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Saving Christmas(Roleplay)

BRAMP! The train whistle sounded through the valley. The sky was grey, the ground white with a fresh blanket of snow. The train chugged along its iron rails, full of passengers. Written in bright red paint against the faded black color of the cars are the words "Santa Express". The locomotive ran once a year, giving rides to families through the mountains that hovered above a quaint little town. It took them pas the towns and through the valley on the next side and beyond. The ride takes a week to complete, the conductor and the staff of the Santa Express provide entertainment throughout the voyage. All festive and exciting to people of any age. There were cars designated for adults and a car near the back reserved for the young kids. It is in this car, where tables are laid out with coloring books, paints, and other crafts that the journey begins. Some special kids are about to embark on a journey to save the most important day of the year; Christmas, and they have to do it before the train ride comes to an end.

Note(Not necessary to joining, just some thoughts and learning from mistakes here. If you aren't sure about whether or not to join, read this and see if it can convince you.)
This is not the first roleplay I've tried to run. The first, Codex Alera, failed miserably. I wondered why, and eventually came to a conclusion. There was source material none of the participators had read, and I had laid everything out poorly. It became a mess. I have made plans to recitfy that mistake in this go around. The leveling up and character creation is much simpler and customizable.The play should be much more straight forward, because there isn't a whole open world to explore, but only the train, and even then sometimes access won't be allowed to certain areas(Grown ups need their space, after all.). So if you're looking for a good time and to save christmas sign up and give it a try.


Character creation:

Every character is at the ripe old age of seven, imaginations are still high and it is time to save the best holiday of the year.
Motivator: This is where you'll choose one of the following, it will determine your play style. Will you be a goody two shoes or a bully? A suck up or a pyro? Choose one of the following and you'll know!
Obedient
disobedient
brain
brawn
sleuth
liar
cheat
liar
truthful
sarcastic
noble
greedy
Quiet
loud
shy
bold
Paranoid
pyromaniac


Weapon: All the cool kids have a handy dandy weapon at their disposal! What's yours? Choose two below!

Slingshot
pencils(2)
lighter
straw+spitballs
supersoaker
forks(2)
marbles(15)
jacks(15)
Worms(yes, as in the thing that lives in the dirt) (5)
Pet frog(don't forget to name it!)
Hair pins+brush
Trowel
Heavy book


Leveling up: How this works is simple, throughout the train you will find candy canes, choose to eat the candy cane and you will get 5 points to spend on your skills. When you are creating your character, everyone starts at a base of 1 for each skill and can spend 10 points on them, as a start towards how you want to play. This list of skills applies to everyone, no matter your motivator and weapon. Questions? Feel free to ask!
Skills

Strength:1
Agility:1
Luck:1
Cuteness:1
intelligence:1
Toughness:1
Aim:1
Charisma:1
Thriftiness:1


Alright! At this point it is up to you to create your character. Give them a name, a gender, a backstory. Have fun with it!


I'm aiming for at least 3-4 people to join, and then we can start! Let's save Christmas!

Players:

Jeroen- Isaac
Ilan- Lily


Codex of Alera Roleplay

Welcome those who decided to click! I was sitting here and thought about this, because I like the Codex Alera series, and roleplay, so why not combine them. But how was I to get people to play? I don't have enough people with enough time and interest to run a good roleplay. That's when I thought the good people of RMN might be interested in trying this out! Let's get started shall we?

First things first, characters. I will give a few options you have to choose, but other than that, they are completely up to you to create!

Character Options
Choose one of the following(Let's not have everyone choose the same thing please. Thank you!):
Child of a Farmer
Child of a highlord
Child of a senate member
Child of a steadholt holder
Child of a count
Child of a citizen
Child of a Pirate
Child of a merchant
Child of a legion Captain


Note: Age range is 16-21 for characters.

Choose two of the following:

-Metal
main- heightened fighting abilities
secondary- can ignore large amounts of pain, sense metal items, can control emotions
Best weapon: Any containing large amounts of metal
-Earth
Main- Control earth and rock
secondary- Increased strength
Best weapon: Halberd or club.
-Water
Main-Healing and control of water
secondary- look younger, feel emotions of others
Best weapon: dagger, knife, club, emotionless metal can interfere with watercrafting.
-fire
Main- create and control fire
Secondary- control panic and fear in others, controls heat
Best weapon: Any that cannot burn easily
-Wood
Main- control trees and the wilderness around you
Secondary- sense things in the woods, use the wilderness to conceal yourself(shadows and what not)
Best weapon: Bow(the ability to control the wood allows for a larger draw weight and bigger bang for your buck)
-Wind
Main- Can fly and control the wind somewhat
Secondary- Can move faster, create a pocket of air around yourself to breath underwater, or when flying to fast to actually breathe normally.

