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Gazebo: COMMUNISM Core Rulebook

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Post by D.N.A. Fri Aug 08, 2008 3:34 am

This is the core rulebook for Gazebo: COMMUNISM. No one is allowed to post in this topic but D.N.A. or administrators.

GAZEBO: The RPG
V 1.0
(Most of the rules and protocols are taken from xombieforum.com)

Created by Mario Nicolas Adriano and Rogelio Joseph Brina Caedo. PM me if you catch discrepancies/contradictions/spelling or grammatical errors in the rules.

Alpha Testers: D.N.A, Reaper, whoojoseph, pandaWaffle, taco0ooo, AFM1

Version History:
V 1.0 8/8/08: First rules posted!
V 1.0 8/10/08: Imma Firin' ma Laser changed to a skill
V.1.0 8/28/08: Mus Del Not clan and Basilus clan added!
V.1.0 8/29/08: Psychic Powers Attribute added!
V.1.0 7/10/09: There have been many small changes over the past year from clan traits to core ones. The biggest one being the most recent; a set way of using the psychic powers attribute

This document was made to translate absolutely nothing into a Role Playing Game with a storyline and rules. The core ideas on how to handle massive hordes of enemies, as well as descriptive fight scenes, comes from the Wushu core rules by Daniel Bayn (http://bayn.org/wushu/index.html ) with heavy modifications by myself to better suit what I want, as well as accommodate what you guys want.

To be honest, the only essential sections for players are 2, 3, 4, 5 and 6. These chapters will give you the bare basics of the game required to get started. The other sections should be read by anyone considering to be a GM, but players should also read them for further detail into how the game is run.

CONTENTS
1. Setting
2. Creating Characters
3. Combat
4. Flair
5. Leveling Up
6. Clans
7. Weapons
8. Traits
9. Sample Character
10. Sample Battle

1. SETTING: You think it’s just a fxcking gazebo we’re after?! It’s not just a gazebo, it’s SALVATION!!!

It is the futuristic year of 1942. Earth; all that we know and hold dear, is dying. Plagued by decades of nuclear warfare by those only known as the Magi, the surface of the Earth was reported to be inhospitable. Scientists had to think quickly, and did they ever. Within 24 hours, the entire population of the planet had either moved into giant space cities orbiting Earth that probably would have taken decades to build or had dug deep underground fortresses beneath the surface of the planet, which would have taken centuries. For many years, all was quiet... Until one day. A fearless man had ventured out of his little spider hole home and burrowed up to the surface. He returned virtually unscathed, preaching apostolically about a small green gazebo that was still intact, and he had laid inside of it. He was then immediately executed, mutilated, and fed to the dogs in front of his loving wife and children. News of this gazebo spread like wildfire, and news eventually even spread to the space cities. Soon, entire colonies flocked back to the surface in search of this mystical gazebo. However, none would return. Underground colonies assumed that the mysterious disappearances were due to the toxic conditions on the surface of the Earth. However, the space dudes found other reasons. Satellite surveillance had shown that each group was attacked by well armed assailants, leaving no survivors, and seemingly killing just for the sake of killing. It became apparent that these subhuman creatures were human beings that survived the nuclear warfare on the surface. Fear was struck deep into the hearts of the underground colonies, and it was soon after that these monsters were given names: The Cassius, whereas the underground and space colonies labeled themselves The Julius. After the discovery of The Cassius, all technological advances had led to combat, rather than medical advances or better ways of rationing food, because when people piss you off, you totally don’t need medicine or food. A year to the day after the discovery of the Cassius, a man, by the name of Marc Lana, somehow broadcasted a live feed to the space cities via satellite stating they know about their stories about a green gazebo on the Earth, and that they will not stop until they find and destroy it, and every last Julius along with it. Now, it is time for colonies to select their finest warriors; to venture down or up, or stay on the Earth’s desolate surface and find the mythical green gazebo, battling Cassius, Julius, undead, vampires, robots, zombies, werewolves, and something not even the most heinous of us could ever fathom… the Magi. Why risk one’s life for such a stupid reason? Well, simple. It is foretold that the one who is in power of the gazebo will hold the fate of the world in their hands, or some other stupid shit like that. >_>


Last edited by D.N.A. on Fri Jul 10, 2009 1:54 am; edited 10 times in total
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Post by D.N.A. Fri Aug 08, 2008 3:34 am

2.CREATING CHARACTERS: If your character is less than 130 in the Mary Sue Test, you’ve obviously done something wrong

Characters in Gazebo are meant to kick ass and take names, and with all that dangerous and random crap roaming around they can keep occupied for quite some time. It’s up to your Gamemaster (GM) whether they want to run a survival campaign or a brawler, but I feel that one of the show’s best draws is the crazy-cool combat, mowing down dozens of zombies at a time. This style of play will be reflected in these rules, so players should try to build characters that could do at least some good in the fray.

The stats that we’ll use in this RPG are Synapse, Muscle, and Body.

Synapse relates to brain function, specifically how fast and well you can act and react to your environment, your concentration, and your general mental capabilities.

Muscle is the strength of your sinews, tendons, and muscle tissues, and regulates your strength and general hitting power. It also reflects your character’s fighting ability, even if they aren’t particularly physically powerful.

Body is your current overall physical condition, this game’s version of Health Points. When your Body reaches 0, you’re rendered immobile until you’re either patched up by a friend or have time to heal. If you’ve got a bloodthirsty GM, you’ll die and rise up in two to three minutes to attack your friends… because that’s what normal dead bodies do >_>

Next comes equipment. Players are free to choose to have weapons for whatever their characters would have access to, given their occupation and clan. Equipment can also be gathered throughout a campaign and be used in several different ways, ranging from tools to weapons to food even. A list of possible items and their costs is available in Section 7, Weapons.

Players are given 7 Creation points with which to start out their character. Points are divided into the three categories of Synapse, Muscle, and Body, and anything left over can be put towards purchasing equipment (Section 7) or Traits (Section Cool. Each stat must have at least 1 point. No more than 3 body points should be allowed to be put on a character when they are first created.

How strong is strong? Muscle is used for things other than combat. It’s also a general measure of your fighting ability. Here’s an idea of how strong your character is:

Muscle 0: Impossible. Whoever created you should go kill themselves.
Muscle 1-2: Meh. You’re okay, but let’s see how you fess off against Fracas Ironhide.
Muscle 3-4: Not bad. You can probably get into a tough fight with Fracas Ironhide Very Happy
Muscle 5-6: Impressive. Fracas Ironhide who? You eat him without even noticing he’s there.
Muscle 6-9: Now you’re talking. You must be doing ‘roids or something, ‘cause you are one badass motherfxcker.
Muscle 10-15: Whoa, what? Dude, you have like, got absolutely no life. Like seriously, wtf >_>
Muscle 16-20: WTF to the max. Your character may be ultra buff but I bet you are now either a real fatass on the virge of breaking their seat, or a stick that disappears when you look at them on the side. Seriously, get a life >_>
21 or Greater: Cheating. You cheated. There is absolutely no way you can ever get this strong, you mother fxcking cock sucking cheater! I bet Chuck Norris can’t even beat you if you were this strong. Hell, I bet if you were this strong, the point of a campaign would be completely gone. You’d have already gotten to the gazebo, used your laser eye vision to kill everybody in the way, butt raped the Earth, and then watched as it died from an STD and floated away into space, and since you’re this strong, you don’t even need air anymore. GTFO.

Traits can also be purchased from the list in Section 8. Positive Traits (Attributes) can enhance the general skills of a player, resulting in bonus roles or other benefits to many situations, combat or otherwise. Negative Traits (Defects) will result in penalty rolls for a character, and will often force the player to act a certain way. For example, a character with the Addiction defect for nicotine constantly craves cigarettes, and if she doesn’t get them, she can start becoming irritable, or the GM might occasionally penalize her in combat.

The benefit to selecting Defects, is that you’ll get bonus Creation points, on which you can spend on the three primary stats, or an Attribute.

Every character has a choice of up to four Traits, and must have at least 1 Defect. A character may only have 2 Defects. Some attributes and defects are exclusive to only one clan, so read the description first.

Physical descriptions of your character should also be submitted: what they look like, how they dress, skin, eye, hair color, and all that good stuff, just for kicks. Hell, even throw in a picture to show off your leet haxor drawing skillz.


Last edited by whoojoseph on Mon Aug 11, 2008 10:23 pm; edited 2 times in total (Reason for editing : Yay for proofreading. :D)
D.N.A.
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Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Post by D.N.A. Fri Aug 08, 2008 3:35 am

3. COMBAT: CLUSTER FXCK, CLUSTER FXCK!

The fight scenes in Gazebo are over-the-top rapid rides of blood, plowing through hordes of whatever the hell is out there against laughably impossible odds. While you probably don’t want to go looking for too much trouble, unless you do Very Happy, if trouble shows up, you can kick its ass and turn it into the different gender of its species.

The basic formula for a fight is simple:
[Player Attack - Threat Level = Damage Results]

When the players enter a combat situation, the Game Master will alert everyone by posting “BATTLE!” as the subject line of her set-up, or by typing "COMBAT!!!" in her post. This will let players know its time to jump in and start crackin’ skulls. The players and GM take turns posting. On the first day the GM will post the surrounding scene and actions of the baddies, and the next day (or days, depending on posting schedules) all of the characters will post their actions or reactions. The players don’t have to post in any particular order. The day after the players post, the GM reports the resolution of any dice rolls and the next actions of the enemies. Continue like this until the battle resolves, which shouldn’t take more than a week for skirmishes, but may take longer if the GM brings out the big guns.

