully clothed; it becomes Easy
    with little or no clothing (see Modifiers to Tasks and
    Tests, p. 94). Each 2/1 EV (see p. 126) of equipment
    or weight effectively reduces a character’s Swimming
    Skill level by one.
    If the Task is failed, the character sinks and drowns
    in a number of Turns equal to his Constitution.
    Shedding clothing or equipment (which requires one
    Turn) allows a character to attempt the Task anew.
    If the character succeeds, he stays afloat and may
    swim at a speed equal to his Swimming Skill in yards
    (meters) per Turn. Swimming is an exhausting activity.
    Floating with little clothing uses 1 Endurance
    Point per 10 minutes. Floating while fully clothed
    uses 1 Endurance Point per minute. Swimming
    unclothed takes 1 Endurance Point per minute at halfspeed
    and 5 Endurance Points per minute at full
    speed. Those who swim clothed, or who carry equipment
    when they swim, use double the Endurance cost
    and move at half speed. Towing another person while
    Swimming imposes a -1 modifier, doubles the
    Endurance cost, and halves the swimmer’s speed.

    Throwing (Type)
    This skill has three basic types, but others may be
    added as desired. Thrown (Knife) includes all
    small-sized edged weapons. Thrown (Axe) covers
    any top-heavy object with a longish handle, such as
    maces, baseball bats and similar projectiles.
    Thrown (Sphere) provides expertise in targeting
    rocks, grenades or any such hand-sized object. The
    latter also defaults directly to Sport (Baseball), if
    that skill is possessed. All skill Tasks use Strength
    and Thrown.

    This is the skill used to follow the trail of an animal
    or person, usually in wilderness terrain, but also in an
    urban setting if snow or dust are present in enough
    quantity to leave a trail. Most Tracking Tasks use
    Perception and Tracking; attempts to hide one’s
    tracks use Intelligence and Tracking.

    Trance (Special)
    Trance is often used by those that claim to be
    shamans and mystics. It enables the character to enter
    a meditative state that transcends physical limitations.
    Among other things, someone in a trance can withstand
    pain, hunger and thirst better than the average
    human being. A trance is also helpful when sensing
    the influence of the supernatural.
    To enter into a trance, use Willpower and Trance. If
    successful, the character becomes extremely focused
    on the task at hand, which gives him a -2 penalty on
    all non-related Perception Tests. On the other hand,
    the character is not affected by pain and shock penalties,
    and he gains a +2 bonus on all Tasks and Tests he
    is concentrating on. Acharacter in Trance also regains
    Essence more rapidly; characters gain double the normal
    Essence amount per hour of meditation.

    This is the knowledge to detect, disarm and set
    traps, snares and the like. It is commonly known by
    Special Forces soldiers, guerrillas, hunters, trappers
    and others. Use Traps and Intelligence to devise a
    trap, Traps and Perception to detect a trap, and Traps
    and Dexterity to disarm a trap.

    Unconventional Medicine (Type)
    This skill covers all methods of healing not widely
    accepted by Western Science, including herbal medicine,
    acupuncture, etc., each of which is considered a
    different Skill Type. The effectiveness of each type of
    unconventional medicine is determined by the
    Zombie Master. If the skill is effective in treating disease
    and injury, use the same skills and effects as the
    conventional Medicine Skill (see p. 57).

    Veterinary Medicine
    Just like the Medicine Skill, but applies to animals.
    A Veterinarian can treat humans, but is at a -3 penalty
    to all Task rolls, and despite the results of rolls,
    cannot gain more than two Success Levels.

    Weight Lifting
    When trying to exceed Strength limits (see
    Strength Table, p. 30), Weight Lifting is very helpful.
    Use Strength and Weight Lifting instead of Strength
    times two, or, if the Strength Attribute is higher than
    the Weight Lifting Skill, add one-third of the Weight
    Lifting Skill level (rounded up) to the base number.

    Writing (Type)
    This skill allows the character to construct and
    write entertaining and/or meaningful written accounts
    and narratives. The character is able to write text in a
    convincing manner to suit whatever goal or presentation
    is required. Types of skills would include
    Academic (learned expositions of the arts, humanities
    or sciences), Advocacy (legal arguments, ad copy or
    promotional materials), Creative (such as novels,
    poems or plays), Journalistic (informative discussions
    of newsworthy topics), and Technical (precise
    descriptions using nomenclature specific to a certain
    Using an Intelligence and Writing Task, the character
    is able to write documents, items, notes, or whatever
    the type of specialization implies. The quality of
    the writing depends on the Success Levels obtained.
    The Success Level of such a work cannot exceed the
    writer’s skill, however. Using a Perception and
    Writing Task, the character can critique writing of the
    style with which he is familiar.