Notes: These are general things for each fury, a more detailed and organized list will be sent when you have set up your character.


Weaponry, choose one main and one secondary.

Weaponry(main):
-Bow
-Gladius
-Dueling sword
-Club
-Spear
-Halberd

Weaponry(Secondary)
-dagger
-gladius
-Knife
-Shield


Alright! From here it's left to you! choose your name, gender, pet or no pet? Don't forget to name your furies! Know Codex Alera well? Create your own backstory if you want! If you don't want to, don't worry, I'll create one for you and send it to you. Want to be a rogue or a saint? That's up to you! Your play style is all yours to customize! Just post your finished character underneath!

Actions

Actions should be posted in bold to make it easier for me to spot.

Success of most actions will be based off a 1d20 roll, 20 being perfect, and 1 being utter failure.

Leveling Up

Weapons Branch:

Block:1
Parry:1
Strike:1
Counter:1
Combos:1
Duel wield:1
Command:1


General Branch:

HP:10
Energy:10
Speed:1
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:1
Acrobatics:1


Fury Branch:

Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:1
Ultimate Ability: Metal Skin(Ten points to unlock)

Earth:
Strength:1
Rock Crush:1
Earth ride:1
Earth control:1
Earth Armor:1
Ultimate Ability: Fury engulf(Ten points to unlock)
Summoned Fury:1

Water:
Emotion sense:1
Heal:1
Water control:1
Freeze:1
Ultimate ability: Disguise(Ten points to unlock)
Summoned fury:1

Fire:
Heat:1
Ignite:1
Scare:1
Calm:1
Summoned Fury:1
Ultimate Ability: Torch(Ten points to unlock)

Wood:
Blend:1
Track:1
Bend:1
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(Ten points to unlock)

Wind:
Speed:1
Flight:1
Breathe:1
Camo:1
Summoned fury:1
Ultimate Ability: Tornado(Ten points to unlock)


Other things to spend points on:
New fury abilities: 5 points
New fury type: 15 points(Not available yet)


It's simple, practice makes perfect. Depending on your play style, depends on what you may upgrade. Do you like weapons play? The more you use your sword, the better you get and the more points you can spend in the weapons branch. If using your furies is more your cup of tea, then you get more points to spend there, each level up gives you 5 points to spend in the general branch. Summoned furies have their own HP and such, but take orders from you, those with metalcrafting don't summon metal furies, at least not like other crafters summon their furies. Questions about abilities just ask i will explain in further detail. Don't think just because it isn't in the ability list means you can't do it, for example you're a windcrafter and want to suffocate someone from ten yards away? post it as an action and I'll roll to see if it works out!
The way the points work is the more points there are in an ability the better you are at performing the ability, and you get pluses. For example, I would use your breathe ability if you choose to try to sufocate someone from ten yards away. You can also save your points for things like buying the ultimate ability and getting other furies. This includes more furies of the same element to increase your power in that area, or furies of a different element.

As skills level up, others can be unlocked, or you can spend the points to buy skills, which are weaker than the unlock as you upgrade.

You need 100 points to level up!
XP:
Success in battle: 5xp
success in miscellanous actions(Bargaining and what not): 5xp
Innovative move: 10xp
Creative solution:10xp
Successful plan: 15xp
Ultimate move of badassness: 15xp



Just a list of perks depending on the fury

Metal: Extra two points to spend in the combat branch
Fire:Extra point in combat when you level up
Wood: Extra point in the general branch
Wind: extra point in general branch speed at each level up
Earth: Extra point in general branch strength at each level up
Water: Extra point in fury branch at each level up


To start. everyone gets 5 points to spend in each branch!

Want to participate, but don't know much about Codex Alera and want to not feel lost? Click here to learn about the world of Alera

Important info to know about Alera:
About the Book:

Jim Butcher, the author, was given a challenge to take two unrelated things and use them to write a decent book. The two things were Pokemon and the Roman legion. That was the birth of The Codex Alera.