For every Synapse point a character has, they can perform 1 Action in combat. But what exactly constitutes an Action?

-5 to 10 seconds of player movement that culminates in affecting an active enemy.
Instead of
“Shaun crouches [first action], then jumps at a zombie [second action] and kicks it in the chest [third action].”
Try
“Shaun crouches, then jumps at a zombie and kicks it in the chest [first action].”
Instead of
“Shaun decapitates a zombie [first action], grabs its head [second action], lights it on fire with his cigarette [third action], and then throws it at a bunch of other zombies [fourth action].”
Try
“Shaun decapitates a zombie [first action], grabs its head, lights it on fire with his cigarette, and then throws it at a bunch of other zombies [second action].”

Or if you want to be a complete showoff like the creator of this RPG was, you could try:

Caleb had dropped his screw driver, which skidded into the shadows of the truck bed as the Pinzgauer suddenly stopped. Fortunately, Caleb's work had completed. He noticed his fellow team mates making their exits. Quickly, the boy slammed a hard right boot into the back doors of the truck, which seemed not to swing open, but more.... explode open. Those already out of the car could notice Caleb's expression had changed again from a great Poker face, to a horrid disfigured look that could only be described if you saw it yourself. One close enough could even hear Caleb whispering to his gun, "Are you ready, Mia," he darted to the front of the truck and picked out his first victim. He walked over to the first zombie, and grabbed its neck by one arm, and held the fiend in midair. "Bye bye," he smiled, placing Mia's revolving barrels into the zombie's torso, and holding the trigger until the back of the zombie had been excreting a fine amount of blood itself. Bullets flew out the cavity in the undead, and embedded into a 3 foot divider made of brick, which surrounded a garden. He slammed the body on the pavement, and ripped out the head, along with some of its spine, dripping in its vitae.[First Action]

Caleb now had this sort of whip thing in his hand, as well as Mia in the other. His next victim: a female this time. He twirled the head by the string that was its spine, and planted the green mass into her right cheek. The head seemed to explode on impact, whereas the female zombie, though still in tact, had stumbled, and ducked right into Mia's barrels, and not even looking, Caleb released his pet onto the undead, mercilessly riddling her with dozens, hundreds, what seemed to some as thousands of rounds of ammunition, until what once could have been a pretty face was no more than a gray mass of non existence. The girl fell in heap at Caleb's feet; the boy placed Mia on the floor erect, the side with the handle was on top. The boy instinctively cocked back his right leg, and smashed it into the corpse's abdomen, so hard that whatever bones Caleb hit had let out a sickening crunching sound, before the entire body rainbowed into the air. The boy caught the woman by her legs and slung the rest of her body over his shoulder as he darted for the brick divider. Like a football lineman, he blasted into the divider, cushioning himself with the body of the lifeless corpse. He got up just in time to watch the bricks collapse over the heap.[Second Action]

Caleb's body turned with malice intentions, his brown coat wrapped around his body as he did. He eyed Mia, which was being converged upon by several zombies. He wouldn't have time to slip his fingers under the handle before getting pummeled by the beasts. He would have to improvise. Caleb laughed maniacally as he bolted for his pet. About 4 or five feet from the case, the teenager went airborne, and allowed his momentum to carry him to the case; Caleb's body flew to Mia as his boot slipped itself under her handle. Suddenly, Mia let out an almost unending roar, as bullets flew from her barrels, her owner balanced himself on top of her. The first zombie was done for already; it plopped lifeless on the ground before Caleb could even gain balance. The boy fell to the ground, seemingly intentionally. His legs were directly under the next undead monster, as Mia's continuous roar made a horrid mess of things for the beast, and in less than two seconds, it had joined Caleb on the ground; it was twitching. The boy jerked his legs in the air, to position Mia's barrels behind him to catch an undead behind him by surprise; it made a sort of dance as it was continuously riddled with shots in the torso, and it joined its brethren on the floor. Caleb released the pressure on the trigger with his foot, and did a sort of break dancing move, spinning on the ground counter clockwise to greet an undead's leg with Mia's metal barrels. Its leg gave a satisfying snap and the undead had fallen to the ground, and met eyes with Caleb's. It roared in his face as he continued the spin, and slammed Mia's barrels into its chin, cracking its neck; it, too, was no more. The surrounding bodies of undead were to Caleb's delight. He retrieved Mia from his feet and held it in its normally designed manner. He gazed into the sky, just for a moment, resting with the bodies before getting back up, ready for the next attack.[Third Action]

ASSIST ACTIONS

Assist actions are used to directly aid yourself or other players. All Assist actions require the sacrifice of 1 Actions, meaning it is automatically graded as 2 Flair.

============================
Human Shield: You can choose to leap in front of an ally. If that ally fails their Synapse vs. Threat roll for their current post, you will take the point of Body damage instead of them.

Toss Item: Throws a weapon or item you have equipped to one of your allies, who can catch and begin using it any time after your post. Catching an item does not count as an Assist, and inflicts no penalties on the catcher.

Use Item: Using an item for non-combat purposes during combat (opening a computer file, flipping a switch, turning a key, picking a lock, cutting the wire before the bomb blows, etc). Using an item in this way also subtracts 1 dice from you Muscle roll.

Activate Brooklyn Rage:Piss off a Brutus with the attribute Brooklyn Rage. And may God have mercy on your soul.

There are two types of enemies, Horde and Named. Horde enemies are masses of opponents. These guys are meant to die in droves, and their corpses will litter the battlefield after a fight. They don’t really put up much of a challenge, but can occasionally get lucky and wound a player. Named enemies are more unique enemies that constitute an actual threat to the player. These represent bigger monsters, just think the boss battle Very Happy

Player vs. Horde

Blah blah, this is player or players versus a large group of enemies, which are probably gonna get decked out easy, but still make for some intense fighting if you use the environment to your advantage Razz

The actual damage is tallied like so:
Roll a number of 6-sided dice equal to your character’s Muscle points, then add your Synapse points to that, and any weapons bonuses to that. This number equals the Player Attack.

If Caleb has Muscle 11, Synapse 3, then he will roll eleven dice, and add 3 to that number. If he used a weapon (Section 7), such as, oh, I dunno, let’s say a suit case with a hidden mini gun inside he calls Mia? Yeah? Okay. That would be a Super Heavy Ranged weapon, which gives him +0 in combat, then he will add zero to that number, not that it matters, with 11 muscle Very Happy. Subtract the Player Attack from the Horde points of a crowd. The lower the Horde points, the thinner a crowd is getting. When the Horde points reach zero or less, all of the enemies have been dispatched, and its time to go on. Of course, some types of enemies are more dangerous than others. To represent this, Hordes have a Threat Level. The Threat Level is the number of 6-sided dice the GM rolls in the Horde’s defense. A threat level of 1 is appropriate for most hordes, while Threats of 2 or 3 should be reserved for more dangerous situations, and if you’re all demigods, the GM is authorized to type in a random number and go with it as the threat. (i.e. 23896)

If you calculate the damage of the character’s attack-horde’s threat and come up with negative results, the player receives one damage in body, and if the result is zero, nothing happens to either. So what’s the point of taking multiple actions when Strength seems to play the biggest role in battle? Flair points. But we’ll talk about that in just a bit in Section 4.

Player vs. Named

Boss Battle, Motherfxcker! This is basically the same as a horde battle, except it is only against one or maybe two main enemies. These are different than hordes in such a way that you cannot post yourself decapititating it the first thing you do. No, no. The most you can do is maybe cut the thing, stab it perhaps, gouge out its eye? And maybe if the creature is undead, you can gut it a little, but no posting it dies…unless….you get a little something called a death blow. The death blow is awarded to the last person who damaged the named, or to whomever the GM wants Razz When a player has a death blow, all synapse restrictions are wiped away, and characters can spend novels just desecrating an already doomed creature until nothing is left. Or you can post “I kill it” and that’ll be that. Either way, you will be awarded a gracious amount of flair for a particularly amazing death blow, and perhaps negative flair if you post “I take a dump on its face”. See Section 4 for possible complications.

Player vs. Player

Okay, so somebody just said something that twisted your titties a little too tight. Instead of settling this like civilized individuals, you beat each other senseless until you’ve either settled your differences, or one or both of you is dead Very Happy Or your teammates are assholes and break you guys up. Anyway, the way you do this is pretty much a toned down version of boss battles. Keep the slicing up to a minimum and battle ends when one or both of you guys lose all your body points. No flair is awarded. This is just for fun, or vengeance Razz


Last edited by D.N.A. on Sun Aug 10, 2008 3:43 am; edited 3 times in total
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Post by D.N.A. Fri Aug 08, 2008 3:36 am

4. FLAIR: OMG I'm on Fire

Call it what you will; style, panache, or just plain coolness, the brawls of Gazebo have the characters leaping around, performing physically impossible stunts, or doing things that make no sense at all to do in the middle of a fight. Why does Neo from the Matrix stay and fight a million Smiths instead of just flying away? Why doesn’t Jackie Chan just shoot down all the bad guys instead of having to go through an 18 minute fight scene with each one of them? It’s because they’ve got Flair. Flair points are awarded for stylish execution of actions, and can be traded in to purchase additional stats (Section 5). For every action a character makes in battle, they receive one Flair point, just so long as they do something that affects an enemy. Having characters talk in the middle of battle doesn’t take up an action, and is not rewarded with Flair. So, flair is ranged for each action from 1-5. 1 being least, and 5 being the best. So, err, an example of a 1 flair action would be..okay, let’s copy/paste Very Happy “I punch a vampire, then run forward and punch another vampire” If you keep that up, I will seriously come to your house and slap you upside the head XD An average post that would probably get 2 or 3 flair would be (more copy/paste Very Happy) “I draw my sword like lightning, the blade slicing through a wolf’s skull, decapitating it. I then spin around, crushing a wolf’s face in with my bare hands, its juices running through my fingers, and dribbling onto the damp ground below, the smell of death wafting from the cavity.” Okay, so if you want to impress me, you’ll need to do something epic. Something that makes my eyes bleed just from reading it. I’m a tough judge, as I’ve been writing these things up and also evaluating them for over 3 years now, so it’ll be tough to get a 5 out of me. But other GMs will probably be a bit more forgiving. Looking at you, Joseph Razz

Keep in mind that players can do all sorts of cool moves, but they should try and keep the believability limiting their actions to how strong they are (see above Muscle numbers). A player with Muscle 1 who tries to rip a zombie in half with his bare hands should get slapped with a Veto.
Also, their creativity is tied directly to how well a GM describes a scene. GMs should fill a scene with enough props to be interesting to fight around, even if they may not seem useful in combat.

