Please remain in your homes, if you are not at home, find shelter immediately. Close all blinds and shades, block out all windows.
Do not look outside.
Do not look at the sky.
Do not make noise.
Your cooperation is vital to your survival. Appointed government personnel will update you shortly.
The first broadcast was the last. This was a week ago. At first, it seemed like an ominous, but not entirely unusual emergency broadcast.
"Probably a test.", people said. Then the sky blackened, and
stars descended to the ground. Everyone the anomalies engulfed emerged dead and drained of color. Panic ensued. Fortunately, you managed to survive.
You and a group of three other people - an unlikely team, managed to find each other in the biggest mall in town: Cuismet Malls Mega Shopping Center. You have decided to survive together in order to make sense of the situation.
Name: Firstname Lastname
Gender: Male / Female
Initiative: 80
Spare Initiative: 0
Class: See Classes Section below. Only one class per user. Classes are locked for usage by anyone else if it is used by one person.
Backstory: - You may use fictional countries and places for your backstory, but keep in mind the setting is in the modern days of 2015 or something.
Skills (spend 1 point per increment):
Points to Spend: 5
Initiative - 0/15
Spare Initiative - 0 (by increments of 5)
Determinator - Undeterred by many things, the Determinator keeps up a positive attitude in times of trouble, hoping that they will find a way out in the dark tunnels of fate.
Note: The Determinator cannot spend any points on Initiative; only on Spare Initiative.
Traits:
- Initiative 50 - Determinators start with and cap out at 100 initiative by default, and have a spare initiative value of 30. Spare initiative values replace lost initiative values automatically. In exchange, Determinators only restore 1/4 initiative on all kinds of actions performed, and do not naturally regenerate lost initiative.
- Undying Hope - Determinators only lose half initiative if they fail any initiative-requiring action. Success still consumes full initiative.
Medic - The supporter keeps his peers on track of their goals, even if he himself might possibly doubt the outcome of their actions.
Traits:
- Second Wind - Medics are allowed to revive and restore to full initiative once in the entire game if they die from a situation they could possibly survive into. Medics restore 1/4 more initiative per natural regeneration.
- Defibrillator - Not literally utilizing a defibrillator on their allies, this allows medics to revive allies once in the entire game. Resurrected allies regain lost initiative.
- Medic - Any [medical] item applied by the medic on himself and his peers recover 50% more initiative.
Scavenger - Crafty with the tools provided for them, the Scavenger makes the best out of the worst in order to survive.
Traits:
- Craft Mastery - Scavengers can mix together tools and weapons to a terrifying degree. They still must obey the bounds of real life logic.
- Scavenger+ - Scavengers find 50% more material than their peers.
Acrobat - Athletic tricksters, Acrobats make the most use out of their environment, and often have the greatest luck in surviving the most disastrous situations.
Traits:
- Luck+ - If a roll ends up with two of the same digits, the acrobat may ignore the first initiative roll and reroll again up to a maximum of two times.
- Fleetfoot - Sneakier than his peers, unlikely to catch the attention of the anomalies.
Combatant - Unwilling to die without having at least fought for their own lives, Combatants use their brute strength and skill to protect the group from danger.
- Strength+ - Initiative rolls that involve combat or heavy physical labor cost 1/2 less their value.
- Heavy Combatant - Initiative damage dealt by combatant is 50% more damaging.
- Gourmet - Food recovers 50% more initiative.
We will all use a single d100 for rolls.
Initiative doubles as HP. If Initiative reaches zero, you faint or if in danger, you die. If you should be alive in combat while having zero initiative, you instead despair. The difference between death and despair is minimal; if you die in combat with the loss of a body part, you are absolutely incapable of being resurrected. If you are despairing, you can be pep-talked by the Medic to restore your stats once in the entire game.
If you faint, you can be helped up by any of your allies to recover 20% of your maximum initiative and 10% of your spare initiative, or be resurrected by the Medic once only. An ally abandoned by their friends while fainted is a dead ally for the purposes of this game.
You can possibly lose body parts. The end result is a -20 cap on initiative, as well as being unable to perform actions that would require the use of those specific limbs. An initiative roll will be performed if you should survive the loss of a body part, or not.
You recover initiative by resting (fully heals initiative and refills 1/4 of the current value of spare initiative), completing an encounter positively, or eating/applying medical items. Initiative gained while it is full goes to spare initiative. There is no maximum cap for spare initiative, but all players start with a basic cap of 0 spare initiative which they can enhance with skill points gained by achieving accomplishments.
Direct eye contact with an anomaly while it is within 50 meters from you (or in short, within combat range) will result in your death.
Most games plague me with very complex and incomprehensible systems that don't seem to work that well when played. Ask me any questions should you need to have anything explained more clearly.