Government of Alera:

Lowest to highest
Count(runs castles, high power in the Calderon valley)
High Lord(Runs the major cities/areas)/Senate(Makes Legal decisions)
Princeps(Heir of the First Lord)
First Lord(Ruler of Alera)


Citizenship:

Just because you were born in Alera, doesn't make you a citizen. You must either be granted it by someone of power, or fight and win in a duel for citizenship.



Other civilizations:

Marat: Barbarian people near the Calderon valley. They are much like early primitive civilizations, live Native Americans. They connect with their spirit animal, whether that be Wolf, Herdbane, Gargant, Horse, Fox, or Lion. They are broken up into clans based on these animals.

Canim: The Canim are large, anthropomorphic wolf-like creatures and fierce warriors. They are long-lived, with a society organized in a caste-like social hierarchy which is susceptible to political in-fighting. Canim speak a growling barking language more suitable to their muzzles than the mangled Aleran that they attempt. Most Aleran contact with the Canim is through Canim raids along the west coast of Alera. They are capable of sorcery through the use of blood.
he warrior caste consists of the elite warriors. These professional soldiers are the Canim analog of legionnaires. They are taller and stronger than the other castes and much more disciplined. They are issued military standard armor and weapons. Warriors often ride on animals called Tuarg, which are giant bull-like creatures that are very irritable and will eat their rider or trample them if not held in check with Canim discipline. The heads of Canim armies are known as Warmasters.
The Maker caste consists of the farmers and artisans, the Canim equivalent of an Aleran steadholder. In the invasion of Alera, the Maker caste is deployed in raiding parties that attack Aleran travelers and raid steadholts with improvised weapons. They are not very disciplined and pose a threat mainly because of their numbers and sheer Canim strength. By the end of "Captain's Fury" the Raiders that were a part of the Canim invasion have been trained by Nasuag into a force that approaches the warrior caste in capability.
The Ritualist caste consists of the Canim's spellcasters. They gain their power from the blood of intelligent creatures. They have the power to summon red cloud-like creatures with acidic tentacles to guard the sky from flying Alerans. They can also summon fire or acid from the sky and cause devastating damage to their foes. They use their own race's and Aleran blood for power. Originally, their role in Canim society was to grant luck, bless family lines, and grant a plentiful harvest, but by the time of the invasion of Alera, they are vying with the warrior caste for political control of the Canim. They often use the skin or body parts of their enemies as clothing or tools. For example, many ritualists have cloaks made of human leather or helmets made of Vord skulls.
The Hunters are the Canim version of Cursors. They are the spies, scouts, and assassins of the Canim. They use short black lengths of chain, small javelins, and iron bars for throwing. These light weapons allow the hunters to sneak up on people. They are only mentioned in passing in the books until Princeps' Fury, in which they make their first appearance. Unlike cursors, they have no overt authority, remaining as pure covert operatives. They are considered to already be dead, having received their blood song (Canim form of last rites) when they became hunters. The Hunters are usually assigned to a Warmaster. They are most commonly tasked with missions where the letter of the Canim codes of honor must be violated in order to preserve the spirit of the codes. The Hunters justify their role by renouncing their right to their life, removing their obligation to observe the codes. With extreme skills in stealth and assassination, Hunters are able to sneak in and out of the most guarded positions in Canea and Alera. This is often used to the advantage of Warmasters who can cause dissenters or enemies to simply "disappear".

Icemen:
They are ape-like, they make use of considerable mental powers to share emotions. The use of this ability is also available to watercrafters.