When a player dishes out an awesome Finishing Blow to Named enemies, they get a special bonus. Death Blows are especially over-the-top deaths reserved for unique Named enemies. Whenever there is a deathblow, the other players in the team send the GM a PM on how much flair the player should get for the post. the numbers are averaged out and then multiplied by the number of players who voted, and voila, you’ve got your flair.


Last edited by D.N.A. on Fri Aug 08, 2008 3:53 am; edited 1 time in total
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Post by D.N.A. Fri Aug 08, 2008 3:36 am

5. LEVELING UP: Becoming a l33t d3wd

Yes, here it is. Flair points work like the Experience points of many other games. After earning enough, you’ll go up in level, and when that happens, you earn a standard number of Gazebo points (GP). Gazebo points will usually be earned through leveling up, but a GM may feel that it’s appropriate to give them away after an especially hard battle with a Named, or simply issue one per every week the players keep playing so long as they’re still contributing to the campaign. Of course the GM is responsible for keeping track of all of the points, but players should also keep a record to give themselves an idea of where they are growth-wise.
The amount of Flair needed to achieve a level is calculated by multiplying the requirements of the previous level by 1.5 and rounding up the nearest whole number. To save you some time, I’ve calculated the levels most players will ever get to.

Lv1: 0 points. Default. You’re a real danger…just kidding, loser *spits on your face
Lv2: 4 points. +1GP
Lv3: 6 points. +1GP
Lv4: 9 points. +2GP
Lv5: 14 points. +3GP. Hooray, you’re kinda getting there Meow
Lv6: 21 points. +3GP
Lv7: 32 points. +4GP
Lv8: 48 points. +4GP
Lv9: 72 points. +5GP
Lv10: 108 points. +6GP. Damn, you’re good. Keep it up, and I might just give you a laser beam(No, not really....)
Lv11: 162 points. +8GP.
Lv12: 243 points. +10GP.
Lv13: 365 points. +14 GP
Lv14: 548 points. +14GP
Lv15: 822 points. +16GP. Wow….either this campaign is really long, there are too many battles, or you’re cheating
Lv16: 1,233 points. +18GP.
Lv17: 1,850 points. +20GP.
Lv18: 2,775 points. +22GP.
Lv19: 4,163 points. +25GP.
Lv20:? 6,245 points. +30GP. Yeah…you’re definitely cheating:P

To add 1 point of Muscle, you’ll need 4 Gazebo points.
To add 1 point of Synapse, you’ll need 5 Gazebo points.
To add 1 point of Body, you’ll need 7 Gazebo points.

A character’s level will be posted in the stat bar of the player, for all the world to see Very Happy

VICTORY AWARDS

After a fight, a GM should give out Victory Awards to their players. Victory Awards are nods to the players, a pat on the back for a job well-done. They can include gifts of flair, GP, or weapons that pop out of nowhere Very Happy


Last edited by D.N.A. on Sat Jun 27, 2009 11:51 pm; edited 2 times in total
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Post by D.N.A. Fri Aug 08, 2008 3:37 am

6. CLANS: Welcome to the Family

Alright, then. So you’ve chosen your affiliation (Julius or Cassius) and now you are faced with a decision to make: What clan do I want to be in? A tough choice, I know. Each clan comes with exclusive abilities, and also allows a character exclusive access to certain attributes, defects, and weapons. The clans storylines and abilities/defects will be all put into separate folders for easy access, and a brief summary of each of them will be written here once they are up.

A little about the Julius, the Basilus and Cassius

The Julius are very intelligent. They have the technology to burrow 6000 foot deep holes in the ground in mere seconds, or have entire colonies evacuated into space cities in less than 24 hours. Using their wits and vast array of technological advances, they will stop at nothing to find the mystical green gazebo and harness it for restoring the planet to its normal, peaceful, war free, gunless, famineless, genocideless, world that it once was. They normally work together in groups, but some Julius often choose to work alone. Often the Julii of differing clans clash, especially when one clan is from a space city, and another form the underground, because the rat people are jealous that the smart spacey dudes are cooler, or that the spacey guys are pissed because the underground peepz aren’t sending them food. However, when it comes down to it, the Julius will all gladly work together to fight off attacks, especially if the attackers are Cassius kin.

The Basilus are independents, and are never permanently aligned with either the Julius or Cassius. They have no actual view about the gazebo, and do not quest for it, and so, are on good terms with both the Julius and Cassius. Normally, they are considered non-hostile to the other two clans, although of course, there are always going to be confrontations.

The Cassius are the human outcasts that were neither allowed into the space cities as they launched, or were shut out from the underground dwellings of the Julius. Thus, a great hatred had formed among members of these human cockroaches for the Julius. Casii are interesting specimens. Due to decades of nonstop radiation blasts and the ruthless toxic waves that lingered on in the surface, almost all of the Casii have acquired certain special abilities. These abilities range from raising the dead (of which there are a lot), being able to shapeshift into different animals, blend into the surroundings, even turning into what they touch, the possibilities of the Casii seem almost endless. However, some Casii share similar abilities, and as such are categorized into the same clan, whether they think it so or not Razz.



Julius:
Brutus
The Brutus clan is the epitome of toughness in the Julius. Hardened by years of digging tunnels underground, members of this clan are rather large, on average at least 6 foot 4, and weigh well over 300 pounds. The Brutus clan has been known to perform such feats as lifting small cars with ease, matching Cassii’s psychic abilities with their raw inhuman strength, throwing footballs into orbit, and drilling through granite with their teeth. These are some badass motherfuckers, and if you piss these guys off, you’d better hope you can run faster than them. Well, never mind. They’ll probably just move the Earth from under you.

Monastery
Before the apocalypse, a person might probably label a monastery a nerd or geek. They are a skinny, lanky clan that look almost useless for battle, but rather useful for problem solving. Biggest mistake of your life. With the flip of a switch on their gauntlet, or by voice activation, Monasteries can have their very own custom made mechs dropped off at their location from the sky. These metal bringers of doom can tower to over 600 feet high, or can be as compact as an exoskeletal armor for the pilot at all times like Master Chief Razz The Monastery clan gets its name because of how amazingly large their mechs often are, and how they can easily accommodate a small community to live in. Monasteries are distinguishable in that they are all normally very skinny, well kept, and somewhere on their clothing is their city’s official sew on mech piloting patch.

Harbinger
The Harbinger clan is comprised of the most elite space soldiers around. Not as insanely buff or tall as their underground counterparts, The Brutus, Harbingers are all royal space soldiers of the King of the Universe >_>. Compensating strength with intelligence and the most technologically advanced weapons two hands can hold, Harbingers are easily identified by the seal of the royal guards on their clothing. Often called Angels, Harbingers are known for dropping into battle by long cable from space and free falling to the battlefield. Harbingers are also the most connected to the space cities, being able to access eyes in the sky for surveillance purposes, and an even greater, and are able to access a more vicious and devastating ability from the cities, of which only few outsiders know of.