    All skills run on a 1-5 scale. Depending on what your rolling for your Skill level will be added to your roll to increase your chances of success.[/center]

    If the dice roller rolls a 1, you do not add buffs or skill bonuses, its a Botch, and a botch is bad, and you potentially harm yourself, a team member, or massively miss.
  3. Only issue I have with this is that you want to do everything via IM for character building and that you mention a book.

    I'm interested but I don't have access to MSN at work which is where I usually get on at.

    As for the other issue, what book? It looks like a d20 system, but there are to many differant games for me to place it just off of what you have given us.
  4. sorry i didn't mean for it to sound complicated.

    Its just the skills, qualities, and drawbacks i have to pull straight from a book I'm getting from a friend, its a databook so it goes straight to my computer. If I take the time I can probably transpose it all to text and post them into the thread itself here. Its just for me to avoid doing a full transposition of those three main sets I would use the IM with which I use my cam and just show screen to show the document with all the info.

    I mean the only thing I really prefer to have say in is equipment. But since it seems that you might be interested I can transpose everything to text. If I get to many nays on the matter of using it straight from the books I can just use the RP in its original setup when I started the idea online.

    And its not a d20 system, its a d 10 system with the exception of weapons which use different dice and multipliers based on stats.

    I don't know what do you think? I was told by someone that there are a lot of DnD based RPs on here and i've seen RPs that use the DnD setup for making characters so I thought this might be worth trying.
  5. could you give us the name of the system? maybe there are online resources.
  6. Yarr, I be ere tae elp dose uf ye that want fer some downloadable rules.

    yar. i be a shithead/pirate.

    edit: hmm, looks liek its gonna take ages to download.


    Edit edit:
    hows this for a character?

    Character Name: Dave Flynt
    Character Type: Survivor
    Attributes (You get 0 points for this, any attribute that is 5 or 6 (six is the absolute max) you need to thuroughly explain and convince me of in the character's Bio.

    Primary Attributes
    Strength 4
    Dexterity 3
    Constitution 4
    Intelligence 2
    Perception 3
    Willpower 4

    Secondary Attributes
    Lifepoints: 42 (i calculated it wrong. 4+4x7+10=42)
    Endurance Points: 36
    Speed: 14
    Essence: 20

    Fast Reaction Time - 2pts
    Nerves of steel - 3pts
    Situational Awareness - 2pts
    Resources (Middle Class) - 4pts

    7 pts remaining

    Addiction: Habitual drinking - 1pt
    Addiction: Habitual smoking -1pt
    Cruel (Lvl 1) - 1 pt
    Honorable (Lvl 1) - 1pt

    6 drawbacks available

    Skills: 4 pts remaining
    Guns (Auto Rifle) 4
    Guns (Handgun) 2
    Guns (Shotgun) 2
    Guns (Sub Machine Gun) 2
    first aid 2
    Survival (Bush) 2
    Survival (Forest)
    Swimming 2
    Driving (Car [Right hand drive]) 2
    Dodge 2
    Demolitions 2
    Hand Weapons (Knife) 3
    Brawling 3

    Possessions: (the list of things that your character has on them, I determine what you get and what you go in with. Don't worry I wont be a bastard, I'm setting characters up as the military would set them up, for a worst case scenario despite what they expect.)

    Born in Australia (:jack:) lived there until the age of 24, completing a four year stint in the australian military (Navy) at age 18.

    moved to america at age 24, applied for and joined the Marines at age 26
    (will finish the rest at a later date)
    • Like Like x 2
  7. You stole my old avatar.

    I claim your firstborn for my own.

    I'll join this if I can be arsed to learn stuff and do stuff and think up stuff.
  8. Actually I used the name of the game system in my game title the system is called "All Flesh Must Be Eaten", warmaster seemed to have found it without a problem. Mutilation is just the name of my campaign.

    And Warmaster, Drinking and Smoking are seperate addictions so you have a one for drinking and smoking, so just split them into two addictions and put a one in each. Other than that It looks good so far. I'll just need a bio and to know what team role he's playing though skill wise it looks like he's one of the combat characters. And might I suggest Brawling since most military men have hand to hand combat training. And training in a handweapon (knife) since as a combat character he'd most likely be trained with a knife, depending on what branch you have him in. These are just suggestions, it looks like your not quite done.

    Right so I NOW have ALL the books from the AFMBE series. I'll be transferring a lot of things over to text for the OOC here this way no one has to download anything. I'll be copying it down word for word. I'll put it all in the post with the character sheets.
  9. Hey I got all the stuff up or not. Let me know if this is a bit much to handle. If its agreed that it is a bit too much, take this all out and set it as a normal online RP.

    Right so this is my character sheet. I'll be editing in the name and history.

