All Flesh Must Be Eaten: Mutilation

M

Mosaic

Guest
Original poster
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 well...to brief you on the information he's allowed to give you.

The Transport Truck
armytan_9522_resized.jpg

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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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



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
Strength
Dexterity
Constitution
Intelligence
Perception
Willpower


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)

Qualities
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

Drawbacks
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.)​



QUALITIES AND DRAWBACKS!
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.

Addiction
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

Adversary
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.
Attractiveness
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.
Charisma
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.
Clown
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.

Contacts
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.
Covetous
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.

Cowardly
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.

Cruel
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)

Delusions
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.

Honorable
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.

Humorless
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.

Lazy
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

Minority
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.
Obsession
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).

Paranoid
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.

Reckless
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.

Resistance
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.

Resources
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

Secret
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.

Showoff
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.

Status
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.

Talentless
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.

Zealot
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.


SKILLS
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.

Acting
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.

Beautician
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
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.

Bureaucracy
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.”

Cheating
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.

Climbing
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.

Computers
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.

Demolitions
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.

Disguise
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.

Dodge
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.

Electronics
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.

Escapism
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).

Gambling
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.

Haggling
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.

Instruction
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.

Intimidation
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
language.
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.

Mechanic
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
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.

Questioning
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.

Research/Investigation
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
Attribute.

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.

Seduction
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.

Singing
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.

Stealth
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.

Storytelling
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.

Streetwise
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.

Surveillance
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
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.

Tracking
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.

Traps
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
technology).
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.
 
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.
 
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.
 
could you give us the name of the system? maybe there are online resources.
 
Yarr, I be ere tae elp dose uf ye that want fer some downloadable rules.
http://thepiratebay.org/torrent/4622196/All_Flesh_Must_Be_Eaten_RPG_by_Eden_Studios


yar. i be a shithead/pirate.

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

try http://rs87.rapidshare.com/files/29609670/All_Flesh_Must_Be_Eaten_-_Core_Rulebook.pdf


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

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

7 pts remaining

Drawbacks
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.)

Biography:
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)
 
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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.
 
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.
 
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
Dexterity:5
Constitution:4
Intelligence:3
Perception:3
Willpower:3


Secondary Attributes
Lifepoints: 51
Endurance Points: 38
Speed: 18
Essence:22

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


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


Skills:
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



Possessions:
 
Character Name: Gregory Hunt
Character Type: Survivor

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


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

Qualities
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)

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

Skills:

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.
 
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
 
had to redo my lifepoints. i calculated it wrong
 
Mosiac, hit me up on an IM so we can finish my sheet, or can i just do it from the book?
 
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.
 
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?
 
You can post it, Diana said: "its ok to post links to potentially illegal content so long as its not on our servers"
 
We still have room for about 3 more players max.

And Warmaster, you calculated it wrong again. Your LP is actually 42.