Vord:
Little is known about the Vord. They are described repeatedly as an "alien" race, but no one knows where they come from. The Vord are originally found in Alera in the Wax forest, where their Queen slumbered. Events were set into motion by Tavi and Kitai which awakened the queen, and caused the Vord invasion. According to Marat tradition, they are shapeshifters. When they come, they possess members of a sentient race, consuming their souls and transforming them into the Taken. The normal vord scouts (called Keepers) have the appearance of large spiders and see in infrared vision. They feed on a translucent, waxy substance called croach, and resided in dormancy in the Wax Forest before they were awoken by Tavi and Kitai. After the Vord queen was awakened, she began producing members of the Vord warrior form; these vord warriors tend to take on the characteristics of the civilization that they are assaulting, and have colossal reserves of strength. When facing the Alerans, they take on humanoid forms, and emulate the Knights. For example, one type of Warrior Vord has a humanoid body, dragonfly-like wings, and two blade-like arms the same length as a legionnaire's Gladius (the Legion weapon of choice) and thus resemble a Knight Aeris. In another instance, they take on the characteristics of the Canim Warrior caste. While they can be killed by conventional methods, the most effective way to kill a Vord warrior is to burst the large, croach filled bubble on its back. At the start of each Vord uprising, there is a primary queen; this queen rapidly forms a nest, and spawns two additional queens who depart to form separate nests; each queen is capable of creating more queens, although in "Princeps' Fury," it is discovered that the primary queen birthed sterile queens in the Canim lands. The Keepers, venomous, spider-like creatures the size of dogs, maintain the croach; without the croach the Vord can not survive, for it acts as both air and food. Keepers take living creatures into the croach and they are slowly dissolved into it. The Vord's main objective appears to be to make all things like itself; in pursuit of this goal, the three queens will each occupy different areas of the places (in Carna) they wish to "infect." After the events in the book "Cursor's Fury," the prologue states that the Vord have taken over the savage Canim's homeland. After events in "Princeps' Fury," the Vord queen is described as looking like Kitai but greenish; this probably has something to do with the events that happened between Kitai and Tavi when they sought the Blessing Of The Night (a thorny mushroom that heals all wounds, injuries, and ailments similar to an elixir of life) in Calderon many years before, and awoke the creature. After "First Lord's Fury" the Vord in Alera are left in disarray and are slowly being exterminated, though wild Vord who learned to survive do remain. The Vord in Canea are left as a future threat to the realm, unifying the surviving races against the common enemy.



Terms:

Wind Coach- A form of transportation that's carried by strong windcrafters
Knights Ferrous- Powerful metalcrafters
Knights Terra- Powerful earth crafters
Knights Flora- Powerful woodcrafters
Knight Aqua- Powerful watercrafters
Knights Ignus- Powerful firecrafters
Knights Aeris- Powerful windcrafters
Singulares- Extremely skilled single combat fighters
Great Furies- The most powerful furies in existence, seem more like gods than furies
Herdbane- Giant crow like birds, very dangerous and violent
Gargant- Basically a giant badger
Windmanes- Wild wind furies, murderous, tend to look like horses

Background of the story:
The empire is holding together, barely. The Marat are beginning to attack in the Calderon Valley, and the Canim are sending raiding parties to harass the shores of Alera. The real danger however, lies closer to the heart of Alera. High Lords are being hunted and killed for unknown reasons. Is it someone seeking revenge? Power? Or worse, the complete destruction of the empire?
This is the state of the world our heroes are thrown into, one filled with distrust, anxiety, fear, and hopelessness around the bend. Will our heroes help to save Alera, or assist in its ruin?

Players:

Reize(Ilan):

Name: Reize
Gender: Male
Age: 18
Race: Aleran
Hair: Black & Short
Eyes: Green
Body Build: Average, somewhat lacking in muscle.

Lineage: Farmer

Furies: Wood and Water

Primary Weapon: Bow (12 arrows)

Secondary Weapon: Dagger

Pet: Lyo, his rat mascot.
Weapons Branch:
Block:1
Parry:2
Strike:2
Counter:2
Combos:3
Duel wield:1
Command:1

General Branch
HP:11
Energy:11
Speed:2
Jump:1
Strength:1
Sneak:2
Intelligence:2
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:1

Water:
Emotion sense:2
Heal:2
Water control:1
Freeze:1
Ultimate ability: Disguise(9 points to unlock)
Summoned fury:1

Wood:
Blend:2
Track:1
Bend:2
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(10 points to unlock)

Points left
Combat:0
General:0
Fury:0

Zeon
Hp:8
Energy:8
Strength:8
Speed:8

Aviere
Hp:8
Energy:8
Strength:8
Speed: 8


Ademar(Wes):

Gender: Male
Age:21
Race: Aleran
Hair:Short Brown
Lineage: Son of Legion Captain
Furies: Fire and Metal
Primary weapon: Spear
Secondary weapon: Shield
Personality: Cocky and selfish, he quite enjoys manipulating others, though he has his limits. Manipulating others and their emotions for pranks and for his own gain, he has no qualms with, however death is something he is... strangely uncomfortable with, despite his lineage. He is trained in combat, but prefers to manipulate his enemies into turning their wrath upon others, or intimidating them into running away. He is rather reckless, though he becomes much more cautious when he realizes his life is at stake. He's generally callous towards anyone except for family, who he is fiercely loyal to. Interested in girls, but not particularly in a relationship.

