ForumsForum GamesFuture Mutant Apocalypse {RPG}

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Unkown
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Unkown
958 posts
Nomad

Hello, everyone. Here's another one of those zombie apocalypse games you've seen a billion times, but trust me, this ones different. I made an RPG almost just like this one about a year ago but it died because wasn't able to post for a few weeks. So I'm just gonna put it out there again and hope for the best, hope you like it!

Story:

You are a citizen of Sentos City in the year 2035. You were living a happy life in the biggest and best city on Earth, but then Something went wrong. At the local BWEP Lab, an experiment gone wrong caused a mutation to the scientists. A few weeks later, the city is quarantined and almost 60% of the population is mutated, more by the minute. Now you have only one goal: to survive.

Game:

You start out as a human, and try to survive as long as you can by leveling up and finding different items to help you. You can also work with or help other players, unless you just want to fight them for their items. Or you can just go solo. There are many different challenging situations, so you should try to think outside the box as much as you can.

This game was inspired by ethekiller's "Zombie Apocalypse", therefore I will only take 80% credit.

Winning:

Individual:

Way 1: "Above them all" - By reaching level 31, you will become the "Undefeatable" class. You can learn about this class at the end of the rules.

Group:

Way 1: "Survival" - No Mutant players or CPUs remain in the game.

Way 2: "Battle of the gods" - All players are the "Undefeatable" class.

Way 3: "??????" - You'll never guess.

Losing:

Individual:

Way 1: "Why still live?" - You die as a Mutant and don't choose to be revived.

Way 2: "Nooo! I've survived too long!" - You die as a Zombie Mutant.

Group:

Way 1: "Extermination" - No Humans remain for 5 days (Not counting "Undefeatables&quot.

Way 2: "Total elimination" - No Human or Mutant Players are alive for 5 days.

Way 3: "Hacker alert!" - All players of one side (or both) are banned from the game and/or AG

Way 4: "Boom" - A nuclear bomb falls and blows up everything.

Battle:

When fighting mutants, you can first use any ability that might help you in battle if you choose, but then it's completely random. Here's how it works: Depending on the amount of strength you have and on what abilities you have active, you have a unique battle percentage. The higher your battle percentage, the bigger chance you have of attacking your weakest enemy. Also, your weapon attacks are randomized too, so if you had a weapon that deals 2-7 damage, that weapon will randomly cause 2-7 damage to the enemy.

Example:
Strength: 5
Weapon: Bat (2-5 damage)
Abilities: Perfection
Battle percentage: 55%

"36"-you deal 3 damage to enemy
"47"-you deal 2 damage to enemy
"63"-enemy deals 6 damage
"12"-you deal 5 damage
and so on

Events:

Events are just like battles: completely randomized. The higher your event passing percentage, the better chance you have of passing an event safe.

Example:
Planning: 7
Abilities: Born for survival
Event passing percentage: 57

"63"-you have failed this event and lost 3 Health
"53"-you have barely passed this event, losing 1 Health
"23"-you have passed this event

Character Sheet:

Name: (No more than two words)
Allegiance: Humans (or Mutants if you have been killed)
Class: (Pick below)
Title: None
Level: 1
XP: 0/3
Health: (Matters on class)
Energy: (Matters on class)
Vitality: (Matters on class)
Power: (Matters on class)
Intelligence: (Matters on class)
Planning: (Matters on class)
Survival: (Matters on class)
Speed: (Matters on class)
Leadership: (Matters on class)
Engineering: (Matters on class)
Luck: (Matters on class)
Weapon: None
Attachments: None
Armor: None
Other Items: None

Allegiances:

Humans: All players start as humans. Humans have a total of 5 Attribute points to start with. If you are a human, you must try to survive and destroy the mutant infection.

Mutants: A player becomes a mutant after being killed. Mutants start out with 10 Health, and also have 8 Attribute points to begin with. For every event passed, mutants lose 1 health because of toxic radiation, but this can be slowed down by certain items. although if they have 1 health, they will not die from radiation. To add to this, they don't have the Intelligence, Planning, Leadership, Engineering or Luck Attributes. They also can't have any Weapons, Attachments, or Armor. But a new type of item is introduced: Adaptions. These are basically the same as attachments, but they cannot be taken away or found. They are achieved through certain actions.

Classes:

(Humans)

Soldier: +3 Power, +1 Survival, +1 Vitality. Skill: "Special training" - All equipped items give you twice as much Attribute Points as normal. Begins with 10 Health.

Mechanic: +4 Engineering, +1 Power. Skill: "Perfection" - You have an extra 15% event passing chance, and an extra 10% battle survival chance. Begins with 8 Health.