Kypris
The Kypris are the outcasts of the Julii. In theory, the Kypris are not even a clan of the Julii, and rather of the Casii. They are distinctive in that the members are former Casii that have been brainwashed into doing the bidding of the Julii. Often they are given access to many weapons that increase the effectiveness of their abilities, and some very high leveled ones with telekenesis are allowed to control Monastery mechs as if they were puppets with strings. Most often, the members of this clan are amnesiacs, with snippets of their past often haunting them and making their powers go array. Being heavily sedated by Julii as a precaution, the psychic abilities of the Kypris are normally less powerful than their kin in the Cassius, but are compensated with all the shiny weapons you can hold Very Happy

MacGyver
I’ll need a dog turd, this can of oatmeal, this squirrel femur, and this pubic hair, and I create….a minigun Very Happy Yes, this clan is quite amazing. They are not as strong as the Brutus (then again, who is), but not as shrimpy as The Monastery, but are arguably the most creative and in a sense intelligent clan of the Julius. With quick thinking, these guys are able to create makeshift weapons out their butt practically, and are quite entertaining to watch when they solve a problem in the most impractical manner possible. They will always scavenge for something new, and to them, EVERYTHING is useful. With one of these guys in your group, rest assured you will ALWAYS have a fallback plan. And lots and lots of weapons Very Happy

Cassius:

Nekrós
Nekrós are well known for many things. They are easily distinguishable for their foul odor of death and chemicals. They are normally very pale. They hold trademark 7 foot long scythes wherever they go. And perhaps the most noticeable feature is that of the undead that follow them around. The Nekrós are the necromancers of the Cassius. This exclusive ability allows them to exchange one life for another. In order to reanimate a corpse, they must first take the life of a living body. With the touch of their hand, the Nekrós sucks an enemy’s soul out of its body, and with the touch of another, can transfer that soul onto a corpse or something unliving. This ability can create monstrosities that were never meant to be, like a butterfly with werewolf fangs or something along the lines thereof…these dudes are sick! Like…gross…inhuman XDD

Thanatos
The Thanatos are a very dangerous clan. They specialize in the literal art of blowing things to shreds. The ways these monsters do it vary. Sometimes they must physically touch what they want to explode; for stronger Thanatos members, all they must do is look. And still others make things explode when they hear their voice. Whatever the case, if you have one of these guys on your team, prepare for a blood bath. The Thanatos are ruthless, not necessarily blowing you up instantly, but rather ripping their enemies apart bit by bit to savor each moment until often there are only remnants of what used to be. The Thanatos are firce, but very very dangerous, not just to their enemies, but to their team mates and themselvesa s well. So if you have one on your team, you might want to move a few steps to the side. and if you are one, please, for the love of Christ, refrain from sneezing!

Vozhd
The Vozhd…cannot….in any way, have used to be human. They are mega meat blobs that look like they escaped from under the friers of McDonald’s. But in all due seriousness, these guys are fucking badass. The vozhd are perhaps the easiest clan to recognize. Each one looks as if God took a bunch of human bodies, smashed them together like clay, and there you have it. The vozhd are extremely strong. They easily contend with The Brutus in strength, although even with the advantage of the strength of 15+ men, a single Brutus could still outmatch these gelatinous mongers. The vozhd are rather large, normally around 75 feet in height, and some have managed to weigh over a whopping 4 tons, although reports of larger vozhd, the size of monastery mechs have been cited. Where the Vozhd lack in strength, they easily outshine the Brutus, and any other clan for that matter in body. With their gelatin like bodies, they can absorb almost all bullets, and it normally takes improvised means to take these fuckers down (looking at you, Macguyvers)

Cytherea
Cytherea are a mix between Julius and Cassius. They are either Julii who have been held captive and/or mindfucked, and are forced to do the bidding of the Casii. Or, they are Casii who have killed or otherwise rendered a Julius useless, and stolen their advanced equipment for their personal use. If the latter is the case, then they will easily overpower the Kypris, due to the sedated powers of the Kypris clan. However, the problem is that often the Cytherea do not understand how to use the Julius equipment as well as the Kypris clan does, so it evens out in a sense. However, after years of experience and learning from mistakes and trial and error, the Cytherea can become dangerous killing machines.

Tierisch
The Tierisch are the clan of mimics. Normally specializing in mimicking animals, The Tierisch can mimic almost anything really, from other clan powers, to mimicking movements, etc. Their powers come in handy both in and out of battle. It’s practically as if you’ve got a dude with a sharingan on your team :d You like Sasuke, right? well yeah Razz Since Tierisch can also mimic the surroundings, they make for good spies

Basilus
Mus Del Not
(Musica della notte, Italian for “Music of the Night”)
The mysterious “musicians of the apocalypse” as they are called appear almost everywhere. They can be in the ruins of Earth, or the space decks of Astaroth 2. They have even been spotted inside both the Cassius and the Julius marketplaces, just playing away. They don’t seem like much harm, playing away, nearly endlessly their beautiful music. But piss them off, and their instruments become deadly. This clan is known for their musical instruments that sound beautiful to the ear, but have devastating effects on the battlefield. These instruments can vary from a trumpet that fires rockets to a microphone that lulls everyone to sleep. Their true origins are unknown except to themselves, and are neither Julius nor Cassius.


Last edited by D.N.A. on Thu Aug 28, 2008 2:50 am; edited 3 times in total
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GAZEBO: COMMUNISM
Character Info:
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Gazebo: COMMUNISM Core Rulebook Empty Re: Gazebo: COMMUNISM Core Rulebook

Post by D.N.A. Fri Aug 08, 2008 3:37 am

7. WEAPONS: Imma Chargin ma Laser!!! :O

Truthfully, the dynamic rules allow for your character to do quite well with just his hands and feet, but no serious hunter of the green gazebo fights barehanded. Fighting with weapons is just plain cooler than standard punches and kicks, and they can give you a few advantages outside of combat, like hunting or chopping wood. Or beating your wife. Here’s a list of some common and esoteric weapons that you would normally start off with. Special weapons are listed with their clans in their own folders (posted later) GMs should consider letting players come up with their own, so long as it’s grounded in this world’s reality and the players can justify why their characters would have it. Weapons are listed along with the character points that they cost to have equipped on their character from the moment of generation.

Light Melee
Cost: None
Combat Bonus: None
Requirements: None
A standard issue knife or its equivalents aren’t hard to come by. Pocket knives, steak knives, and small combat knives can be wielded by just about anyone, are portable, and can’t run out of ammo. Of course other relatively light things such as small trashcan lids, thick encyclopedias, or paper fans can be fit into this category just as easily.

Heavy Melee
Cost: 1 character point
Combat Bonus: You receive a bonus your Player Attack score equal to half of your level (rounded up). For example, if you were Level 6, you would get 3 bonus Player Attack points. If you were level 7, you would receive 4 bonus Player Attack points. If your character was not generated with the weapon, they receive +1 to their Player Attack.
Requirements: 1 to 3 Muscle points, depending on the weapon
This can cover quite a large variety of objects. Baseball bats with nails in them, shovels, billiard cue-sticks, small chainsaws, fireplace pokers, and swords of all shapes and sizes belong here. Hard to come by and specialized weapons, like steel-plated combat fans, tonfas, or one-handed chopping axes also fit this category.

Super Heavy Melee
Cost: 2 character points
Combat Bonus: You receive a bonus your Player Attack ck score equal to your level. For example, if you were Level 5, you would get 5 bonus Player Attack points. If your character was not generated with the weapon, they receive +2 to their Player Attack.
Requirements: 4 or more Muscle points, depending on the weapon
Very unconventional weapons that would require a great deal of strength or special skills to wield. Helicopter blades, 7 foot chains with giant links, multi-bladed glaives the size of your arm, parking meters, basketball goals, or steel girders belong in this category.

Light Ranged
Cost: 1 character point
Combat Bonus: You receive a bonus to your Flair score in combat equal to half of your level (rounded up). For example, if you were Level 6, you would get 3 bonus Flair points for your combat post. If you were level 7, you would receive 4 bonus Flair points. If your player was not generated with the weapon, they receive +1 to their Flair.
Requirements: 2 Synapse points
Ranged weapons require great aim and the mental fortitude to be able to use them effectively under the stress of combat. Light ranged weapons use physically propelled ammunitions that were meant to be sent flying under the player’s own skills. Slingshots, boomerangs, ninja stars, or throwing needles are good examples.

Heavy Ranged
Cost: 2 character points
Combat Bonus: You receive a bonus to your Flair score in combat equal to your level. For example, if you were Level 5, you would get 5 bonus Flair points for your combat post. If your player was not generated with the weapon, they receive +2 to their Flair.
Requirements: 2 Synapse points
Heavy ranged weapons use ammunition that doesn’t rely on strength to send them flying, such as handguns, shotguns, rifles, etc.. For dramatic purposes, players are always assumed to have unlimited ammo while in combat, reloading every couple of posts for authenticity’s sake. Yes, it bends the laws of reality, but in most movies you’ll see the hero fire off dozens of bullets from one clip of ammunition and won’t complain about it, so there. A GM might find that they just can’t stand this and put a strict limit to the shots you can have in on your person. Warn the players if you’ll do this in your campaign. More obscure weapons, like harpoons or 3 foot long boomerangs, also qualify.

Super Heavy Ranged
Cost: 3 Character Points
Combat Bonus: You receive a bonus to your Flair score in combat equal to 150% of your level (multiply your Level by 1.5). For example, if you were Level 6, you would get 9 bonus Flair points for your combat post. If your player was not generated with the weapon, they receive +10 to their Flair.
Requirements: 3 Synapse Points, 2 or more Muscle points, depending on the weapon
It’s time to pull out the big guns. This weight class includes rocket launchers, bazookas, flamethrowers, or any other weapon that has self-propelled ammunition. These weapons may also pose a danger to other players in cramped quarters.


Last edited by D.N.A. on Fri Aug 08, 2008 3:52 am; edited 1 time in total
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GAZEBO: COMMUNISM
Character Info:
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Gazebo: COMMUNISM Core Rulebook Empty Attributes

Post by D.N.A. Fri Aug 08, 2008 3:41 am

8. TRAITS: If you mix around the letters you get Ratits

Traits are skills or personality facets a character has when they are created. Traits help flesh out a character in the minds of other players. There are three kinds; Attributes, Defects, and Skills. All players have 4 slots for Attributes and Defects, and must fill at least 1 slot with a Defect.
Attributes cost Creation points (Section 2) to add to your Traits. They provide benefits to your character during gameplay, and usually have something to do with a character's personality.
Defects grant you additional Creation points when you add them to your Traits. They can hinder your character during gameplay. You may only have 2 Defects maximum.
Skills are abilities characters may have prior knowledge of, or learn over time. Characters can have an unlimited number of Skills, and can even purchase them during the game with Gazebo points.
You may not purchase 2 or more of the same type of Attribute, Defect, or Skill.