    Emotional Anchor is actually a new drawback released on the AFMBE website. Its basically an object that the person must check on. A willpower roll is made, and if failed the character must do whatever necessary to check on the object, if succeeded roll, the character resists checking on the object for that day.

    Character Name

    Character Type: Survivor

    Primary Attributes
    Strength: 4

    Secondary Attributes
    Lifepoints: 51
    Endurance Points: 38
    Speed: 18

    Fast Reaction 2
    Hard to Kill 3
    Nerves Of Steel 3
    Photographic Memory 2
    Resistance (Fatigue) 2

    Emotional Anchor (Father's Dog Tags) 1
    Honorable 2
    Humorless 1
    Paranoid 2
    Cruel 1
    Addiction (Smoking) 1
    Attractiveness (Negative) 1

    Brawling 4
    Demolition 1
    Dodge 5
    First Aid 1
    Guns (Handgun) 3
    Guns (Shotgun) 3
    Handweapon (Knife) 4
    Intimidation 3
    Martial Arts (Ju-Jitsu) 3
    Notice 4
    Stealth 2
    Throwing (Sphere) 2

  10. Character Name: Gregory Hunt
    Character Type: Survivor

    Primary Attributes

    Secondary Attributes
    Lifepoints: 47
    Endurance Points: 38
    Speed: 14
    Essence: 20

    Situational Awareness (2 points)
    Resistance: Fatigue (lvl.3, 3 points)
    Resistance: Pain (lvl.3, 3 points)
    Photographic Memory (2 points)
    Hard to Kill (lvl. 3, 3 points)

    (15 total)

    Honorable (lvl.1, 1 point)
    Recurring Nightmares (1 point)


    Drive (Car lvl.2, 2 points)
    Dodge (lvl.5, 5points)
    First Aid (lvl.3, 3 points)
    Computers (lvl.2, 2 points)
    Climbing (lvl4, 4 points)
    Hand Weapon (Knife lvl.5, 5 points)
    Gun (Handgun lvl.5, 5 points)
    Gun (Assault Rifle lvl.7, 11 points)

    (total 37 points)

    Possessions: (the list of things that your character has on them, I determine what you get and what you go in with. Don't worry I wont be a bastard, I'm setting characters up as the military would set them up, for a worst case scenario despite what they expect.)

    BIO: Born in Norfolk with a father in the submarine service Gregory spent a lot of his childhood around the naval base. His father was a dive officer who was later given his own command and would often take Gregory onto the Submarines during rest periods or when they were in the dry docks.

    They would often go to Colorado to visit Gregory's grandparents, and it was on on of those flights that a structural failure caused by poor maintenance and a low pressure system caused a small section on the fuselage to rip away from the plane. Gregory who was sitting in a window seat just behind the hole was almost sucked out of the jet but his foot snagged in the tray of the seat in front of him leaving him half dangling out of the rip.

    He was pulled back in with only a few cuts from the sharp edges but ever since the has had dreams of falling, or birds that wake him up in the middle of the night.

    Gregory joined the army at the age of 20 and based on both his father's and grandfather's credentials immediately began training in urban warfare as a marksman specializing in assault rifles though his TO made sure he was proficient with sidearms and CQC too ass well as field aid.

    He again encountered his fear in Iraq then his unit my was being airlifted to assist a convoy that had been hit with IEDs cut their helo was shot down forcing his team to bail. When is was his turn Gregory froze looking at the rock-strewn ground below until he was pushed out by his lieutenant.

    Granted leave he returned home for three months and was about to be flown back when he was recruited to a special team for a unknown assignment.
  11. Ok Vay, you calculated LP wrong. if its only 17 you will die very quickly. LP is determined by ((Strength + Con) x 4) + 10.

    My character got a bonus to LP because of his Hard to Kill quality. Each point of Hard to kill adds 3 LP to your score.

    So for you your base LP would start out at 38
  12. had to redo my lifepoints. i calculated it wrong
  13. Mosiac, hit me up on an IM so we can finish my sheet, or can i just do it from the book?
  14. the book if you want. I originally did the whole IM thing thinking it would be simpler but if you want to do it over IM we can.
  15. Eh, guize. I'm formulatin' a character sheet for the demo-man as we speak. WMD's link finished and I was intrigued by the book. So I found a torrent(for those without moral dispute) for a lot of the supplements too. Only 314 MBs. Uhm, can I post torrents on Iwaku? Or is it frowned upon?
  16. You can post it, Diana said: "its ok to post links to potentially illegal content so long as its not on our servers"
  17. We still have room for about 3 more players max.

    And Warmaster, you calculated it wrong again. Your LP is actually 42.
  18. Will we be receiving equipent IC?