Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Resident Evil: STARS Responders  (Read 1941 times)

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Resident Evil: STARS Responders
« on: July 06, 2015, 03:25:31 am »

Premise
The game centers around a STARS police unit out of Central Raccoon City, and their responding to an emergencies involving zombies. Like in Resident Evil 1, the first scenario in a campaign is always STARS' first encounter with zombies, so players familiar with the idea of zombies in general and the RE series in particular must roleplay ignorance at first. As the campaign progresses, they become more specialized towards dealing with calls involving zombies, and even when order falls they must do their best to survive and keep Raccoon City residents safe from the T-virus.

Gameplay
Each level is a self-contained map with rooms. Movement between rooms is strictly cardinal (North/South/East/West). It's up to the player(s) to keep a map the level and track the locations of monsters and items left behind, but if the player(s) forget their stats or what they're carrying, they may ask me and I will remind them.

During normal play, players state their intent and I will resolve them in the order they were given. If something important happens I might stop to give players a bit of time to react and change their actions.

During combat, I wait for each player to state their intent, then resolve their actions as if they attacked and reacted all at once. Then the enemy will act if they are still able/willing to. And it goes on until the combat is resolved.

We'll be playing on IRC.
Network: Darkmyst.org
Channel: #RezzeCrawl

Quote from: Glossary of Formatting
===          <- GM is preparing to describe actions, that means no interrupting!/Description is over and players may recommence chatting
>[Text]      <- IC action
"[Text]"      <- IC dialogue
//[Text]      <- OOC comment

Quote from: Example Play
[20:44]   Jill_Valentine //got no more bullets, we so ded :I
[20:45]   Jill_Valentine "Look out, Chris!"
[20:45]   Chris_Redfield //i got dis
[20:46]   Chris_Redfield >Break the crimson head's arms
[20:46]   GMINANRUNIN //TN's 20, he might bite you if you screw up
[20:54]   Chris_Redfield //do eet
[20:46]   GMINANRUNIN ===
[20:47]   GMINANRUNIN Chris intends to use his grappling skills on the Crimson Head.
[20:48]   GMINANRUNIN [TN20, Grappling(4) 4d6 = 20, success]
[20:48]   GMINANRUNIN Chris gets the Crimson Head in a standing arm bar and reverses the limb until it snaps at the elbow. He does the same with the other and throws the severed forearms aside.
[20:48]   GMINANRUNIN ===
[20:49]   Barry //ppfffff
[20:54]   Chris_Redfield //rekt
[20:54]   Jill_Valentine //get rekt

Quote from: Character Sheet
Name: ---
Description: Describe your character's past, personality, and looks. Keep it short, about one sentence for each.
Skills: You can have as many skills as you want. You only have 10 die points to assign, however, so there's not much reason to go over 10. During creation you can only assign a particular skill up to four points, so you'd probably be best off going with 3-5 skills. Skills can be very general or very specific, as long as they are actual skills, or they describe your character or his profession. Examples of skills:
Flaw (optional): You can give yourself a significant character flaw in exchange for one extra die point.

Challenges and Advancement
When your skills are challenged, I'll assign the task a target number from about 1-40. 1-5 is routine, 6-10 needs a bit of skill, 11-15 requires a professional, anywhere from 15-25 requires a master of their trade, and 26-35 demands someone with genius level ability.

When a session ends, or you pull off something really cool and clever, you get a chance to advance an existing skill, or get a new one. You roll the dice belonging to the skill you want to advance (if it's a new skill, you just roll one) and if they all come up sixes, your skill gets an extra die.

Game system is based on the free RPG system Risus.
« Last Edit: July 07, 2015, 09:23:06 pm by GUNINANRUNIN »
Logged

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Resident Evil: STARS Responders
« Reply #1 on: July 06, 2015, 03:25:55 am »

A campaign can have anywhere from 1-4 players. Once your sheets are approved by me and placed in the Ungrouped area of this OP, you can either ask to start a campaign solo, or team up with others and form a group. For now I'll be running one group campaign and one solo campaign.

Campaigns S2/2 G0/1
Spoiler: 1st Solo Campaign (click to show/hide)
Spoiler: 1st Group Campaign (click to show/hide)

Players and Player Groups
Spoiler: Solo Players (click to show/hide)
Spoiler: 1st Group (click to show/hide)

Ungrouped
KJ/KJ
Playergamer/Eric Gibson
« Last Edit: July 19, 2015, 10:57:36 pm by GUNINANRUNIN »
Logged

Cheesecake

  • Bay Watcher
  • Hello.
    • View Profile
Re: Resident Evil: STARS Responders
« Reply #2 on: July 06, 2015, 05:11:53 am »

Will we need to know anything about Resident Evil storywise?
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Resident Evil: STARS Responders
« Reply #3 on: July 06, 2015, 03:04:40 pm »