Here’s an easy way to picture your slots:

Attributes/Defects:
1) Defect
2) Empty
3) Empty
4) Empty

Skills:
Empty

These traits are traits that are available to all player types. Traits exclusive to a clan can be found inside of their respective topics.

~Berserker:
Costs: 2 Creation points
This character does not know when to quit. They have deep resentment or anger in their hearts, probably the cause of some past trauma, or because they’re always on their period. Instead of carrying their emotional baggage around with them, they’ve decided to throw it at whatever ticks them off. A Berserker character may continue to fight for 1 combat post after they have been ruled KO’ed by the GM, fueled by a blind rage to tear their enemies apart, minus 1 Action, which is spent falling over dramatically (Flair +0).

~Good Luck
Cost: 0 Creation points
Luck is that intangible something that can nudge fate ever so slightly in the character’s favor. Every once in a while, the dice on the player’s rolls may be shifted a point, one way or another. If they just needed one more point to avoid taking damage in combat, the GM could fudge it a bit. If their character flips a coin, it’s just a bit more likely it will come up in their favor. They might just be the one that happens to find the one car that works in a junkyard AND has half a tank of gas left. The GM is discouraged from revealing when Luck has played a part in things, and should only take it into account every once in a while.

~Dude, the graphics!
Cost: 0 Creation Points
These characters can see all. Sometimes they can see so much it’s scary. sometimes, they see so much, they see things. Like Mr Many getting balls thrown at him and then themselves getting 6 referrals. These characters notice every little detail of something, and have an extremely far line of vision. ‘Nuff said.

~The Unstoppable Force
Cost: 4 Creation points
You have to be the best, and you will not be denied. Simply your aura strikes fear into the eyes of your enemies; so much so, it weakens them. In battle, the GM rolls 1 6 sided di and the number that comes up is the amount subtracted from an enemy’s threat.

~Knowledgeable
Cost: 0 to 1 Creation points
Some characters just know a lot. They may come from a profession of teaching, or work in a particular field. Either way, the character is likely to know things about a given situation that the other players don’t. The player must specify what type of knowledge they possess. General knowledge like the lay of the land or Western history takes 0 Creation points. Extensive anatomical knowledge of the human body or complex physics would count as 1 point. If the GM decides that there’s something in the environment that a Knowledgeable player would know about, they should Private Message them with the info. What the character does with that information is up to them.
Knowledgeable can represent a wide range of skills, from auto-mechanic, to rocket scientist, to the occult, and it can be assumed that the appropriate skills will come with it. For example, an auto-mechanic obviously knows about cars, and if the player encounters a broken vehicle, chances are he’ll know how to fix it (provided he has the proper tools).


~Soul of the Sword
Cost: 2 Creation Points, character must be equipped with a sword-like weapon upon creation
From birth, this character has displayed an uncanny aptitude with sticks, bats, and shovels. Objects such as these seem to spring alive in their hands, and they often spin them around, throw them up in the air and catch them in their toes, just for fun. They may add +1 more Flair for every Action that they use their sword in combat up to their level number.

~You Killed Kenny, you Bastard!
Cost: 1 Creation point
This character is always simmering. Even if they may seem calm on the surface, if their allies fall, they will be overcome with a burst of rage, or a “youkilledkennyyoubastard” moment! During a combat round, whenever another player’s character is KO’ed by an enemy attack, he gets a temporary boost of 1 extra Muscle dice. This bonus is cumulative for every party member that is KO’ed, but it will only be effective for the first time they are knocked out in the combat round. If the ally is revived mid-fight, the Rage fades, and the bonus can not be gained until the next combat round, even if the ally is knocked out again.

~Subway, eat flesh!
Cost: 2-4 Creation Points
Your character is the sickest mo’fo on the planet. He will literally take his enemy and eat them in the middle of battle, or take a piece of them and save them for later. When using this ability in battle, the character must usee one action describing the mutilation and consumption of a “meal”. Depending on how many creation Points used, the amount of body replenished may vary.

~Dood, lawl
Cost: 1-2 Creation Point
Your character is the life of the party, or maybe they just know how to tickle your testicles. Whatever the case, these guys can make you laugh. In combat, the character may use an action to make the enemy laugh (2 if 2 creation points were paid). The GM then rolls a 6 sided di (or 2) and the amounts added up are the amount of flair recieved

~Psychic Powers
Cost: 1 Creation Point
Donned upon you are a meagerie of psychic abilities, ranging from telekenesis to electricity, to flight. The way psychic powers work go as follows. Let's say I am making a character specializing in electricity powers. In my character sheet, I would put this as an attribute and next to it in parentheses put (Electricity). So, when RPing as this character, each time your character uses a psychic-charged power that is not, in this case, an electric power, then the GM will roll 1 6-sided di to see the success of the power. On a 1, it does not work, and on a 6, it works perfectly, as if it were that character's specialty. A 2-5 is a partial success, at the GM's discretion. This attribute does not take up a trait spot if your clan has it in their exclusive traits, nor does it need to be purchased, so check the folders.


Last edited by D.N.A. on Fri Jul 10, 2009 2:02 am; edited 5 times in total
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Ginji Amano

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Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
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Gazebo: COMMUNISM Core Rulebook Empty DEFECTS

Post by D.N.A. Fri Aug 08, 2008 3:42 am

~Addiction
Bonus: 2 Creation points
She didn’t read those posters in the nurse’s office at school, gave in to peer pressure, and now here she is, addicted to the stuff. Whether it’s through cigarettes, alcohol, a tin of snuff, etc, she has to fulfill her body’s craving for the poison, and “The Patch” or some other substitute just won’t cut it. She needs a good smoke (or drink, whatever) at least every two hours, but certainly doesn’t mind lighting up after a battle or just when she’s nervous. After two hours, she’s start getting irritable, and after 5 she loses 1 Character Attack point and 1 Flair point in battle. If she goes 8 hours without a cigarette or swig of alcohol, she’s just plain mean, and may go to lengths to get a smoke that would put her in danger. Her hands start shaking, and she gets a splitting headache, resulting in losing 2 Character Attack points and 2 Flair points in battle. A character going through withdrawal symptoms probably snaps at NPCs, or may carelessly start trouble at the wrong moment when out of battle.
Characters with an Addiction are expected to have at least several hours-worth of their poison of choice on them when first generated. A carton shoved up a sleeve, or a bottle of bourbon hidden in your vest pocket work just fine.

~Obsession
Bonus: 1 Creation Point
Most people have goals in life, but this character may let their goals dictate their life. Maybe they’re focused on vengeance for a slain loved one, upholding their honor, or collecting all of the Hyper Battle Monster cards. They will go out of the way to achieve their goals, and may even put their own life or the lives of their comrades in danger, if they feel that it would culminate in achieving their goals.

~Physically Retarded
Bonus: 1-3 Creation points
Injuries can happen all of the time in a post apocalyptic world. People can lose hands, chunks of their faces, or even whole limbs in battle. Maybe they were just born that way. Whatever the case, a physically disabled person has a deformed body that affects their combat prowess and day-to-day life. The severity of the deformities would determine how many bonus points and what kind of penalty points they get.
A character who has had an eye gouged out would still be able to see and interact with the word around them, but wouldn’t be able to interact with it on the level that they once could. 1 bonus Creation point. -3 penalty to Flair points in battle.
Someone who has had their arm chopped off and can now only fight one handed is at a serious disadvantage. 2 bonus Creation points. -1 Muscle point.
If they’re restricted to a wheel chair because their legs are completely paralyzed, they would get 3 bonus Creation points, -2 Muscle points, and find it extremely difficult to get around the Gazebo world...unless of course a friendly monastery would pick them up Very Happy

~Phobia
Bonus: 1 to 2 Creation points
Phobias are fears which a character may harbor. The list is long: spiders, darkness, heights, sharp objects, etc. Whenever a character encounters the subject of their Phobia, they immediately recoil in horror before they can compose themselves, or piss themselves and go into shock. Players must specify what they fear when listing this Defect.
During combat if a character encounters their Phobia, they immediately lose 1 Character Attack per every 1 that they rolled if their Phobia is worth 1 point. If their Phobia is worth 2 points, they lose 2 Character Attack for every 2 and 1 Character Attack for every 1 that they roll.
Example: Shaun has a 2-point Phobia of darkness.
GM: “Shaun has entered a dark room, and is overcome with fear. Several zombies attack!”
Shaun: “I punch one in the head, kick one in the shin, then head-butt one.”
The GM rolls 3 dice for Shaun’s 3 Actions. They come up as 2, 1, and 5. The zombies roll a Threat of 6. Any rolls 2 and are discarded, leaving Shaun with 5 for his Character Attack.

~Retard Baby
Bonus: 1 Creation point
No offense, but he’s not exactly the sharpest tool in the shed. We all know him: the dumb jock, the punch-drunk boxer, or perhaps even that “special” kid whose mom makes him wear a helmet. The simple fact is, he aint too bright. While your character may not run into walls (or maybe he does), he certainly seems to miss a lot of the obvious. What’s even worse is that the people around him can tell, whether it be from his simple speech, crude clothes, or the thin line of drool that trickles down his chin. His lack of keen reasoning skills doesn’t necessarily impede his ability to fight, but he’ll certainly take the direct approach. Retard Babies probably won’t be carrying around combat yo-yos or katana swords; too pansy. Parking meters or planks of wood with nails sticking out of them are more his style.