General Branch
HP:10
Energy:12
Speed:1
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:2
Intimidate:2
Charm:2
Acrobatics:1

Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:3
Ultimate Ability: Metal Skin(Ten points to unlock)

Fire:
Heat:1
Ignite:2
Scare:2
Calm:1
Summoned Fury:2
Ultimate Ability: Torch(Ten points to unlock)

Points Left:
Combat:0
General:0
Fury Branch:0

fire fury:
HP:8
energy:10
Strength:8
Speed:9


Blaine(Starranger):
Blaine(Starranger):
NAME: Blaine

Race: Aleran

Age: 20

Hair: short blonde

Build: average

Lineage: pirate

Furies: Wood and wind

Wood fury name: Roanoke

Wind fury name: Zephyr

Primary Weapon: Bow (12 arrows)

Secondary Weapon: gladius


Personality: likes to stay on the move, hates being in one place for to long. (probably do to his heritage and being raised on a ship.) enjoys company and is uncomfortable when alone for a extended period of time. treats people how they treat him, has deep respect for elders and protects those close to him with his life. he likes to think of him self as a ladies man, but often fails horribly at getting girls. is not afraid to fight and will never back down from a fight or bet. often enjoys a good brawl, although when in a serious confrontation will work with allies to wrap it up as quickly and cleanly as possible. prefers to stay out of cities and heavily populated areas. would much rather stay in the wilderness or small towns. would much rather lead a group than follow orders, but is always willing to let people voice their opinion and give ideas. ( again possibly because he grew up with his father as captain of a plundering vessel.)

Backstory: Grew up as a pirate captain's son. He was raised aboard the ship but always preferred to stay in the forests when docked. Became a skilled hunter and archer that brought in much of the ships food. at the age of seventeen his father became ill and passed away. he lead the ship for one year before giving it to his first mate and childhood friend. he then began the life of adventure he had always dreamed of. the current where about of the ship is unknown.

Weapons Branch:
Block:1
Parry:2
Strike:3
Counter:1
Combos:1
Duel wield:1
Command:3

General Branch
HP:10
Energy:11
Speed:2
Jump:1
Strength:1
Sneak:3
Intelligence:2
Swim:1
Bargain:1
Intimidate:1
Charm:1
Acrobatics:1

Wood:
Blend:1
Track:3
Bend:1
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(Ten points to unlock)

Wind:
Speed:1
Flight:2
Breathe:1
Camo:3
Summoned fury:1
Ultimate Ability: Tornado(Ten points to unlock)

Points:
Weapons:0
General:0
Fury:0

Zephyr:
HP:8
Energy:8
Strength:8
Speed:8

Roanoke:
HP:8
energy:8
Strength:8
Speed:10


Gala(Seiromem):
Gender: Female
Age: 19
Race: Aleran

Lineage: Child of a citizen

Personality: She's a free spirit who hates being tied down. She prefers the vastness of the sky and nature to the company of people but doesn't object to interaction. In fact, when she does, she's often quite flirty. Generally laid-back, relaxing is her thing to do.

Furies: Wind and Metal

Primary Weapon: Gladius

Secondary Weapon: Gladius

Weapons Branch:
Block:1
Parry:4
Strike:1
Counter:1
Combos:3
Duel wield:3
Command:1

General Branch
HP:10
Energy:10
Speed:3
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:3

Wind:
Speed:1
Flight:4
Breathe:1
Camo:1
Summoned fury:2
Ultimate Ability: Tornado(Ten points to unlock)

Metal:
Metal sense:2
Pain Tolerance:1
Weapon handling:1
emotion control:1
Ultimate Ability: Metal Skin(Ten points to unlock)



Points left
Combat:0
General:0
Fury:0

Garuda
Hp:8
Energy:8
Strength:8
Speed:8

Brace
Energy:8
Strength:8
Speed: 8


Alex(Snowfox):
Name Alex
GenderFemale
Age 18 but looks 14
Race Aleran
Hair its brown and reaches just past her shoulders.
Eyes one blue one green
Body Build Small in height and but is strong for her age.

Lineage Child of a highlord

Furies Metal and Water

Weapons sword (a rapier)and a knife.