Will we need to know anything about Resident Evil storywise?
Nope. I'm makin' up my own story.
Logged

Cheesecake

  • Bay Watcher
  • Hello.
    • View Profile
Re: Resident Evil: STARS Responders
« Reply #4 on: July 07, 2015, 08:50:09 pm »

Name: Jon Richards
Description: Jon Richards was a rookie in the police force by the time they got the first emergency call, and had taken nursing in college before that. Jon has a very passive demeanor and has an optimistic outlook on people and life, despite his surroundings. He is a very short and very thin person, making him seem rat-like. His hair is auburn and has what people would describe as a babyface.
Skills:
(4) Medical skills
(4) STARS officer
(3) Sneaking
Flaw: Jon, unfortunately, has a morbid obsession for cadavers (dead and undead), something he tried to hide in medical school.
« Last Edit: July 07, 2015, 10:50:22 pm by Cheesecake »
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

kj1225

  • Bay Watcher
  • A tricky dick that can't be impeached
    • View Profile
Re: Resident Evil: STARS Responders
« Reply #5 on: July 07, 2015, 09:15:50 pm »

Spoiler: looks fun (click to show/hide)
« Last Edit: July 19, 2015, 12:54:45 pm by kj1225 »
Logged

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Resident Evil: STARS Responders
« Reply #6 on: July 07, 2015, 09:25:14 pm »

Oh, this seems pretty interesting, but I'm not sure about doing it over IRC. Are the sessions weekly or planned out on a case-by-case basis? My job doesn't give me regular breaks, so if it's the latter then I'll make up a character.
Logged

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Resident Evil: STARS Responders
« Reply #7 on: July 07, 2015, 09:31:37 pm »

Cheese, you could combine the two skills first aid and medical knowledge into Medic and save yourself some points. Also, since you took a flaw (sorry I left that part unfinished but it's fixed now) you get one extra die point to spend. Once you've spent all your points I'll put you in the waitlist.

In general you can cover pretty much all combat skills by making one of your skills "STARS Officer". That would cover using firearms, H2H combat, using truncheons and other special police equipment like tasers, as well as arresting resisting suspects with ties or handcuffs.

Kyle yours is good, except the flaw thing is incomplete. I fixed that bit of the character sheet so you know how to fill it out and also what that gains you, and it's a bit more clear that the field is optional.

Oh, this seems pretty interesting, but I'm not sure about doing it over IRC. Are the sessions weekly or planned out on a case-by-case basis? My job doesn't give me regular breaks, so if it's the latter then I'll make up a character.
They're planned on a case-by-case basis. So if you were playing a group, we'd work together on a time that would work. We could play more often than just weekly if people were OK with it. Scenarios are pretty robust and lengthy. Solo players who have a lot of time on their hands could probably play daily if they wanted to.
Logged

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Resident Evil: STARS Responders
« Reply #8 on: July 07, 2015, 09:33:27 pm »

Excellent. I'll make a sheet tomorrow then.
Logged

Cheesecake

  • Bay Watcher
  • Hello.
    • View Profile
Re: Resident Evil: STARS Responders
« Reply #9 on: July 07, 2015, 09:37:08 pm »

Sheet is fixed! How do solo-players work? As in, only one-on-one in IRC? I'm typically free Wednesdays and weekends. Not sure yet, though. There's problems with my paperwork, so there's a small chance I might have to go back to highschool...

Sheet re-fixed.
« Last Edit: July 07, 2015, 10:50:52 pm by Cheesecake »
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Resident Evil: STARS Responders
« Reply #10 on: July 07, 2015, 11:08:41 pm »

Sheet is fixed! How do solo-players work? As in, only one-on-one in IRC?

Sheet re-fixed.
Yup. It would just be me and the player. It doesn't mean your character would be alone, there might be NPCs, but I kind of like the idea of a horror RPG where you're completely alone. It sounds fun! It's up to you if you want a lonely thriller or a character drama though.

Logged

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Resident Evil: STARS Responders
« Reply #11 on: July 09, 2015, 08:57:35 pm »

Cheese and Kyle, you guys are in. Feel free to start a group between yourselves or volunteer for the solo campaign. First come first serve.
Logged

Cheesecake

  • Bay Watcher
  • Hello.
    • View Profile
Re: Resident Evil: STARS Responders
« Reply #12 on: July 10, 2015, 03:36:11 am »

I volunteer for the solo campaign! What days are they?
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Resident Evil: STARS Responders
« Reply #13 on: July 10, 2015, 02:12:53 pm »

I volunteer for the solo campaign! What days are they?
What days are good for you?
Logged

Cheesecake

  • Bay Watcher
  • Hello.
    • View Profile
Re: Resident Evil: STARS Responders
« Reply #14 on: July 10, 2015, 06:35:54 pm »

I'm free right now actually :p Any day at 11 AM GMT, but usually Wednesdays and weekends.
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.
Pages: [1] 2