~Loud Noises Scare Me
Bonus: 2 Creation points
Whether it’s from a traumatic experience or sensitive hearing, this character can’t stand it when things explode. The louder a blast, the worse she flinches. Any time a gun is used nearby (even by her own companions), or something loud cracks the silence she cringes. If she’s in combat, she’ll receive -3 from her Player Attack for that post. If not in combat, she’ll probably just wince and pee their pants. Not recommended for The Thanatos Clan o.o

~Monologue/Inner Monologue

Bonus: 4 Creation points

We’ve seen it before: the villain has the hero on the ropes, no chance
to escape. All he needs to do is pull the trigger and his arch nemesis
is gone for good. And what does he do? He delivers a ten minute speech
on how screwed the hero is, and by the time its done, they’ve either
escaped or been rescued. Well, sometimes heroes can be guilty of this
too. For whatever reason, before they start fighting, the character
feels the uncontrollable urge to spout about a paragraph’s worth of
dialogue (4 lines minimum). Maybe they’re a preacher, and feel the need
to read the undead their last rites, or maybe they want to pep talk the
group. Whatever the case, when the GM announces a combat situation,
this character’s first post will ALWAYS be a speech of some sort that
only count for 1 to 3 Flair points. A 3 Flair point speech should
definitely be more than the minimum 4 lines, and really ramp up a
player’s character (be it cheesy, funny, or serious).
Of course, some characters may be more introverted. That’s what
triggers an Inner Monologue. They suffer all of the effects of the
Monologue defect, but the dialogue takes place internally. Perhaps they
have a flashback to their past, or maybe they must weigh the
consequences of their actions. Whatever the case, they simply think
their monologue instead of speaking it.

~Suicidal
Bonus: 3 Creation Points
Whether you’re emo, or just plain twisted in the head, you want to end your own life. You will willingly run out at an enemy during battle without a weapon, literally trying to get yourself killed. In battle, this character must sacrifice one action per round screaming at the top of their lungs, parading through the middle of the battlefield and post themselves getting hurt in some way. Not mutilated or anything, but you know, pretty decently maimed. A gunshot to the leg or such. However, the upside to this defect is that losing body points is only a probable scenario, as his body has hardened enough to get used to pain. Each round of combat, the GM will roll one success di for your character. On a 1, your character loses 1 body point.

~Cowardly

Bonus: 4 Creation points

Any player in his right mind will try to maximize their character’s
potential, but for those that want a special challenge, they can be
Cowardly. A cowardly character will avoid a fight at all costs, and
even during one is so scared that they may constantly flub their
attacks. To represent this, they receive a -3 penalty to Character
Attack and a -3 penalty to their Flair during battle. Some GMs may rule
that this type of character would ruin their campaign, so a Cowardly
character should have some helpful Attributes to make a contribution to
the party.

~Sickness
Bonus: 2 Creation points
Didn’t eat your vegetables? Especially malnourished? Smoke way too much? Inhaled the gasses of toxic waste all of your life? You’re susceptible to the Sickness Defect. Characters are constantly pale-looking, coughing, sneezing, and breaking out in hives. They may not be able to keep solid foods down for long, and wounds take longer to heal. First Aid used on them doesn’t restore a point of their Body until 1 post after it has been applied, and instead of naturally healing a lost Body point every 4 non-combat posts like a normal human, they heal a body point every 6 non-combat posts.

~EPIC PHAIL
Bonus: 4 Creation Points
This character is just one big furry cluster fuck waiting to happen. They can’t go 2 steps without doing something so dipshit idiotic, their teammates want to shoot them in the face five times, use first aid on them to heal them, and then do it again. I’m exaggerating, of course, but not that much actually Razz To be short, this character phails. Sure, maybe not in non combat (unless he does Razz), but in combat, definitely. Before each round of combat, the GM makes a roll. if the roll is 2 or 1, the character must have post an epic phail situation. They must waste all of their actions doing something incredibly stupid, of which the GM usually specifies, and recovering and getting ready for battle again. The amount of flair is reduced to either 1 or 2 at the most, the character’s attack drops by -2 for each muscle the character has, and may God have mercy on your character’s soul. Flair is more based on how comedic the post is rather than dramatic.

Example: GM rolls a 2 for bob’s Epic Phail post. Bob has suddenly gotten his period! (Let’s just say Bob has 3 Synapse)

“Bob winces in disbelief, and covers the period blood stain on his crotchal area.” [First Action]

“Next, he felt a disturbance in his pants, and dropped to the floor and made a big old diarrhea dump.” [Second Action]

“Realizing he had crapped out a tampon, Bob used the smelly cotton piece to soak up the blood. Completely ignoring the fact that he was a guy and guys don’t get periods, Bob got back up and readied himself for battle” [Third Action]

~Desecrator
Bonus: 4 Creation points
Once an enemy stops moving, smart heroes just go on to the next one. Not so with the Desecrator. For whatever reason, she feels the need to keep mutilating the same body over and over again. She won’t be completely satisfied until it’s just a lump of decaying jelly, and she doesn’t mind taking the extra actions to do it.
Actions are normally defined by feats done in combat against an active enemy. The Desecrator must waste one Action mutilating the corpse of an already disposed enemy, and label it as their Desecrator Action.
A player only receives +1 Flair from a Desecrator Action, or +2 if it is exceptionally interesting.
A player’s Character Attack is subtracted by his Muscle stat, to represent the wasted attack.
Desecrators have also been known to relieve themselves on tombstones, just for kicks.

~Psychic Backlash
Bonus: 3 Creation Points (Character Must have Psychic Powers upon creation)
Your character must not have been listening at Psychic School. For some unexplained reason, unlike other people, your character is harmed when they use their psychic powers. In any combat round, whenever your character activates a psychic power, the GM will roll a single 6 sided di. If the roll is a 1, your character takes 1 damage.


Last edited by D.N.A. on Tue Jun 15, 2010 9:10 pm; edited 3 times in total
D.N.A.
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Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Gazebo: COMMUNISM Core Rulebook Empty SKILLS

Post by D.N.A. Fri Aug 08, 2008 3:42 am

Skills

Skills represent abilities that your characters can learn over time. In the “real” world, these skills could take years to master, plenty of time for the Magi to catch up to you. In this RPG, all you have to do is send a Private Message to your GM and purchase them via Gazebo Points! You can have an unlimited number of Skills.

~Adrenaline Burst
Costs: 2 Creation Points or 10 Gazebo Points
A quick spike in your body’s chemicals grants you the chance to hit
harder in battle. Roll one 6-sided di, and deal that much additional
damage if you succeed in your next Synapse vs. Threat roll.
You may only sacrifice 1 Action for the purposes of Adrenaline Burst per combat round.

~Weapon Connection
Costs: 2 Creation Points or 10 Gazebo points
Some knights, criminals, or hunters have been known to become so attached to their weapons that they seem to have developed a connection with it; an almost spiritual bond with their particular gun or sword. Characters with this Attribute have given their weapon a name, and will always fight with it if given the chance. So long as they fight with this weapon they get a 1 bonus to their Player Attack in combat.
When they use their Connected weapon, they gain a bonus one weight class above what the weapon would normally give:
A Light Melee weapon counts as a Heavy Melee, a Heavy Melee counts as a Super Heavy melee, and a Super Heavy Melee increases the bonus by 150% (multiply level by 1.5).
A Light Ranged weapon counts as a Heavy Ranged, a Heavy Ranged counts as a Super Heavy Ranged, and a Super Heavy Ranged increases the Flair award by 200% (multiply by 2) instead of 150%.
They will never, ever part with this weapon, even if it means passing up a better one. If Shaun would have to give up his favorite pool cue to carry around a rocket launcher, he’ll stick with the pool cue. Popular names: “Zombie Killer” “Bled Fang” “Mr. Stabs-a-lot” and “Mr. Bllastey”
Weapon Connection will only apply to ONE specific weapon, which the player names as soon as the Skill is purchased. To have another Connected weapon, you must pay for Weapon Connection again, one payment per weapon.

~Scavenger
Cost: 1 Creation points or 5 Gazebo points
If a player searches a particular area of their environment (a trashcan, bodies, etc.), they have a chance of obtaining something which may be useful to them, such as a lighter, map, half-eaten hamburger, etc. What’s more, their penchant for dumpster diving has gained them a slightly sturdier digestive system, so they can east discarded food that is several days old without fear of the normal bowel-shaking consequences. How high of a chance they have depends on the GM’s discretion. If a player searches a pile of garbage bags, they probably won’t get something very good, but if they search a Named body, they might get a great item.
Players must actively say that they are searching a particular area of the environment to receive the benefits of this Skill. Goes great with Macguyvers Wink

~Martial Artist
Cost: 1 Creation points or 5 Gazebo points
Your hands should be registered as lethal weapons. You’ve trained extensively in the bare-handed art of smackdown, and scoff at weaponry. Any time you fight with your bare hands, you get 1 to your Character Attack in combat for every unarmed Action that causes a hand or foot to make a harmful impact against an enemy. This is a great Attribute for characters who don’t want to worry about lugging around equipment.

~First Aid
Costs: 2 Creation points or 10 Gazebo Points
This character probably has a previous history in medicine, herbal treatment, or anatomy. They know how to patch up other players that have been wounded, and will even get Private Messages from the GM if a plant in the area is known to be especially good for injuries, or if certain things that are lying around have any medical merit (only if the character would know about it). When not in combat, and if they have the supplies necessary, they can restore 1 point of Body per 4 of a GMs posts to any player.