Programmer: +3 Intelligence, +2 Planning. Skill: "Research" - You will always now the percentage of battle and event outcomes. Begins with 6 Health.

Criminal: +3 Survival, +1 Speed, +1 Luck. Skill: "Born for survival" - You have an extra 20% event passing chance. Begins with 7 Health.

Businessman: +4 Intelligence, +1 Leadership. Skill: "Contact" - Every 5 events you may teleport to any player in the game. Begins with 6 Health.

Taxi Driver: +3 Speed, +1 Luck, +1 Survival. Skill: "Quick on your feet" - If you have 3 or less health, you have a 40% chance to flee in battle. Begins with 8 Health.

Builder: +2 Engineering, +2 Power, +1 Vitality. Skill: "Construct" - Mattering on the materials you have, you may build a weapon, attachment, armor, or item for you or another player. Begins with 9 Health.

Doctor: +3 Intelligence, + 1 Leadership, +1 Survival. Skill: "Cure" - Every 3 events, you may heal a close player (or yourself) for 3 Health or 5 Energy. Begins with 6 Health.

Priest: +4 Leadership, +1 Intelligence. Skill: "Holy light" - Every 5 events, you may recover 3 Health or 5 Energy. Begins with 6 Health

Police Officer: +3 Leadership, +1 Power, +1 Planning. Skill: "Help the citizens" - Every 5 events you may give a close player 2 Attribute points. Begins with 9 Health

Boxer: +3 Power, +2 Vitality. Skill: "Never give up" - If you have 2 or less Health, you have an extra 20% in battle surviving chance and have an extra 15% event passing chance. Begins with 9 Health.

Bartender: +4 Luck, +1 Speed. Skill: "Drinks on the house" - Every 3 events you can give a close player a Healing Drink. Begins with 6 Health.

(Mutants-only a choice for players that have been killed)

Berserker: +5 Power, +2 Vitality, +1 Survival. Skill: "Rage" - If you have 3 or less health, your attack damage doubles and you take no damage from toxic waste.

Sprinter: +5 Speed, +2 Survival, +1 Vitality. Skill: "Search and destroy" - Every 5 events, you may teleport close to any player in the game.

Death Bringer: +4 Vitality, +3 Power, +1 Survival. Skill: "Counterattack" - Whenever you lose 2 health in battle, your enemy loses 4.

Reaper: +3 Speed, +3 Power, +2 Survival. Skill: "Soul catcher" - Every human killed gives you +2 Vitality.

Attributes:

Vitality:
Vitality controls your health. For every two Vitality points, you gain 1 total health.

Skills:
5-Regenerate (Every event you do successfully regenerates 1 Health)
8-Sacrifice (You can, at any time, lose half of your maximum health to fully heal another player)

Power:
Power controls your damage in battle. For every 2 Power, your battle survival percentage is increased by 1, starting from 40. The max battle survival percentage is 75.

Skills:
2-Quick Learner (You can now wield weapons)
4-Specialist (You may now wield firearms)
5-Intimidation (You now have a 30% chance of scaring away a mutant at the start of a battle)
8-Lion Hearted (Every time you deal damage, you recover 1 Health)

Intelligence:
Intelligence allows you to do certain things that might give you an advantage of the other players. It also gives more choices in difficult situations.

Skills:
2-Lock Picking (You can now go through a locked or jammed door with no lost Health or Energy)
4-Specialist (You may now wield firearms)
6-Common Sense (You have an extra 5% event passing chance)
8-Hacking (You may now sabotage Computer softwares, dismantle bombs, and control security systems and bots)
10-Education (Every three events, you may give a close player +2 Intelligence)

Planning:
Planning gives you a bigger chance of passing events with a positive outcome. For every 1 Planning point, you have an extra 1% passing chance, starting from 45, and ending at 70 (without skills).

Skills:
2-Save It For Later (You now have a higher chance of finding items)
4-Work Together (You can now choose to walk directly to another player, which will take 1-4 events to reach)
8-Sabotuer (You may now find and place traps, turrets, cameras and decoys)
13-The Ultimate Plan (You level up 2 levels and your next event and battle will both have a 100% passing chance)

Survival:
Survival gives you a smaller chance of dying, and allows you to last longer.