Personality

-she is smart and resourceful
-she is a tomboy. would rather be out in the wood then stuck inside in a dress.
- is crafty, she knows how to manipulate others.
-killer speed and skill with a sword

Pet is a red fox named snow.

Basic back story Alex was born the middle kid of 7 and also the only girl. her brothers would always pick on her but that never stopped her from doing every thing with them. she would clime higher then any of them, run faster and even bested her oldest brother with a sword. As a final challenge to show up her brothers, she decides to join up with the legion heading into the Calderon Valley to push back some persistent Marat.
Weapon Branch:
Block:2
Parry:3
Strike:2
Counter:3
Combos:1
Duel wield:2
Command:1
intelligence:+1

General
HP:10
Energy:10
Speed:2
Jump:1
Strength:3
Sneak:2
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:1

Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:2
Ultimate Ability: Metal Skin 2

Water:
Emotion sense:1
Heal:2
Water control:1
Freeze:3
Ultimate ability: Disguise 2
Summoned fury:1

Points left:
Combat:0
General:0
Fury:0


Fury's my metal one resides in my sword well my water one takes the form of a female twin of snow. the metal one is named red and the the water is name frost.

Frost:
HP:8
Energy:8
Strength:8
Speed:8

Red:
Energy:8
Strength:8
Speed:8

RMN Review Club

Hello everybody! Welcome to RMN Review Club! I guess I should explain this.

So this is at its core much like a book club; a game is chosen or decided on...

Then we take a week and play it whether it be all the way through, as far as you can get, or as much as your schedule lets you...

Then we discuss the game to our heart's delight!

(I'm not completely sure about this yet) I may also compile our thoughts and opinions into an Official review Club review to be posted on the game's review page

So if you're interested then come on and join!

Members:
-Mr_SuNa
-Liberty
-Cap_H
-Trihan
-Marrend
-CashmereCat
-Gourd_Clae

Settlement: Zombie Apocalypse (Game)

This game takes place during, but after the apocalypse. Humans have prevailed in the war against zombies, but another task stands before them; reconstructing civilization. Your job as the player is to take up one of the six seats in a council. This council's job is to run a settlement and make it prosper. This can be considered an extremely adapting story. It all depends on what decisions are made by the council.

Rules: (These may change over time, it's experimental, there is bound to be kinks)

- Speak up, this is driven by discussion between council members about how to govern everything in the colony

- Everyone has their own goals, these are projects for your character that will advance them and "win" you the game. Just remember; the ultimate goal is to keep the colony alive!

-Some goals can work together, you're fine to pm each other to work out a deal if you don't want the others to know, otherwise just post here.

-There will be events of sorts for you as a council to deal with, such as zombie hordes or disputes. How you deal with them is up to you guys, just know the settlement can and will be affected by your decisions in these events.

-The backbone of this game is influence! Your characters will gain new abilities, how the colonists perceive the council, and the ability roles.
- There are three types of abilities: basic, good, and evil. Basic slightly increases on influence, however good increase positive outlook/influence of the council, while evil ones decrease it.
-There will be ability and completion rolls that I will do, whenever an ability is used or a big decision is made a roll will be done to see its success and influence gain. There will also be rolls for NPCs during the events for their actions.
-You may edit posts
-You are not the only settlement around, you can interact with others by sending out scouts at first to make contact, then you can talk to the settlement whenever you wish.
-Some traumatic events or illnesses can cause insanity, there is a medicine to cure it, but it can also be slowed from taking over your mind by doing the task specified next to the insanity level I pm you (There is one exception to this, one of the characters starts with insanity and cannot be cured of it.)
-How actions work is you pm your action like you would for a mafia game, except you can do two actions and use two items in one period of time. If you do not do an action then you'll hang around the settlement and maybe learn about some of the more prominent people there. This can also be done by pming me Stay. This can gain you items as well influence, or an event that the council has to deal with. This will also make the people happy and increase council influence.
-Council influence will effect how the people view the council. High influence means your people are strong, adore the council and will stand by your side no matter what. Low influence will cause distrust, crime to increase, riots, and maybe even conspiracies to overthrow the council.