~Field Medic
Cost: 1 Creation point, or 5 Gazebo points
Requires the First Aid skill
Some people can patch up wounds. Some people can fight. Some people can do one while the other is happening. Sometimes, there is nothing more important that getting a man back in the battle before the zombies kill everyone, and that is why field surgery was invented. As a post that takes all of a character’s Actions, a Field Medic can ‘patch up’ another player who has been KOed. A character who is patched up regains 1 Body instantly, and can begin posting again in combat the next round. During the round in which the Field Medic is patching up another character, the injured character is in no danger, but the Field Medic is. The GM makes a normal roll for the Medic against the Horde’s Threat, except giving the Medic a -4 to his Character Attack for it. If the Medic is injured, it does not keep him from finishing the patching up. If the Medic is KOed, however, the other character remains KOed.
For the “patch” post, a Medic is awarded 2 Flair for each of his Synapse points, plus 2 bonus Flair if the KO’ed character was revived successfully.

~Brawler
Costs: 1 Creation point or 5 Gazebo points
This character is probably built like a meat tank, and practices a brutal hand-to-hand form of fighting, the ancient art of “beatin’ da crap outta some shit”. Even while unarmed, they receive Player Attack bonuses as if they held a Heavy Melee weapon. They can’t be disarmed unless a limb is severed (dis-ARMed...heh heh…well fXck you too then). They also receive an additional bonus if they are equipped with a Light Melee, Heavy Melee, or Super Heavy Melee weapon.
They will temporarily lose the bonuses of this skill if they wield any Ranged weapon during a post.
Characters with the Physically Disabled Defect may not take the Brawler Skill if the Defect affects their arms or legs.

~Acrobatic
Costs: 1 Creation point or 5 Gazebo Points
An acrobatic player is quick and limber. They can pull off somersaults, back-flips, and the like with no problems. Players who would like to pull off moves where you jump around a lot should purchase this attribute. Players get 1 Flair in a post if they did an acrobatic feat (flipping, tumbling, spinning gracefully and punching, etc).

~Zawesomeness
Costs: 5 Creation Points or 25 Gazebo Points
You are zawesome. plain and simple. No need to explain. Once each battle, the GM will roll a di. The amount rolled is added to the character’s synapse for that round. You must also declare that you wish to activate your Zawesomeness the round prior to it being used via PM or OOC thread. You may not purchase the OMFG attribute if you have this skill, as putting the two together in one person is like mixing the power of sulfuric acid and thermite Very Happy

~Imma Firin ma Laser!
Cost: 4 Creation Points or 20 GP and at least 2 Synapse
This is not a harmless 4 chan gif. For whatever unexplainable reason, out of the blue, you have the capability of firing a laser beam out of any part of your body. It is capable of slicing through almost any object and can create a devastating effect on enemies. Players must use one synapse chargin their laser, and then one action firin their laser in battle. The GM then rolls the amount of 6 sided dice equal to your character’s level, and the accumulated numbers are divided by two, and the amount turns to the amount of damage the enemies take. You may only use the laser once per battle, and flair for the two actions used is reverted to an automatic 2.


Alright, that’s all the traits! If you want to recommend more, feel free to PM me, or post in the out of character topic. Remember, traits exclusive for clans will be up soon along with the clans’ own folders!


Last edited by D.N.A. on Thu Jul 16, 2009 2:17 am; edited 6 times in total
D.N.A.
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Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Post by D.N.A. Fri Aug 08, 2008 3:44 am

9. SAMPLE CHARACTER: Caleb

Here’s an example of how to post your character in a thread if you’re looking to play a game. GMs will sift through character posts and pick the ones that they would most like to work with. If a GM has posted a particular game setting that you would be especially interested in, Private Message or email them to make a special request that you want to be included. Most likely, the GM will have some requirements if you’d like to join, so include those in your PM as well.

Here we’ll have our player, Mario, create the character Caleb for a game.

Okay, so we have 7 Creation Points to work with. Mario wants Caleb to be a skinny, regularly quiet and sleepy looking boy, but turns into a feral killing machine in battle. What I like to do first is pick out defects. This gives me my total amount of creation points before I start spending. Hmm, okay, so since he’ a killing machine, I should probably give him Desecrator (BTW, I’m gonna be working with just default traits, so I can show you all it’s possible to make a character with just those. also because I ahven’t made any clan traits yet XD). That gives him 4 more points, so I’m at 11 Creation points. And just for fun, let’s give him Epic Phail Razz. So now I’m at 15. quite a lot to work with Very Happy Alright, let’s start with his clan. I envisioned Caleb with a suitcase that carried inside it a retractable minigun. I’d say that’s pretty MacGyver esque, wouldn’t you? Obviously, the minigun is a Super Heavy Ranged weapon. so that costs me 3 creation points. Alright, now stats. I want him skinny, but strong enough to hold his weapon, so let’s start him at 5 muscle. Next is synapse. I think he should be decently fast, but I don’t want to write novels, so I’m guessing about 3 synapse. Finally is body. Hmm…with 5 muscle off the bat, I’m pretty sure nothing will hurt this dude until a little later on, so I’ll keep him at 1. (PS, specify age. Just for kicks) So, so far we’ve got:

Name: Caleb
Age:19
Clan: MacGyver
Weapon: Suitcase Minigun “Lawyer-Protector” (aka Mia) Super Heavy Ranged

Level:1 (if I forgot to mention, everyone starts at 1)
Muscle:4
Synapse:3
Body:1

Defects: Desecrator. Desecrator Sometimes Caleb overreacts. BUT IT'S SO FUN!!! Epic Phail Before The Lawyer Protector, Caleb was a failure Razz
Okay, so now we’re at 7 creation points again. So next you should put appearance. Well, since Caleb is part of the MacGyver clan, he’s from the underground cities. He should be dirty, with worn clothes and an all purpose jacket. So I’m gonna have him in a black T shirt and Baggy Pants, and somewhat of a lab coat/trench coat for his little trinkets. He should be sleep deprived from hours of working on his weapon, and because of which, is very attached to it, but we’ll get to that later. So because of his sleep deprivation, he should have large bags under his eyes, and a deep redness in his whites. Being very sleepy, his eyelids are usually fallen halfway down his eyes. Also make sure to put his height. Caleb’s about 5’ 11”, and has long dark brown unfixed hair that flows down to his neck. His voice is somewhat like that of Shaun from Shaun of the Dead. Also, if you’d like, include a nice picture or two of your character drawn either by you, or some of your artist friends.
Examples:

Gazebo: COMMUNISM Core Rulebook Caleb

Drawn by my friend on xombieforum.com (screename OpenConstant)

Gazebo: COMMUNISM Core Rulebook Caleb-Gift-Shwee

Drawn by my other friend on xombieforum (screename Ashweecoo[I think >_>])

Alright once that’s done with I can move on to Biography. Here’s what I got:

Bio: Caleb stayed up all night working on inventions, but nothing ever worked. Until one night, he invented the "lawyer-protecter" which he calls. It was a regular looking suitcase, but unlatching it's locks reveals a concealed mini gun that fell out just out enough to show its full self before stopping by brackets attached to both the gun and suitcase. The barrels would then simultaneously punch out like a jack in the box head. It was his most favored invention. Thinking he could conquer the world with it, and find the green Gazebo he brought it out of his underground city to test it, and hell did it work. Feeling pride-filled, he abandoned his city to look for more targets for his new toy.

Alright, backtrack here. Let’s see what we’ve got so far.

Name: Caleb
Age:19
Clan: MacGyver
Weapon: Suitcase Minigun “Lawyer-Protector” (aka Mia) Super Heavy Ranged

Level:1 (if I forgot to mention, everyone starts at 1)
Muscle:5
Synapse:3
Body:1

Appearance: Caleb has baggy khakis, bunching up on his dress shoes. He wears a blue T-Shirt, under his labbish-looking coat, the lepel of which is occasionally up on one side. Sounding a lot like Shaun from Shaun of the Dead. His eyes are dark, but red from the hours he stays awake working on his inventive death machines. Caleb's eyelids always hang down halfway, unless startled, shocked, or overjoyed. Standing around 5 feet, 11 inches, always carrying his suitcase, and his hair is a dark brown. Very dark brown, almost black.

Bio: Caleb stayed up all night working on inventions, but nothing ever worked. Until one night, he invented the "lawyer-protecter" which he calls. It was a regular looking suitcase, but unlatching it's locks reveals a concealed mini gun that fell out just out enough to show its full self before stopping by brackets attached to both the gun and suitcase. The barrels would then simultaneously punch out like a jack in the box head. It was his most favored invention. Thinking he could conquer the world with it, and find the green Gazebo he brought it out of his underground city to test it, and hell did it work. Feeling pride-filled, he abandoned his city to look for more targets for his new toy.

Defects: Desecrator. Desecrator Sometimes Caleb overreacts. BUT IT'S SO FUN!!! Epic Phail Before The Lawyer Protector, Caleb was a failure Razz
Okay, next is traits. We’ve already gotten the defects, so now we can move onto Attributes and skills. Hmm, let’s think. Caleb would have an expansive knowledge of weapons, so he would have Knowledgeable. Since it isn’t really too much help in battle, as most enemies are psychic, it would count as a 0 pointer. Also, I want him to have some luck, since he’s got epic phail, so I’m gonna go ahead and give him Good Luck, also a 0 pointer Very Happy Lucky me. So I still have 3 points to spend on skills. Let’s see, I want Caleb to name his gun, so it looks like I’m taking Weapon Connection. Oh, and look, it’s exactly the amount of Creation Points I have left! 3. Sweetness Very Happy Alright, almost done. Now all we need to do is add the equations to make sure Caleb is a legal character. So after a few touch ups, this is our final product.