Skills:
2-Sleep (If you have 2 or less health, you may skip an action and recover 3 Health and 5 Energy)
5-Survival Instincts (You now have an extra 5% to both event passing chance and battle surviving chance)
6-Assistance (You may now help any player in battle, but you will not die, only lose Health)
8-Medic's knowledge (You will now be able to know the effects of any consumable items before you use them)
10-CPR (You may now bring back a dead non-mutant player with 2 health)

Speed:
Speed gives you better chances to avoid zombies, and allows you to do things faster. It also increases your Energy by 1 points, starting from 10 and ending at 25

Skills:
2-Counterattack (For every 3 damage taken, your weakest enemy takes 1)
5-Teleport (You may now teleport to another player for 1 Health)
8-Stealth (Every 3 battles, you may sneak past the next mutants you encounter)

Leadership:
Leadership gives you certain titles, allowing you to get bonuses that are kept.

Skills:
1-Organizer (+2 Vitality)
2-In Charge (+4 Vitality, you may now skip an action to heal a nearby player for 1 Health)
4-Official (+6 Vitality, +1 Power and +1 Planning if highest ranked player. You may also heal a nearby player for 1 Health)
6-Leader (+6 Vitality, +1 Power, +1 Intelligence, +1 Luck, and +1 Planning if highest ranked player. You may now fully heal all nearby players for 4 Health)
9-Ultimate Surviver (+8 Vitality, +1 all other stats if highest ranked player. You may now give all nearby players 1 medkit for 5 Health)
12-Savior (+11 Vitality, +2 all stats. You may now heal all Humans in game for 1 Health for the cost of 1 Health every 2, or you may pass out medkits to all nearby players for 4 Health)

Engineering:
Engineering allows you to build and fix different things, along with improvements to basic objects.

Skills:
2-Light Controls (You may alter the light settings of the room you are in)
4-Genetic Engineering (All drinks and foods you own will restore an extra +1 Health)
5-Haywire (You may now make vehicles work if they are not broken, jammed, or turned over)
7-Item Construct (Mattering on the materials you have, you may build a non-bio Other item)
8-Weapon Modification (You can permanently give any of your weapons either +1 Power, +1 Vitality or +1 Speed every 3 events for the cost of 1 Health)

Luck:
Luck reduces the number of bad outcomes you have, and can influence a large variety of things, too.

Skills:
2-Snake Eyes (Every three events, you can use this skill to make the total Health lost in the next battle or event 1)
4-Russian Roulette (You may use this to either kill all the enemies in a battle or lose 3 Health)
7-Taking the Risk (You now have an extra 5% to battle survival chance and event passing chance)
9-Lucky Shot (Your equipped weapon has an extra +1 Power)

Leveling up:

Every time you level up, you are given 2 Attribute points to spend on any stat(s) you wish. To gain XP, you have to win a battle or complete an event. If you have 4 or less Health, then you also regain full Health after leveling up.

Weapon:
Weapons add to your stats, giving you a higher survival rate. They can also take away health in some occasions or cause enemies to have disabilities. Very useful when fighting.

Attachments:
Attachments are used to make weapons better, and therefore add more stat points or Health. Up to 3 attachments can be placed on 1 weapon.

Armor:
Armor also helps you gain stat points, but it is usually harder to find.

Other Items:
Other items can help you heal yourself or build stuff. Some special items can also come in handy.

Undefeatable:

In the Undefeatable class, you are invincible and can't hold any type of items. Every three events, you can do one of these things to a chosen player if you choose:

Good:
⢠You can heal 1-5 of their Health.
⢠You can give them 5-15 XP.
⢠You can give them a Medkit.
⢠You can prevent the next battle from happening.
⢠You can raise one of their Attributes by one point.

Bad:
⢠You can deal 1-4 damage to them.
⢠You can take away 1-5 XP from them.
⢠You can add 1-2 mutants to their next battle.
⢠You can take away one Other Item from them.


Happyâ¦umâ¦Surviving!

This RPG will start after three players have joined.

Note: For any abilities that you can use every x events, you can use them before x events pass the first time.

  • 4 Replies
Unkown
offline
Unkown
958 posts
Nomad

Come on, nobody?

Roty
offline
Roty
779 posts
Nomad

Hmm too long, I'll read it tomorrow, don't got much time now. I type this just so you know that I WILL PLAY!

cerano
offline
cerano
1 posts
Nomad

ill join

RavagedSoul
offline
RavagedSoul
389 posts
Nomad

Name: Blake
Allegiance: Humans
Class:Builder
Title: None
Level: 1
XP: 0/3
Health: 9
Energy: (Matters on class)
Vitality: (Matters on class)
Power: (Matters on class)
Intelligence: (Matters on class)
Planning: (Matters on class)
Survival: (Matters on class)
Speed: (Matters on class)
Leadership: (Matters on class)
Engineering: (Matters on class)
Luck: (Matters on class)
Weapon: None
Attachments: None
Armor: None
Other Items: None

5 for each attribute or 5 overall to spend?

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