-The supply list has multiple uses, at the beginning of each meeting members may discuss who from the council takes what from it. Not everything needs to be taken, some things will need to stay in the supply list to be used by the citizens such as food. Building materials must also stay in the supply list for buildings to be made.
-Supplies can be stolen from the list if council influence is low enough
-Supplies can be added to the list by council members from their inventory. To do this just say what you're putting in it at the beginning of the meeting.
-Defense is not measured by anything in the supply list. Instead it is measured by defenses built and how many guards there are.

Characters:
General-Jeroen
Scout-open
Doctor-Gourd
Politician-Neversilent
Foreman-Seiromem
Craftsman-Piano

Council influence: 60
People: 175
Guards: 10
Scouts: 2
Danger status: Low
Settlement status: Moderate

Supplies:
Wood: 50 pieces
Metal: 135 pieces
Food: 130 pounds
water: Six months worth
Bedding: 120
Books: 1
Stone: 160
Medicine: 90 bottles
Campfires: 35
Batteries: 50 batteries
Cement: 80 units
bullets: 22
horses: 2
vehicles:1
Gold: 1000 pieces
Seeds: 110
coal: 100 pieces


Build list:
-house (20wood,2metal,per house) up to 8 in 1 month
-store (20wood,2metal,5 of good to sell) 6 in 1 month
-wall (500stone)1 in 1 month
-mine (30wood,10metal) Built!
-farm (90wood, 100seeds)Built!
-school (40wood,30stone,25food,10books)1 in 1 month Upgrade-able! <students
-jail (100stone,50metal,30bedding,30cement)1 in 1 months Upgrade able <cons -factory (200stone,60metal,25people)1 in 2 months
-Forestry Built!
-Barracks: Built! Upgrade able! (More soldiers)
-Water mill: Built!
-Quarry Built!
-Research Center (20 people, 200 metal, 25 scientific instruments, 5 scientists) 1 in 1 month



-picture of settlement (Courtesy of Gourd)RTP was by JoRu!




Opening:
Mr.Grey walked into the briefing room, six folders clutched in his arms. He sits down at the head of the table and looks at the group of people who he had joined. They were diverse, each possessing their own skills. "Hello, welcome to Project Rebirth," Mr.Grey said, "you have been chosen for this due to your outstanding skills in your individual fields. You have been placed together due to a belief that together you can survive and in doing so, take humanity one step closer to its former glory."
You five flip through the folders as Mr.Grey continues. "Your first order of business is to decide where your settlement is placed. We have prepared two spots for you. One is placed in the south, food is more plentiful and available all year long. However zombies are moving constantly all year long. If you choose this one, you better build up your defenses quickly. The other option is in the north. Food is more scarce due to winter, but zombies freeze and are almost completely harmless. Here you'll want to stock up on food and warm blankets. Houses would be of the uppermost importance. Go on, this is your first order of business, I'll wait until you've made your choice."
You five shuffle out of the room and into a hummer for a long car ride. As the first rays of light appear on the horizon the car stops in front of a wooden gate. After a few seconds it opens and the hummer pulls in. You five exit the car and stretch. You are instantly stopped by a skinny guy with neatly trimmed black hair, glasses, and a clipboard in a blue suit. "Hi, my name is Mr. Gonzalez. I will be your advisor. At the start of the meeting I will present the most important news of the colony to you. You may also ask for my advice, although I'm not sure I will be very helpful in all situations. Please follow me this way."
You follow the fast talking man to a row of tents. "This is where you will be staying. I will have some people bring in your bags for you while you have your first meeting. I know you just got here and want to settle in, but there is a lot to do. So might as well get started right away!" Mr.Gonzalez walks briskly away with you five in tow. He sets you down at a table in an extension from the colony. "This is where the meetings will take place. I have prepared a building list for you. However this list is far from complete, so if you wish to add anymore to it, just tell me and I'll write it down. Now you need to sift through supplies, then figure out what will start to be built. That's all for this meeting, next month we'll convene here and continue to govern the colony. Let's get started."

It's time for humanity to once again reach the top of the food chain, will your settlement lead the way?

I'm here because Gourd made me

Hi, hey, hola, how are you? what's up? That's all I can come up with for greetings right now.
I'm not the most artsy person ever, I'm no good at drawing, singing, painting, I'm an okay writer. I'm pretty good at making lovable characters and unlovable characters. My favorite line I've ever written is; "Just before Dante hit the water, Nick heard some words affiliated with his name that deserved soap in the mouth."
I'm running out of things to say so I'm going to end this now.

#Idon'tunderstandhashtags

wait, this isn't twitter
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