Name: Caleb
Age:19
Clan: MacGyver
Weapon: Suitcase Minigun “Lawyer-Protector” (aka Mia) Super Heavy Ranged

Level:1 (if I forgot to mention, everyone starts at 1)
Muscle:5
Synapse:3
Body:1

Appearance: Caleb has baggy khakis, bunching up on his dress shoes. He wears a blue T-Shirt, under his labbish-looking coat, the lepel of which is occasionally up on one side. Sounding a lot like Shaun from Shaun of the Dead. His eyes are dark, but red from the hours he stays awake working on his inventive death machines. Caleb's eyelids always hang down halfway, unless startled, shocked, or overjoyed. Standing around 5 feet, 11 inches, always carrying his suitcase, and his hair is a dark brown. Very dark brown, almost black.

Gazebo: COMMUNISM Core Rulebook Caleb

Drawn by my friend on xombieforum.com (screename OpenConstant)

Gazebo: COMMUNISM Core Rulebook Caleb-Gift-Shwee

Drawn by my other friend on xombieforum (screename Ashweecoo[I think >_>])


Bio: Caleb stayed up all night working on inventions, but nothing ever worked. Until one night, he invented the "lawyer-protecter" which he calls. It was a regular looking suitcase, but unlatching it's locks reveals a concealed mini gun that fell out just out enough to show its full self before stopping by brackets attached to both the gun and suitcase. The barrels would then simultaneously punch out like a jack in the box head. It was his most favored invention. Thinking he could conquer the world with it, and find the green Gazebo he brought it out of his underground city to test it, and hell did it work. Feeling pride-filled, he abandoned his city to look for more targets for his new toy.

Attributes: Knowledgeable (Weapons..). Good Luck
Defects: Desecrator. Desecrator Sometimes Caleb overreacts. BUT IT'S SO FUN!!! Epic Phail Before The Lawyer Protector, Caleb was a failure Razz
Skills: Weapon Connection. “The Lawyer-Protecter" (aka Mia) is his most favored possession. He walked out of the safeties of his city to see if it works.

Stats Equations…
7+4+4=15
15-5-3-1=6
6-3=3
3-3=0


Last edited by D.N.A. on Fri Aug 08, 2008 3:51 am; edited 2 times in total
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Post by D.N.A. Fri Aug 08, 2008 3:45 am

10. SAMPLE BATTLE: So can we kill people now?

After a couple days of set-up and roleplaying, the GM has decided to introduce the characters to their first battle. For simplicity’s sake, Caleb’s fighting is the only one recorded here. To help the GM keep track of multiple player characters at once, players should post the names of their characters as the subject line in their post. I’ll use the dice roll button and show you guys I’m not lying or cheating for rolls Razz. Players should remember to clearly label the numbers of their Actions, so the GM can tell them apart. Some players put them in brackets while other may actually put numbers next to them and put them as their own separate lines.

Okay, I’m gonna post a short and sweet description of where Caleb is. Of course if this were a real campaign it would be much more detailed for environmental use. And since this is sample battle, let’s just say Caleb passed his Epic Phail roll.

Caleb is in the snack shop of an old run down gas station when zombies attack!!!!!

COMBAT

[since the horde of zombies is small, the GM will give them a body of 10 and a threat of 1]

Caleb's eyelids opened to its extremities. His calm, inviting smile was now one of a blood lust left unquenched as of yet. The teen's pupils seemed to dilate, and his brief case fell from under his arm to dangling from the handle; the tinkerer's index finger was twitching. Caleb's left arm slowly moved to his right side, and flicked open the case's lock. "Are you ready, Mia?" The boy's accent had stayed, but now his pace in sentence had quickened vastly. The case's door fell at a right angle to the other door, and what slid out next was an awing sight; a turret of some sort slowly peeked out, the sun caused it to glisten. The turret began rotating, slowly, at first, and then quite rapidly. At this point, Caleb was running full speed at he horde with an inhuman look on his face; his first victim: the gas station clerk. You could tell by the uniform. Caleb drove the revolving barrels under the clerk's pudgy legs, and jerked upwards, sending the zombie slightly airborne. "Then bark!" he yelled, simultaneous deafening shots accompanied the statement, the bullets tracked down the airborne undead, and embedded themselves in random points within its body, the force of which blew the zombie back a bit towards a large window of the gas station. The teenager then spun in a 360, gripping Mia with both hands, and planted the barrels into the monster, sending it crashing through the glass as Caleb emptied an innumerable amount of rounds into the corpse. You could tell the blood inside the mart was as extravagant as the amount of blood the carcass vomited out here. Caleb then grabbed a zombie by the back of the head, and sent it, too, through the gas station. One could tell it wasn't quite dead. What was this boy up to?[First Action][Weapon Connection]

Caleb ran in through the doors of the snack shop, pivoting his head to the right to avoid a hard right cross from the undead. Caleb instinctively riddle the body full of bullets, a gusher of blood exploded out the back of the zombie, spilling on the corpse below, and mixing with the mess on the floor. Instead of falling, however, this just caused the lifeless corpse to back away from the teenager. He then began a sort of gun hit combo on the body, doing a hit to the gut to make it back away two steps, firing two rounds into the leg to make the zombie catch itself, ramming his shoulder into the stomach of the carcass sending it back to a very peculiar door; it was the employee's office door. The body lay lifeless, propped up against the door, surely bleeding its tainted blood all over it. The tinkerer began a horrid chuckle that could be heard through the broken window, followed by a long string of firing. Caleb was now almost drenched in blood, as was his pet, and the carcass was so badly shot up, the door behind it was clearly visible; it too had been shot. Caleb cocked back his right leg, and slammed it into the corpse, smashing a large hole in the door, and sending the bloody mess skidding into a wooden desk, it had left a trail of black blood from the door to there.[Second Action][Weapon Connection]

Caleb searched the room. a large window was straight in front of him. Caleb used the corpse to shatter the glass. He also threw a folding metal chair outside for an odd reason. His look of insanity had not left him. The tinkerer hurled himself through the window in a ball, Mia was protected, surrounded by a hunk of Caleb's body on all sides. Caleb, himself, landed on the squishy body of the riddled corpse, squishing out blood like it were a sponge. Caleb was lying down, Mia was pointed at the horde, looking the other way at the rest of the team, who looked in shock to see the teenager almost wallowing in blood, and his gun displaying a fine veneer of crimson, itself. Caleb used his free hand to chuck the steel chair at the first zombie that looked back, which planted its seat on his face, at this same instant, Caleb had muttered, "Come one Mia, you can do this!" as one loud bang accompanied it. The round sang through the wind, and hit the leg of the steel chair, which redirected the bullet's course into the forehead of a nearby undead monster, killing it almost instantly, the bullet also causing the chair to gain some extra momentum, to slam the back end of itself into the right side of the zombie's face who had less than a second before been hit with its seat; a snapping sound replaced a smile of insanity with one of satisfaction as the body plopped to the ground, lifeless.[Third Action][Weapon Connection][Desecrator Action]

[okay, let’s calculate Caleb’s attack points. Okay, since the dice thing is disabled at the moment, I went on random.org/dice/?num=5 and got 1, 6, 2, 2 and 5. That makes 16 attack so far. Add his synapse. That’s 19 attack. Next, his desecrator kicks in. I have to subtract my muscle from my attack. so since I have 5, I do 19-5. Also I need to add the bonus I get form my weapon, but since it doesn’t give me an attack bonus, I gain nothing. So Caleb has 14 attack. Pretty decent for first post Very Happy Now it’s time for the Threat roll. wow…they got…a 1. That’s just plain awful. so now you do attack subtracted by threat. 14-1 is 13. The horde takes 13 damage. And since they only had 10 body, that means the horde is triple b’d (boned beyond belief)]

The horde falls to the lone gunman. And now let’s calculate flair. The real judgmental amounts I got for that post when I originally posted it were 3+4+2(desecrator). Then my weapon kicked in. It would originally give me 1.5 times my level (1.5 at the time) but since Caleb has Weapon Connection, it gave me times 2, so 2 extra flair. 3+4+2(desecrator)+2(Weapon Connection). If you added everything up flairwise, Caleb is now Level 2, then Level 3, with 8 Flair until Level 4. +2 GP

So the post would look something like:

Code:
Caleb:
3+4+2(desecrator) +2(Weapons Con.)=11 flair!

Caleb completely destroys the horde with the power of the minigun! 13 damage is dealt.

LEVELS UP! Caleb is now Level 2, then Level 3! 8 Flair until Level 4. +2 XP
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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Post by D.N.A. Sun Aug 10, 2008 11:23 pm

One last thing

ABSOLUETELY NO GODMODDING

The GM is the only one who can godmod, and can only do so in the most subtle ways (correcting the paths of RPers to follow a story). If any player godmods, they will be killed off, and if they begin spamming in campaigns they are not in, or were killed off in, they will be ip banned.
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Gazebo: COMMUNISM Core Rulebook Left_bar_bleue1/1Gazebo: COMMUNISM Core Rulebook Empty_bar_bleue  (1/1)

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